renderer_scene_sky_rd.cpp 60 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_sky_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_sky_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/math_defs.h"
  33. #include "renderer_scene_render_rd.h"
  34. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  35. #include "servers/rendering/rendering_server_default.h"
  36. ////////////////////////////////////////////////////////////////////////////////
  37. // SKY SHADER
  38. void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
  39. //compile
  40. code = p_code;
  41. valid = false;
  42. ubo_size = 0;
  43. uniforms.clear();
  44. if (code == String()) {
  45. return; //just invalid, but no error
  46. }
  47. ShaderCompilerRD::GeneratedCode gen_code;
  48. ShaderCompilerRD::IdentifierActions actions;
  49. actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
  50. uses_time = false;
  51. uses_half_res = false;
  52. uses_quarter_res = false;
  53. uses_position = false;
  54. uses_light = false;
  55. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  56. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  57. actions.usage_flag_pointers["TIME"] = &uses_time;
  58. actions.usage_flag_pointers["POSITION"] = &uses_position;
  59. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  60. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  61. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  62. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  63. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  64. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  65. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  66. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  67. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  68. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  69. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  70. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  77. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  78. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  79. actions.uniforms = &uniforms;
  80. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  81. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  82. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  83. ERR_FAIL_COND(err != OK);
  84. if (version.is_null()) {
  85. version = scene_singleton->sky.sky_shader.shader.version_create();
  86. }
  87. #if 0
  88. print_line("**compiling shader:");
  89. print_line("**defines:\n");
  90. for (int i = 0; i < gen_code.defines.size(); i++) {
  91. print_line(gen_code.defines[i]);
  92. }
  93. print_line("\n**uniforms:\n" + gen_code.uniforms);
  94. // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  95. // print_line("\n**vertex_code:\n" + gen_code.vertex);
  96. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  97. print_line("\n**fragment_code:\n" + gen_code.fragment);
  98. print_line("\n**light_code:\n" + gen_code.light);
  99. #endif
  100. scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
  101. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  102. ubo_size = gen_code.uniform_total_size;
  103. ubo_offsets = gen_code.uniform_offsets;
  104. texture_uniforms = gen_code.texture_uniforms;
  105. //update pipelines
  106. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  107. RD::PipelineDepthStencilState depth_stencil_state;
  108. depth_stencil_state.enable_depth_test = true;
  109. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  110. if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
  111. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  112. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  113. } else {
  114. pipelines[i].clear();
  115. }
  116. }
  117. valid = true;
  118. }
  119. void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  120. if (!p_texture.is_valid()) {
  121. default_texture_params.erase(p_name);
  122. } else {
  123. default_texture_params[p_name] = p_texture;
  124. }
  125. }
  126. void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  127. Map<int, StringName> order;
  128. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  129. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  130. continue;
  131. }
  132. if (E->get().texture_order >= 0) {
  133. order[E->get().texture_order + 100000] = E->key();
  134. } else {
  135. order[E->get().order] = E->key();
  136. }
  137. }
  138. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  139. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  140. pi.name = E->get();
  141. p_param_list->push_back(pi);
  142. }
  143. }
  144. void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  145. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  146. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  147. continue;
  148. }
  149. RendererStorage::InstanceShaderParam p;
  150. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  151. p.info.name = E->key(); //supply name
  152. p.index = E->get().instance_index;
  153. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  154. p_param_list->push_back(p);
  155. }
  156. }
  157. bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
  158. if (!uniforms.has(p_param)) {
  159. return false;
  160. }
  161. return uniforms[p_param].texture_order >= 0;
  162. }
  163. bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
  164. return false;
  165. }
  166. bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
  167. return false;
  168. }
  169. Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
  170. if (uniforms.has(p_parameter)) {
  171. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  172. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  173. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  174. }
  175. return Variant();
  176. }
  177. RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
  178. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  179. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  180. }
  181. RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
  182. valid = false;
  183. }
  184. RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
  185. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  186. ERR_FAIL_COND(!scene_singleton);
  187. //pipeline variants will clear themselves if shader is gone
  188. if (version.is_valid()) {
