renderer_scene_sky_rd.cpp 65 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. free_parameters_uniform_set(uniform_set);
  201. }
  202. ////////////////////////////////////////////////////////////////////////////////
  203. // Render sky
  204. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  205. p_array[0] = p_basis.elements[0][0];
  206. p_array[1] = p_basis.elements[1][0];
  207. p_array[2] = p_basis.elements[2][0];
  208. p_array[3] = 0;
  209. p_array[4] = p_basis.elements[0][1];
  210. p_array[5] = p_basis.elements[1][1];
  211. p_array[6] = p_basis.elements[2][1];
  212. p_array[7] = 0;
  213. p_array[8] = p_basis.elements[0][2];
  214. p_array[9] = p_basis.elements[1][2];
  215. p_array[10] = p_basis.elements[2][2];
  216. p_array[11] = 0;
  217. }
  218. 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) {
  219. SkyPushConstant sky_push_constant;
  220. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  221. for (uint32_t v = 0; v < p_view_count; v++) {
  222. // We only need key components of our projection matrix
  223. sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
  224. sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
  225. sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
  226. sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
  227. }
  228. sky_push_constant.position[0] = p_position.x;
  229. sky_push_constant.position[1] = p_position.y;
  230. sky_push_constant.position[2] = p_position.z;
  231. sky_push_constant.multiplier = p_multiplier;
  232. sky_push_constant.time = p_time;
  233. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  234. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  235. RD::DrawListID draw_list = p_list;
  236. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
  237. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  238. if (p_uniform_set.is_valid()) { //material may not have uniform set
  239. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  240. }
  241. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  242. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  243. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  244. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  245. RD::get_singleton()->draw_list_draw(draw_list, true);
  246. }
  247. ////////////////////////////////////////////////////////////////////////////////
  248. // ReflectionData
  249. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  250. layers.clear();
  251. radiance_base_cubemap = RID();
  252. if (downsampled_radiance_cubemap.is_valid()) {
  253. RD::get_singleton()->free(downsampled_radiance_cubemap);
  254. }
  255. downsampled_radiance_cubemap = RID();
  256. downsampled_layer.mipmaps.clear();
  257. coefficient_buffer = RID();
  258. }
  259. void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, 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, RD::DataFormat p_texture_format) {
  260. //recreate radiance and all data
  261. int mipmaps = p_mipmaps;
  262. uint32_t w = p_size, h = p_size;
  263. EffectsRD *effects = p_storage->get_effects();
  264. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  265. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  266. if (p_use_array) {
  267. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  268. for (int i = 0; i < num_layers; i++) {
  269. ReflectionData::Layer layer;
  270. uint32_t mmw = w;
  271. uint32_t mmh = h;
  272. layer.mipmaps.resize(mipmaps);
  273. layer.views.resize(mipmaps);
  274. for (int j = 0; j < mipmaps; j++) {
  275. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  276. mm.size.width = mmw;
  277. mm.size.height = mmh;
  278. for (int k = 0; k < 6; k++) {
  279. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  280. Vector<RID> fbtex;
  281. fbtex.push_back(mm.views[k]);
  282. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  283. }
  284. 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);
  285. mmw = MAX(1, mmw >> 1);
  286. mmh = MAX(1, mmh >> 1);
  287. }
  288. layers.push_back(layer);
  289. }
  290. } else {
  291. mipmaps = p_low_quality ? 8 : mipmaps;
  292. //regular cubemap, lower quality (aliasing, less memory)
  293. ReflectionData::Layer layer;
  294. uint32_t mmw = w;
  295. uint32_t mmh = h;
  296. layer.mipmaps.resize(mipmaps);
  297. layer.views.resize(mipmaps);
  298. for (int j = 0; j < mipmaps; j++) {
  299. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  300. mm.size.width = mmw;
  301. mm.size.height = mmh;
  302. for (int k = 0; k < 6; k++) {
  303. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  304. Vector<RID> fbtex;
  305. fbtex.push_back(mm.views[k]);
  306. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  307. }
  308. 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);
  309. mmw = MAX(1, mmw >> 1);
  310. mmh = MAX(1, mmh >> 1);
  311. }
  312. layers.push_back(layer);
  313. }
  314. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
  315. RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
  316. RD::TextureFormat tf;
  317. tf.format = p_texture_format;
  318. tf.width = 64; // Always 64x64
  319. tf.height = 64;
  320. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  321. tf.array_layers = 6;
  322. tf.mipmaps = 7;