  189. scene_singleton->sky.sky_shader.shader.version_free(version);
  190. }
  191. }
  192. ////////////////////////////////////////////////////////////////////////////////
  193. // Sky material
  194. bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  195. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  196. uniform_set_updated = true;
  197. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
  198. }
  199. RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
  200. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  201. RD::get_singleton()->free(uniform_set);
  202. }
  203. }
  204. ////////////////////////////////////////////////////////////////////////////////
  205. // Render sky
  206. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  207. p_array[0] = p_basis.elements[0][0];
  208. p_array[1] = p_basis.elements[1][0];
  209. p_array[2] = p_basis.elements[2][0];
  210. p_array[3] = 0;
  211. p_array[4] = p_basis.elements[0][1];
  212. p_array[5] = p_basis.elements[1][1];
  213. p_array[6] = p_basis.elements[2][1];
  214. p_array[7] = 0;
  215. p_array[8] = p_basis.elements[0][2];
  216. p_array[9] = p_basis.elements[1][2];
  217. p_array[10] = p_basis.elements[2][2];
  218. p_array[11] = 0;
  219. }
  220. void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
  221. SkyPushConstant sky_push_constant;
  222. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  223. for (uint32_t v = 0; v < p_view_count; v++) {
  224. // We only need key components of our projection matrix
  225. sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
  226. sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
  227. sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
  228. sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
  229. }
  230. sky_push_constant.position[0] = p_position.x;
  231. sky_push_constant.position[1] = p_position.y;
  232. sky_push_constant.position[2] = p_position.z;
  233. sky_push_constant.multiplier = p_multiplier;
  234. sky_push_constant.time = p_time;
  235. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  236. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  237. RD::DrawListID draw_list = p_list;
  238. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
  239. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  240. if (p_uniform_set.is_valid()) { //material may not have uniform set
  241. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  242. }
  243. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  244. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  245. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  246. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  247. RD::get_singleton()->draw_list_draw(draw_list, true);
  248. }
  249. ////////////////////////////////////////////////////////////////////////////////
  250. // ReflectionData
  251. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  252. layers.clear();
  253. radiance_base_cubemap = RID();
  254. if (downsampled_radiance_cubemap.is_valid()) {
  255. RD::get_singleton()->free(downsampled_radiance_cubemap);
  256. }
  257. downsampled_radiance_cubemap = RID();
  258. downsampled_layer.mipmaps.clear();
  259. coefficient_buffer = RID();
  260. }
  261. void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers) {
  262. //recreate radiance and all data
  263. int mipmaps = p_mipmaps;
  264. uint32_t w = p_size, h = p_size;
  265. if (p_use_array) {
  266. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  267. for (int i = 0; i < num_layers; i++) {
  268. ReflectionData::Layer layer;
  269. uint32_t mmw = w;
  270. uint32_t mmh = h;
  271. layer.mipmaps.resize(mipmaps);
  272. layer.views.resize(mipmaps);
  273. for (int j = 0; j < mipmaps; j++) {
  274. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  275. mm.size.width = mmw;
  276. mm.size.height = mmh;
  277. for (int k = 0; k < 6; k++) {
  278. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  279. Vector<RID> fbtex;
  280. fbtex.push_back(mm.views[k]);
  281. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  282. }
  283. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
  284. mmw = MAX(1, mmw >> 1);
  285. mmh = MAX(1, mmh >> 1);
  286. }
  287. layers.push_back(layer);
  288. }
  289. } else {
  290. mipmaps = p_low_quality ? 8 : mipmaps;
  291. //regular cubemap, lower quality (aliasing, less memory)
  292. ReflectionData::Layer layer;
  293. uint32_t mmw = w;
  294. uint32_t mmh = h;
  295. layer.mipmaps.resize(mipmaps);
  296. layer.views.resize(mipmaps);
  297. for (int j = 0; j < mipmaps; j++) {
  298. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  299. mm.size.width = mmw;
  300. mm.size.height = mmh;
  301. for (int k = 0; k < 6; k++) {
  302. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  303. Vector<RID> fbtex;
  304. fbtex.push_back(mm.views[k]);
  305. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  306. }
  307. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
  308. mmw = MAX(1, mmw >> 1);
  309. mmh = MAX(1, mmh >> 1);
  310. }
  311. layers.push_back(layer);
  312. }
  313. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
  314. RD::TextureFormat tf;
  315. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  316. tf.width = 64; // Always 64x64
  317. tf.height = 64;
  318. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  319. tf.array_layers = 6;
  320. tf.mipmaps = 7;
  321. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  322. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  323. {
  324. uint32_t mmw = 64;
  325. uint32_t mmh = 64;
  326. downsampled_layer.mipmaps.resize(7);
  327. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  328. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  329. mm.size.width = mmw;
  330. mm.size.height = mmh;
  331. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
  332. mmw = MAX(1, mmw >> 1);
  333. mmh = MAX(1, mmh >> 1);
  334. }
  335. }
  336. }
  337. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  338. p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  339. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  340. p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  341. }
  342. Vector<RID> views;
  343. if (p_use_arrays) {
  344. for (int i = 1; i < layers.size(); i++) {
  345. views.push_back(layers[i].views[0]);
  346. }
  347. } else {
  348. for (int i = 1; i < layers[0].views.size(); i++) {
  349. views.push_back(layers[0].views[i]);
  350. }
  351. }
  352. p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  353. }
  354. void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
  355. if (p_use_arrays) {
  356. //render directly to the layers
  357. p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  358. } else {
  359. p_storage->get_effects()->cubemap_roughness(
  360. layers[0].views[p_base_layer - 1],
  361. layers[0].views[p_base_layer],
  362. p_cube_side,
  363. p_sky_ggx_samples_quality,
  364. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  365. layers[0].mipmaps[p_base_layer].size.x);
  366. }
  367. }
  368. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  369. for (int i = p_start; i < p_end; i++) {
  370. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  371. RID view = layers[i].views[j];
  372. RID texture = layers[i].views[j + 1];
  373. Size2i size = layers[i].mipmaps[j + 1].size;
  374. p_storage->get_effects()->cubemap_downsample(view, texture, size);
  375. }
  376. }
  377. }
  378. ////////////////////////////////////////////////////////////////////////////////
  379. // RendererSceneSkyRD::Sky
  380. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  381. if (radiance.is_valid()) {
  382. RD::get_singleton()->free(radiance);
  383. radiance = RID();
  384. }
  385. reflection.clear_reflection_data();
  386. if (uniform_buffer.is_valid()) {
  387. RD::get_singleton()->free(uniform_buffer);
  388. uniform_buffer = RID();
  389. }
  390. if (half_res_pass.is_valid()) {
  391. RD::get_singleton()->free(half_res_pass);
  392. half_res_pass = RID();
  393. }
  394. if (quarter_res_pass.is_valid()) {
  395. RD::get_singleton()->free(quarter_res_pass);
  396. quarter_res_pass = RID();
  397. }
  398. if (material.is_valid()) {
  399. p_storage->free(material);
  400. }
  401. }
  402. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  403. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  404. return texture_uniform_sets[p_version];
  405. }
  406. Vector<RD::Uniform> uniforms;
  407. {
  408. RD::Uniform u;
  409. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  410. u.binding = 0;
  411. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  412. u.ids.push_back(radiance);
  413. } else {
  414. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  415. }
  416. uniforms.push_back(u);
  417. }
  418. {
  419. RD::Uniform u;
  420. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  421. u.binding = 1; // half res
  422. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  423. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  424. u.ids.push_back(reflection.layers[0].views[1]);
  425. } else {
  426. u.ids.push_back(half_res_pass);
  427. }
  428. } else {
  429. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  430. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  431. } else {
  432. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  433. }
  434. }
  435. uniforms.push_back(u);
  436. }
  437. {
  438. RD::Uniform u;
  439. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  440. u.binding = 2; // quarter res
  441. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  442. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  443. u.ids.push_back(reflection.layers[0].views[2]);
  444. } else {
  445. u.ids.push_back(quarter_res_pass);
  446. }
  447. } else {
  448. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  449. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  450. } else {
  451. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  452. }
  453. }
  454. uniforms.push_back(u);
  455. }
  456. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  457. return texture_uniform_sets[p_version];
  458. }
  459. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  460. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  461. if (radiance_size == p_radiance_size) {
  462. return false;
  463. }
  464. radiance_size = p_radiance_size;
  465. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  466. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  467. radiance_size = 256;
  468. }
  469. if (radiance.is_valid()) {
  470. RD::get_singleton()->free(radiance);
  471. radiance = RID();
  472. }
  473. reflection.clear_reflection_data();
  474. return true;
  475. }
  476. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  477. if (mode == p_mode) {
  478. return false;
  479. }
  480. mode = p_mode;
  481. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  482. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  483. set_radiance_size(256);
  484. }
  485. if (radiance.is_valid()) {
  486. RD::get_singleton()->free(radiance);
  487. radiance = RID();
  488. }
  489. reflection.clear_reflection_data();
  490. return true;
  491. }
  492. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  493. if (material == p_material) {
  494. return false;
  495. }
  496. material = p_material;
  497. return true;
  498. }
  499. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  500. if (radiance.is_valid()) {
  501. RD::TextureFormat tf;
  502. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  503. tf.width = p_size.width;
  504. tf.height = p_size.height;
  505. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  506. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  507. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  508. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  509. RD::get_singleton()->free(rad_tex);
  510. Ref<Image> img;
  511. img.instantiate();
  512. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  513. for (int i = 0; i < p_size.width; i++) {
  514. for (int j = 0; j < p_size.height; j++) {
  515. Color c = img->get_pixel(i, j);
  516. c.r *= p_energy;
  517. c.g *= p_energy;
  518. c.b *= p_energy;
  519. img->set_pixel(i, j, c);
  520. }
  521. }
  522. return img;
  523. }
  524. return Ref<Image>();
  525. }
  526. ////////////////////////////////////////////////////////////////////////////////
  527. // RendererSceneSkyRD
  528. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  529. SkyShaderData *shader_data = memnew(SkyShaderData);
  530. return shader_data;
  531. }
  532. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  533. // !BAS! Why isn't _create_sky_shader_func not just static too?