  323. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  324. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  325. RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
  326. {
  327. uint32_t mmw = 64;
  328. uint32_t mmh = 64;
  329. downsampled_layer.mipmaps.resize(7);
  330. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  331. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  332. mm.size.width = mmw;
  333. mm.size.height = mmh;
  334. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
  335. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
  336. if (prefer_raster_effects) {
  337. // we need a framebuffer for each side of our cubemap
  338. for (int k = 0; k < 6; k++) {
  339. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
  340. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
  341. Vector<RID> fbtex;
  342. fbtex.push_back(mm.views[k]);
  343. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  344. }
  345. }
  346. mmw = MAX(1, mmw >> 1);
  347. mmh = MAX(1, mmh >> 1);
  348. }
  349. }
  350. }
  351. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  352. EffectsRD *effects = p_storage->get_effects();
  353. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  354. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  355. if (prefer_raster_effects) {
  356. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  357. for (int k = 0; k < 6; k++) {
  358. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  359. }
  360. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  361. for (int k = 0; k < 6; k++) {
  362. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  363. }
  364. }
  365. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  366. if (p_use_arrays) {
  367. RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
  368. for (int i = 0; i < layers.size(); i++) {
  369. for (int k = 0; k < 6; k++) {
  370. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
  371. }
  372. }
  373. } else {
  374. RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
  375. for (int j = 0; j < layers[0].mipmaps.size(); j++) {
  376. for (int k = 0; k < 6; k++) {
  377. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
  378. }
  379. }
  380. }
  381. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  382. } else {
  383. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  384. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  385. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  386. }
  387. Vector<RID> views;
  388. if (p_use_arrays) {
  389. for (int i = 1; i < layers.size(); i++) {
  390. views.push_back(layers[i].views[0]);
  391. }
  392. } else {
  393. for (int i = 1; i < layers[0].views.size(); i++) {
  394. views.push_back(layers[0].views[i]);
  395. }
  396. }
  397. effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  398. }
  399. }
  400. 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) {
  401. EffectsRD *effects = p_storage->get_effects();
  402. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  403. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  404. if (prefer_raster_effects) {
  405. // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
  406. // here we need to do them one by one so ignoring p_cube_side
  407. if (p_use_arrays) {
  408. for (int k = 0; k < 6; k++) {
  409. effects->cubemap_roughness_raster(
  410. radiance_base_cubemap,
  411. layers[p_base_layer].mipmaps[0].framebuffers[k],
  412. k,
  413. p_sky_ggx_samples_quality,
  414. float(p_base_layer) / (layers.size() - 1.0),
  415. layers[p_base_layer].mipmaps[0].size.x);
  416. }
  417. } else {
  418. for (int k = 0; k < 6; k++) {
  419. effects->cubemap_roughness_raster(
  420. layers[0].views[p_base_layer - 1],
  421. layers[0].mipmaps[p_base_layer].framebuffers[k],
  422. k,
  423. p_sky_ggx_samples_quality,
  424. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  425. layers[0].mipmaps[p_base_layer].size.x);
  426. }
  427. }
  428. } else {
  429. if (p_use_arrays) {
  430. //render directly to the layers
  431. 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);
  432. } else {
  433. effects->cubemap_roughness(
  434. layers[0].views[p_base_layer - 1],
  435. layers[0].views[p_base_layer],
  436. p_cube_side,
  437. p_sky_ggx_samples_quality,
  438. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  439. layers[0].mipmaps[p_base_layer].size.x);
  440. }
  441. }
  442. }
  443. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  444. EffectsRD *effects = p_storage->get_effects();
  445. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  446. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  447. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  448. for (int i = p_start; i < p_end; i++) {
  449. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  450. RID view = layers[i].views[j];
  451. Size2i size = layers[i].mipmaps[j + 1].size;
  452. if (prefer_raster_effects) {
  453. for (int k = 0; k < 6; k++) {
  454. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  455. effects->cubemap_downsample_raster(view, framebuffer, k, size);
  456. }
  457. } else {
  458. RID texture = layers[i].views[j + 1];
  459. effects->cubemap_downsample(view, texture, size);
  460. }
  461. }
  462. }
  463. RD::get_singleton()->draw_command_end_label();
  464. }