  534. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  535. };
  536. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  537. SkyMaterialData *material_data = memnew(SkyMaterialData);
  538. material_data->shader_data = p_shader;
  539. material_data->last_frame = false;
  540. //update will happen later anyway so do nothing.
  541. return material_data;
  542. }
  543. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  544. // !BAS! same here, we could just make _create_sky_material_func static?
  545. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  546. };
  547. RendererSceneSkyRD::RendererSceneSkyRD() {
  548. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  549. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  550. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  551. }
  552. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  553. storage = p_storage;
  554. {
  555. // Start with the directional lights for the sky
  556. sky_scene_state.max_directional_lights = 4;
  557. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  558. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  559. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  560. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  561. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  562. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  563. // Initialize sky
  564. Vector<String> sky_modes;
  565. sky_modes.push_back(""); // Full size
  566. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  567. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  568. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  569. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  570. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  571. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  572. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  573. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  574. sky_shader.shader.initialize(sky_modes, defines);
  575. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  576. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  577. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  578. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  579. }
  580. }
  581. // register our shader funds
  582. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  583. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  584. {
  585. ShaderCompilerRD::DefaultIdentifierActions actions;
  586. actions.renames["COLOR"] = "color";
  587. actions.renames["ALPHA"] = "alpha";
  588. actions.renames["EYEDIR"] = "cube_normal";
  589. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  590. actions.renames["SKY_COORDS"] = "panorama_coords";
  591. actions.renames["SCREEN_UV"] = "uv";
  592. actions.renames["TIME"] = "params.time";
  593. actions.renames["PI"] = _MKSTR(Math_PI);
  594. actions.renames["TAU"] = _MKSTR(Math_TAU);
  595. actions.renames["E"] = _MKSTR(Math_E);
  596. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  597. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  598. actions.renames["RADIANCE"] = "radiance";
  599. actions.renames["FOG"] = "custom_fog";
  600. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  601. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  602. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  603. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  604. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  605. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  606. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  607. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  608. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  609. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  610. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  611. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  612. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  613. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  614. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  615. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  616. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  617. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  618. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  619. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  620. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  621. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  622. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  623. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  624. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  625. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  626. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  627. actions.sampler_array_name = "material_samplers";
  628. actions.base_texture_binding_index = 1;
  629. actions.texture_layout_set = 1;
  630. actions.base_uniform_string = "material.";
  631. actions.base_varying_index = 10;
  632. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  633. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  634. actions.global_buffer_array_variable = "global_variables.data";
  635. sky_shader.compiler.initialize(actions);
  636. }
  637. {
  638. // default material and shader for sky shader
  639. sky_shader.default_shader = storage->shader_allocate();
  640. storage->shader_initialize(sky_shader.default_shader);
  641. storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
  642. sky_shader.default_material = storage->material_allocate();
  643. storage->material_initialize(sky_shader.default_material);
  644. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  645. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  646. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  647. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  648. Vector<RD::Uniform> uniforms;
  649. {
  650. RD::Uniform u;
  651. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  652. u.binding = 0;
  653. u.ids.resize(12);
  654. RID *ids_ptr = u.ids.ptrw();
  655. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  656. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  657. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  658. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  659. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  660. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  661. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  662. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  663. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  664. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  665. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  666. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  667. uniforms.push_back(u);
  668. }
  669. {
  670. RD::Uniform u;
  671. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  672. u.binding = 1;
  673. u.ids.push_back(storage->global_variables_get_storage_buffer());
  674. uniforms.push_back(u);
  675. }
  676. {
  677. RD::Uniform u;
  678. u.binding = 2;
  679. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  680. u.ids.push_back(sky_scene_state.uniform_buffer);
  681. uniforms.push_back(u);
  682. }
  683. {
  684. RD::Uniform u;
  685. u.binding = 3;
  686. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  687. u.ids.push_back(sky_scene_state.directional_light_buffer);
  688. uniforms.push_back(u);
  689. }
  690. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  691. }
  692. {
  693. Vector<RD::Uniform> uniforms;
  694. {
  695. RD::Uniform u;
  696. u.binding = 0;
  697. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  698. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  699. u.ids.push_back(vfog);
  700. uniforms.push_back(u);
  701. }
  702. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  703. }
  704. {
  705. // Need defaults for using fog with clear color
  706. sky_scene_state.fog_shader = storage->shader_allocate();
  707. storage->shader_initialize(sky_scene_state.fog_shader);
  708. storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
  709. sky_scene_state.fog_material = storage->material_allocate();
  710. storage->material_initialize(sky_scene_state.fog_material);
  711. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  712. Vector<RD::Uniform> uniforms;
  713. {
  714. RD::Uniform u;
  715. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  716. u.binding = 0;
  717. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  718. uniforms.push_back(u);
  719. }
  720. {
  721. RD::Uniform u;
  722. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  723. u.binding = 1;
  724. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  725. uniforms.push_back(u);
  726. }
  727. {
  728. RD::Uniform u;
  729. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  730. u.binding = 2;
  731. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  732. uniforms.push_back(u);
  733. }
  734. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  735. }
  736. { //create index array for copy shaders
  737. Vector<uint8_t> pv;
  738. pv.resize(6 * 4);
  739. {
  740. uint8_t *w = pv.ptrw();
  741. int *p32 = (int *)w;
  742. p32[0] = 0;
  743. p32[1] = 1;
  744. p32[2] = 2;
  745. p32[3] = 0;
  746. p32[4] = 2;
  747. p32[5] = 3;
  748. }
  749. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  750. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  751. }
  752. }
  753. RendererSceneSkyRD::~RendererSceneSkyRD() {
  754. // TODO cleanup anything created in init...
  755. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  756. RD::get_singleton()->free(sky_scene_state.uniform_set);
  757. }
  758. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  759. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  760. }
  761. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  762. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  763. }
  764. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  765. }
  766. void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
  767. ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
  768. SkyMaterialData *material = nullptr;
  769. Sky *sky = get_sky(p_env->sky);
  770. RID sky_material;
  771. SkyShaderData *shader_data = nullptr;
  772. RS::EnvironmentBG background = p_env->background;
  773. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  774. // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
  775. ERR_FAIL_COND(!sky);
  776. sky_material = sky_get_material(p_env->sky);
  777. if (sky_material.is_valid()) {
  778. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  779. if (!material || !material->shader_data->valid) {
  780. material = nullptr;
  781. }
  782. }
  783. if (!material) {
  784. sky_material = sky_shader.default_material;
  785. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  786. }
  787. ERR_FAIL_COND(!material);
  788. shader_data = material->shader_data;
  789. ERR_FAIL_COND(!shader_data);
  790. }
  791. if (sky) {
  792. // Invalidate supbass buffers if screen size changes
  793. if (sky->screen_size != p_screen_size) {