  465. ////////////////////////////////////////////////////////////////////////////////
  466. // RendererSceneSkyRD::Sky
  467. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  468. if (radiance.is_valid()) {
  469. RD::get_singleton()->free(radiance);
  470. radiance = RID();
  471. }
  472. reflection.clear_reflection_data();
  473. if (uniform_buffer.is_valid()) {
  474. RD::get_singleton()->free(uniform_buffer);
  475. uniform_buffer = RID();
  476. }
  477. if (half_res_pass.is_valid()) {
  478. RD::get_singleton()->free(half_res_pass);
  479. half_res_pass = RID();
  480. }
  481. if (quarter_res_pass.is_valid()) {
  482. RD::get_singleton()->free(quarter_res_pass);
  483. quarter_res_pass = RID();
  484. }
  485. if (material.is_valid()) {
  486. p_storage->free(material);
  487. }
  488. }
  489. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  490. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  491. return texture_uniform_sets[p_version];
  492. }
  493. Vector<RD::Uniform> uniforms;
  494. {
  495. RD::Uniform u;
  496. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  497. u.binding = 0;
  498. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  499. u.ids.push_back(radiance);
  500. } else {
  501. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  502. }
  503. uniforms.push_back(u);
  504. }
  505. {
  506. RD::Uniform u;
  507. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  508. u.binding = 1; // half res
  509. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  510. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  511. u.ids.push_back(reflection.layers[0].views[1]);
  512. } else {
  513. u.ids.push_back(half_res_pass);
  514. }
  515. } else {
  516. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  517. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  518. } else {
  519. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  520. }
  521. }
  522. uniforms.push_back(u);
  523. }
  524. {
  525. RD::Uniform u;
  526. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  527. u.binding = 2; // quarter res
  528. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  529. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  530. u.ids.push_back(reflection.layers[0].views[2]);
  531. } else {
  532. u.ids.push_back(quarter_res_pass);
  533. }
  534. } else {
  535. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  536. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  537. } else {
  538. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  539. }
  540. }
  541. uniforms.push_back(u);
  542. }
  543. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  544. return texture_uniform_sets[p_version];
  545. }
  546. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  547. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  548. if (radiance_size == p_radiance_size) {
  549. return false;
  550. }
  551. radiance_size = p_radiance_size;
  552. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  553. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  554. radiance_size = 256;
  555. }
  556. if (radiance.is_valid()) {
  557. RD::get_singleton()->free(radiance);
  558. radiance = RID();
  559. }
  560. reflection.clear_reflection_data();
  561. return true;
  562. }
  563. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  564. if (mode == p_mode) {
  565. return false;
  566. }
  567. mode = p_mode;
  568. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  569. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  570. set_radiance_size(256);
  571. }
  572. if (radiance.is_valid()) {
  573. RD::get_singleton()->free(radiance);
  574. radiance = RID();
  575. }
  576. reflection.clear_reflection_data();
  577. return true;
  578. }
  579. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  580. if (material == p_material) {
  581. return false;
  582. }
  583. material = p_material;
  584. return true;
  585. }
  586. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  587. if (radiance.is_valid()) {
  588. RD::TextureFormat tf;
  589. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  590. tf.width = p_size.width;
  591. tf.height = p_size.height;
  592. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  593. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  594. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  595. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  596. RD::get_singleton()->free(rad_tex);
  597. Ref<Image> img;
  598. img.instantiate();
  599. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  600. for (int i = 0; i < p_size.width; i++) {
  601. for (int j = 0; j < p_size.height; j++) {
  602. Color c = img->get_pixel(i, j);
  603. c.r *= p_energy;
  604. c.g *= p_energy;
  605. c.b *= p_energy;
  606. img->set_pixel(i, j, c);
  607. }
  608. }
  609. return img;
  610. }
  611. return Ref<Image>();
  612. }
  613. ////////////////////////////////////////////////////////////////////////////////
  614. // RendererSceneSkyRD
  615. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  616. SkyShaderData *shader_data = memnew(SkyShaderData);
  617. return shader_data;
  618. }
  619. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  620. // !BAS! Why isn't _create_sky_shader_func not just static too?