  794. sky->screen_size = p_screen_size;
  795. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  796. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  797. if (shader_data->uses_half_res) {
  798. if (sky->half_res_pass.is_valid()) {
  799. RD::get_singleton()->free(sky->half_res_pass);
  800. sky->half_res_pass = RID();
  801. }
  802. invalidate_sky(sky);
  803. }
  804. if (shader_data->uses_quarter_res) {
  805. if (sky->quarter_res_pass.is_valid()) {
  806. RD::get_singleton()->free(sky->quarter_res_pass);
  807. sky->quarter_res_pass = RID();
  808. }
  809. invalidate_sky(sky);
  810. }
  811. }
  812. // Create new subpass buffers if necessary
  813. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  814. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  815. sky->radiance.is_null()) {
  816. invalidate_sky(sky);
  817. update_dirty_skys();
  818. }
  819. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  820. sky->prev_time = p_scene_render->time;
  821. sky->reflection.dirty = true;
  822. RenderingServerDefault::redraw_request();
  823. }
  824. if (material != sky->prev_material) {
  825. sky->prev_material = material;
  826. sky->reflection.dirty = true;
  827. }
  828. if (material->uniform_set_updated) {
  829. material->uniform_set_updated = false;
  830. sky->reflection.dirty = true;
  831. }
  832. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  833. sky->prev_position = p_transform.origin;
  834. sky->reflection.dirty = true;
  835. }
  836. if (shader_data->uses_light) {
  837. // Check whether the directional_light_buffer changes
  838. bool light_data_dirty = false;
  839. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  840. light_data_dirty = true;
  841. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  842. sky_scene_state.directional_lights[i].enabled = false;
  843. }
  844. }
  845. if (!light_data_dirty) {
  846. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  847. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  848. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  849. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  850. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  851. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  852. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  853. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  854. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  855. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  856. light_data_dirty = true;
  857. break;
  858. }
  859. }
  860. }
  861. if (light_data_dirty) {
  862. RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
  863. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  864. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  865. sky_scene_state.directional_lights = temp;
  866. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  867. sky->reflection.dirty = true;
  868. }
  869. }
  870. }
  871. //setup fog variables
  872. sky_scene_state.ubo.volumetric_fog_enabled = false;
  873. if (p_render_buffers.is_valid()) {
  874. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  875. sky_scene_state.ubo.volumetric_fog_enabled = true;
  876. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  877. if (fog_end > 0.0) {
  878. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  879. } else {
  880. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  881. }
  882. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  883. if (fog_detail_spread > 0.0) {
  884. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  885. } else {
  886. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  887. }
  888. }
  889. RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  890. if (fog_uniform_set != RID()) {
  891. sky_scene_state.fog_uniform_set = fog_uniform_set;
  892. } else {
  893. sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
  894. }
  895. }
  896. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  897. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  898. sky_scene_state.ubo.fog_density = p_env->fog_density;
  899. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  900. Color fog_color = p_env->fog_light_color.to_linear();
  901. float fog_energy = p_env->fog_light_energy;
  902. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  903. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  904. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  905. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  906. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  907. }
  908. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
  909. ERR_FAIL_COND(!p_env);
  910. Sky *sky = get_sky(p_env->sky);
  911. ERR_FAIL_COND(!sky);
  912. RID sky_material = sky_get_material(p_env->sky);
  913. SkyMaterialData *material = nullptr;
  914. if (sky_material.is_valid()) {
  915. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  916. if (!material || !material->shader_data->valid) {
  917. material = nullptr;
  918. }
  919. }
  920. if (!material) {
  921. sky_material = sky_shader.default_material;
  922. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  923. }
  924. ERR_FAIL_COND(!material);
  925. SkyShaderData *shader_data = material->shader_data;
  926. ERR_FAIL_COND(!shader_data);
  927. float multiplier = p_env->bg_energy;
  928. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  929. RS::SkyMode sky_mode = sky->mode;
  930. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  931. if (shader_data->uses_time || shader_data->uses_position) {
  932. update_single_frame = true;
  933. sky_mode = RS::SKY_MODE_REALTIME;
  934. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  935. update_single_frame = false;
  936. sky_mode = RS::SKY_MODE_INCREMENTAL;
  937. } else {
  938. update_single_frame = true;
  939. sky_mode = RS::SKY_MODE_QUALITY;
  940. }
  941. }
  942. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  943. // On the first frame after creating sky, rebuild in single frame
  944. update_single_frame = true;
  945. sky_mode = RS::SKY_MODE_QUALITY;
  946. }
  947. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  948. // Update radiance cubemap
  949. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  950. static const Vector3 view_normals[6] = {
  951. Vector3(+1, 0, 0),
  952. Vector3(-1, 0, 0),
  953. Vector3(0, +1, 0),
  954. Vector3(0, -1, 0),
  955. Vector3(0, 0, +1),
  956. Vector3(0, 0, -1)
  957. };
  958. static const Vector3 view_up[6] = {
  959. Vector3(0, -1, 0),
  960. Vector3(0, -1, 0),
  961. Vector3(0, 0, +1),
  962. Vector3(0, 0, -1),
  963. Vector3(0, -1, 0),
  964. Vector3(0, -1, 0)
  965. };
  966. CameraMatrix cm;
  967. cm.set_perspective(90, 1, 0.01, 10.0);
  968. CameraMatrix correction;
  969. correction.set_depth_correction(true);
  970. cm = correction * cm;
  971. if (shader_data->uses_quarter_res) {
  972. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  973. Vector<Color> clear_colors;
  974. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  975. RD::DrawListID cubemap_draw_list;
  976. for (int i = 0; i < 6; i++) {
  977. Transform3D local_view;
  978. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  979. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  980. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  981. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
  982. RD::get_singleton()->draw_list_end();
  983. }
  984. }
  985. if (shader_data->uses_half_res) {
  986. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  987. Vector<Color> clear_colors;
  988. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  989. RD::DrawListID cubemap_draw_list;
  990. for (int i = 0; i < 6; i++) {
  991. Transform3D local_view;
  992. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  993. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  994. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  995. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
  996. RD::get_singleton()->draw_list_end();
  997. }
  998. }
  999. RD::DrawListID cubemap_draw_list;
  1000. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1001. for (int i = 0; i < 6; i++) {
  1002. Transform3D local_view;
  1003. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1004. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1005. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  1006. _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
  1007. RD::get_singleton()->draw_list_end();
  1008. }
  1009. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1010. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1011. if (sky_use_cubemap_array) {
  1012. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1013. }
  1014. } else {
  1015. if (update_single_frame) {
  1016. for (int i = 1; i < max_processing_layer; i++) {
  1017. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1018. }
  1019. if (sky_use_cubemap_array) {
  1020. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1021. }
  1022. } else {
  1023. if (sky_use_cubemap_array) {
  1024. // Multi-Frame so just update the first array level
  1025. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1026. }
  1027. }
  1028. sky->processing_layer = 1;
  1029. }
  1030. sky->reflection.dirty = false;
  1031. } else {
  1032. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1033. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1034. if (sky_use_cubemap_array) {
  1035. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1036. }
  1037. sky->processing_layer++;
  1038. }
  1039. }
  1040. }
  1041. void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
  1042. ERR_FAIL_COND(!p_env);
  1043. ERR_FAIL_COND(p_view_count == 0);
  1044. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1045. Sky *sky = get_sky(p_env->sky);
  1046. ERR_FAIL_COND(!sky);
  1047. SkyMaterialData *material = nullptr;
  1048. RID sky_material;
  1049. RS::EnvironmentBG background = p_env->background;
  1050. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1051. ERR_FAIL_COND(!sky);
  1052. sky_material = sky_get_material(p_env->sky);
  1053. if (sky_material.is_valid()) {
  1054. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1055. if (!material || !material->shader_data->valid) {
  1056. material = nullptr;
  1057. }
  1058. }
  1059. if (!material) {
  1060. sky_material = sky_shader.default_material;
  1061. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1062. }
  1063. }
  1064. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1065. sky_material = sky_scene_state.fog_material;
  1066. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1067. }
  1068. ERR_FAIL_COND(!material);
  1069. SkyShaderData *shader_data = material->shader_data;
  1070. ERR_FAIL_COND(!shader_data);
  1071. Basis sky_transform = p_env->sky_orientation;
  1072. sky_transform.invert();
  1073. float multiplier = p_env->bg_energy;
  1074. float custom_fov = p_env->sky_custom_fov;
  1075. // Camera
  1076. CameraMatrix camera;
  1077. uint32_t view_count = p_view_count;
  1078. const CameraMatrix *projections = p_projections;
  1079. if (custom_fov) {
  1080. // With custom fov we don't support stereo...