  621. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  622. };
  623. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  624. SkyMaterialData *material_data = memnew(SkyMaterialData);
  625. material_data->shader_data = p_shader;
  626. material_data->last_frame = false;
  627. //update will happen later anyway so do nothing.
  628. return material_data;
  629. }
  630. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  631. // !BAS! same here, we could just make _create_sky_material_func static?
  632. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  633. };
  634. RendererSceneSkyRD::RendererSceneSkyRD() {
  635. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  636. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  637. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  638. }
  639. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  640. storage = p_storage;
  641. {
  642. // Start with the directional lights for the sky
  643. sky_scene_state.max_directional_lights = 4;
  644. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  645. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  646. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  647. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  648. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  649. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  650. // Initialize sky
  651. Vector<String> sky_modes;
  652. sky_modes.push_back(""); // Full size
  653. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  654. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  655. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  656. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  657. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  658. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  659. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  660. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  661. sky_shader.shader.initialize(sky_modes, defines);
  662. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  663. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  664. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  665. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  666. }
  667. }
  668. // register our shader funds
  669. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  670. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  671. {
  672. ShaderCompilerRD::DefaultIdentifierActions actions;
  673. actions.renames["COLOR"] = "color";
  674. actions.renames["ALPHA"] = "alpha";
  675. actions.renames["EYEDIR"] = "cube_normal";
  676. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  677. actions.renames["SKY_COORDS"] = "panorama_coords";
  678. actions.renames["SCREEN_UV"] = "uv";
  679. actions.renames["TIME"] = "params.time";
  680. actions.renames["PI"] = _MKSTR(Math_PI);
  681. actions.renames["TAU"] = _MKSTR(Math_TAU);
  682. actions.renames["E"] = _MKSTR(Math_E);
  683. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  684. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  685. actions.renames["RADIANCE"] = "radiance";
  686. actions.renames["FOG"] = "custom_fog";
  687. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  688. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  689. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  690. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  691. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  692. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  693. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  694. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  695. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  696. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  697. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  698. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  699. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  700. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  701. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  702. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  703. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  704. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  705. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  706. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  707. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  708. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  709. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  710. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  711. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  712. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  713. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  714. actions.sampler_array_name = "material_samplers";
  715. actions.base_texture_binding_index = 1;
  716. actions.texture_layout_set = 1;
  717. actions.base_uniform_string = "material.";
  718. actions.base_varying_index = 10;
  719. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  720. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  721. actions.global_buffer_array_variable = "global_variables.data";
  722. sky_shader.compiler.initialize(actions);
  723. }
  724. {
  725. // default material and shader for sky shader
  726. sky_shader.default_shader = storage->shader_allocate();
  727. storage->shader_initialize(sky_shader.default_shader);
  728. storage->shader_set_code(sky_shader.default_shader, R"(
  729. shader_type sky;
  730. void sky() {
  731. COLOR = vec3(0.0);
  732. }
  733. )");
  734. sky_shader.default_material = storage->material_allocate();
  735. storage->material_initialize(sky_shader.default_material);
  736. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  737. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  738. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  739. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  740. Vector<RD::Uniform> uniforms;
  741. {
  742. RD::Uniform u;
  743. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  744. u.binding = 0;
  745. u.ids.resize(12);
  746. RID *ids_ptr = u.ids.ptrw();
  747. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  748. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  749. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  750. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  751. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  752. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  753. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  754. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  755. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  756. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  757. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  758. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  759. uniforms.push_back(u);
  760. }
  761. {
  762. RD::Uniform u;
  763. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  764. u.binding = 1;
  765. u.ids.push_back(storage->global_variables_get_storage_buffer());
  766. uniforms.push_back(u);
  767. }
  768. {
  769. RD::Uniform u;
  770. u.binding = 2;
  771. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  772. u.ids.push_back(sky_scene_state.uniform_buffer);
  773. uniforms.push_back(u);
  774. }
  775. {
  776. RD::Uniform u;
  777. u.binding = 3;
  778. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  779. u.ids.push_back(sky_scene_state.directional_light_buffer);
  780. uniforms.push_back(u);
  781. }
  782. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  783. }
  784. {
  785. Vector<RD::Uniform> uniforms;
  786. {
  787. RD::Uniform u;
  788. u.binding = 0;
  789. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  790. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  791. u.ids.push_back(vfog);
  792. uniforms.push_back(u);
  793. }
  794. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  795. }
  796. {
  797. // Need defaults for using fog with clear color
  798. sky_scene_state.fog_shader = storage->shader_allocate();
  799. storage->shader_initialize(sky_scene_state.fog_shader);
  800. storage->shader_set_code(sky_scene_state.fog_shader, R"(
  801. shader_type sky;
  802. uniform vec4 clear_color;
  803. void sky() {
  804. COLOR = clear_color.rgb;
  805. }
  806. )");
  807. sky_scene_state.fog_material = storage->material_allocate();
  808. storage->material_initialize(sky_scene_state.fog_material);
  809. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  810. Vector<RD::Uniform> uniforms;
  811. {
  812. RD::Uniform u;
  813. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  814. u.binding = 0;
  815. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  816. uniforms.push_back(u);
  817. }
  818. {
  819. RD::Uniform u;
  820. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  821. u.binding = 1;
  822. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  823. uniforms.push_back(u);
  824. }
  825. {
  826. RD::Uniform u;
  827. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  828. u.binding = 2;
  829. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  830. uniforms.push_back(u);
  831. }
  832. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  833. }
  834. { //create index array for copy shaders
  835. Vector<uint8_t> pv;
  836. pv.resize(6 * 4);
  837. {
  838. uint8_t *w = pv.ptrw();
  839. int *p32 = (int *)w;
  840. p32[0] = 0;
  841. p32[1] = 1;
  842. p32[2] = 2;
  843. p32[3] = 0;
  844. p32[4] = 2;
  845. p32[5] = 3;
  846. }
  847. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  848. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  849. }
  850. }
  851. void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  852. texture_format = p_texture_format;
  853. }
  854. RendererSceneSkyRD::~RendererSceneSkyRD() {
  855. // TODO cleanup anything created in init...
  856. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  857. RD::get_singleton()->free(sky_scene_state.uniform_set);
  858. }
  859. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  860. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  861. }
  862. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  863. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  864. }
  865. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  866. }
  867. 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) {
  868. ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
  869. SkyMaterialData *material = nullptr;
  870. Sky *sky = get_sky(p_env->sky);
  871. RID sky_material;
  872. SkyShaderData *shader_data = nullptr;
  873. RS::EnvironmentBG background = p_env->background;
  874. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  875. // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
  876. ERR_FAIL_COND(!sky);
  877. sky_material = sky_get_material(p_env->sky);
  878. if (sky_material.is_valid()) {
  879. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  880. if (!material || !material->shader_data->valid) {
  881. material = nullptr;
  882. }
  883. }
  884. if (!material) {
  885. sky_material = sky_shader.default_material;
  886. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  887. }
  888. ERR_FAIL_COND(!material);
  889. shader_data = material->shader_data;
  890. ERR_FAIL_COND(!shader_data);
  891. }
  892. if (sky) {
  893. // Invalidate supbass buffers if screen size changes
  894. if (sky->screen_size != p_screen_size) {
  895. sky->screen_size = p_screen_size;
  896. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  897. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  898. if (shader_data->uses_half_res) {
  899. if (sky->half_res_pass.is_valid()) {
  900. RD::get_singleton()->free(sky->half_res_pass);
  901. sky->half_res_pass = RID();
  902. }
  903. invalidate_sky(sky);
  904. }
  905. if (shader_data->uses_quarter_res) {
  906. if (sky->quarter_res_pass.is_valid()) {
  907. RD::get_singleton()->free(sky->quarter_res_pass);