  1081. float near_plane = p_projections[0].get_z_near();
  1082. float far_plane = p_projections[0].get_z_far();
  1083. float aspect = p_projections[0].get_aspect();
  1084. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1085. view_count = 1;
  1086. projections = &camera;
  1087. }
  1088. sky_transform = p_transform.basis * sky_transform;
  1089. if (shader_data->uses_quarter_res) {
  1090. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1091. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1092. Vector<Color> clear_colors;
  1093. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1094. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1095. _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
  1096. RD::get_singleton()->draw_list_end();
  1097. }
  1098. if (shader_data->uses_half_res) {
  1099. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1100. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1101. Vector<Color> clear_colors;
  1102. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1103. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1104. _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
  1105. RD::get_singleton()->draw_list_end();
  1106. }
  1107. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1108. RID texture_uniform_set;
  1109. if (sky) {
  1110. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1111. } else {
  1112. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1113. }
  1114. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1115. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
  1116. RD::get_singleton()->draw_list_end();
  1117. }
  1118. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1119. if (!p_sky->dirty) {
  1120. p_sky->dirty = true;
  1121. p_sky->dirty_list = dirty_sky_list;
  1122. dirty_sky_list = p_sky;
  1123. }
  1124. }
  1125. void RendererSceneSkyRD::update_dirty_skys() {
  1126. Sky *sky = dirty_sky_list;
  1127. while (sky) {
  1128. bool texture_set_dirty = false;
  1129. //update sky configuration if texture is missing
  1130. if (sky->radiance.is_null()) {
  1131. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1132. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1133. int layers = roughness_layers;
  1134. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1135. layers = 8;
  1136. if (roughness_layers != 8) {
  1137. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1138. }
  1139. }
  1140. if (sky_use_cubemap_array) {
  1141. //array (higher quality, 6 times more memory)
  1142. RD::TextureFormat tf;
  1143. tf.array_layers = layers * 6;
  1144. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1145. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1146. tf.mipmaps = mipmaps;
  1147. tf.width = w;
  1148. tf.height = h;
  1149. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1150. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1151. sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1152. } else {
  1153. //regular cubemap, lower quality (aliasing, less memory)
  1154. RD::TextureFormat tf;
  1155. tf.array_layers = 6;
  1156. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1157. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1158. tf.mipmaps = MIN(mipmaps, layers);
  1159. tf.width = w;
  1160. tf.height = h;
  1161. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1162. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1163. sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1164. }
  1165. texture_set_dirty = true;
  1166. }
  1167. // Create subpass buffers if they haven't been created already
  1168. if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
  1169. RD::TextureFormat tformat;
  1170. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1171. tformat.width = sky->screen_size.x / 2;
  1172. tformat.height = sky->screen_size.y / 2;
  1173. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1174. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1175. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1176. Vector<RID> texs;
  1177. texs.push_back(sky->half_res_pass);
  1178. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1179. texture_set_dirty = true;
  1180. }
  1181. if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
  1182. RD::TextureFormat tformat;
  1183. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1184. tformat.width = sky->screen_size.x / 4;
  1185. tformat.height = sky->screen_size.y / 4;
  1186. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1187. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1188. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1189. Vector<RID> texs;
  1190. texs.push_back(sky->quarter_res_pass);
  1191. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1192. texture_set_dirty = true;
  1193. }
  1194. if (texture_set_dirty) {
  1195. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1196. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1197. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1198. sky->texture_uniform_sets[i] = RID();
  1199. }
  1200. }
  1201. }
  1202. sky->reflection.dirty = true;
  1203. sky->processing_layer = 0;
  1204. Sky *next = sky->dirty_list;
  1205. sky->dirty_list = nullptr;
  1206. sky->dirty = false;
  1207. sky = next;
  1208. }
  1209. dirty_sky_list = nullptr;
  1210. }
  1211. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1212. Sky *sky = get_sky(p_sky);
  1213. ERR_FAIL_COND_V(!sky, RID());
  1214. return sky->material;
  1215. }
  1216. RID RendererSceneSkyRD::allocate_sky_rid() {
  1217. return sky_owner.allocate_rid();
  1218. }
  1219. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1220. sky_owner.initialize_rid(p_rid, Sky());
  1221. }
  1222. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1223. return sky_owner.getornull(p_sky);
  1224. }
  1225. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1226. Sky *sky = get_sky(p_sky);
  1227. ERR_FAIL_COND(!sky);
  1228. sky->free(storage);
  1229. sky_owner.free(p_sky);
  1230. }
  1231. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1232. Sky *sky = get_sky(p_sky);
  1233. ERR_FAIL_COND(!sky);
  1234. if (sky->set_radiance_size(p_radiance_size)) {
  1235. invalidate_sky(sky);
  1236. }
  1237. }
  1238. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1239. Sky *sky = get_sky(p_sky);
  1240. ERR_FAIL_COND(!sky);
  1241. if (sky->set_mode(p_mode)) {
  1242. invalidate_sky(sky);
  1243. }
  1244. }
  1245. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1246. Sky *sky = get_sky(p_sky);
  1247. ERR_FAIL_COND(!sky);
  1248. if (sky->set_material(p_material)) {
  1249. invalidate_sky(sky);
  1250. }
  1251. }
  1252. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1253. Sky *sky = get_sky(p_sky);
  1254. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1255. update_dirty_skys();
  1256. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1257. }
  1258. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1259. Sky *sky = get_sky(p_sky);
  1260. ERR_FAIL_COND_V(!sky, RID());
  1261. return sky->radiance;
  1262. }