  908. sky->quarter_res_pass = RID();
  909. }
  910. invalidate_sky(sky);
  911. }
  912. }
  913. // Create new subpass buffers if necessary
  914. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  915. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  916. sky->radiance.is_null()) {
  917. invalidate_sky(sky);
  918. update_dirty_skys();
  919. }
  920. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  921. sky->prev_time = p_scene_render->time;
  922. sky->reflection.dirty = true;
  923. RenderingServerDefault::redraw_request();
  924. }
  925. if (material != sky->prev_material) {
  926. sky->prev_material = material;
  927. sky->reflection.dirty = true;
  928. }
  929. if (material->uniform_set_updated) {
  930. material->uniform_set_updated = false;
  931. sky->reflection.dirty = true;
  932. }
  933. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  934. sky->prev_position = p_transform.origin;
  935. sky->reflection.dirty = true;
  936. }
  937. if (shader_data->uses_light) {
  938. // Check whether the directional_light_buffer changes
  939. bool light_data_dirty = false;
  940. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  941. light_data_dirty = true;
  942. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  943. sky_scene_state.directional_lights[i].enabled = false;
  944. }
  945. }
  946. if (!light_data_dirty) {
  947. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  948. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  949. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  950. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  951. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  952. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  953. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  954. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  955. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  956. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  957. light_data_dirty = true;
  958. break;
  959. }
  960. }
  961. }
  962. if (light_data_dirty) {
  963. 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);
  964. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  965. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  966. sky_scene_state.directional_lights = temp;
  967. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  968. sky->reflection.dirty = true;
  969. }
  970. }
  971. }
  972. //setup fog variables
  973. sky_scene_state.ubo.volumetric_fog_enabled = false;
  974. if (p_render_buffers.is_valid()) {
  975. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  976. sky_scene_state.ubo.volumetric_fog_enabled = true;
  977. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  978. if (fog_end > 0.0) {
  979. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  980. } else {
  981. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  982. }
  983. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  984. if (fog_detail_spread > 0.0) {
  985. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  986. } else {
  987. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  988. }
  989. }
  990. RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  991. if (fog_uniform_set != RID()) {
  992. sky_scene_state.fog_uniform_set = fog_uniform_set;
  993. } else {
  994. sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
  995. }
  996. }
  997. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  998. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  999. sky_scene_state.ubo.fog_density = p_env->fog_density;
  1000. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  1001. Color fog_color = p_env->fog_light_color.to_linear();
  1002. float fog_energy = p_env->fog_light_energy;
  1003. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1004. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1005. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1006. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  1007. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1008. }
  1009. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
  1010. ERR_FAIL_COND(!p_env);
  1011. Sky *sky = get_sky(p_env->sky);
  1012. ERR_FAIL_COND(!sky);
  1013. RID sky_material = sky_get_material(p_env->sky);
  1014. SkyMaterialData *material = nullptr;
  1015. if (sky_material.is_valid()) {
  1016. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1017. if (!material || !material->shader_data->valid) {
  1018. material = nullptr;
  1019. }
  1020. }
  1021. if (!material) {
  1022. sky_material = sky_shader.default_material;
  1023. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1024. }
  1025. ERR_FAIL_COND(!material);
  1026. SkyShaderData *shader_data = material->shader_data;
  1027. ERR_FAIL_COND(!shader_data);
  1028. float multiplier = p_env->bg_energy;
  1029. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1030. RS::SkyMode sky_mode = sky->mode;
  1031. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1032. if (shader_data->uses_time || shader_data->uses_position) {
  1033. update_single_frame = true;
  1034. sky_mode = RS::SKY_MODE_REALTIME;
  1035. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1036. update_single_frame = false;
  1037. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1038. } else {
  1039. update_single_frame = true;
  1040. sky_mode = RS::SKY_MODE_QUALITY;
  1041. }
  1042. }
  1043. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1044. // On the first frame after creating sky, rebuild in single frame
  1045. update_single_frame = true;
  1046. sky_mode = RS::SKY_MODE_QUALITY;
  1047. }
  1048. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1049. // Update radiance cubemap
  1050. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1051. static const Vector3 view_normals[6] = {
  1052. Vector3(+1, 0, 0),
  1053. Vector3(-1, 0, 0),
  1054. Vector3(0, +1, 0),
  1055. Vector3(0, -1, 0),
  1056. Vector3(0, 0, +1),
  1057. Vector3(0, 0, -1)
  1058. };
  1059. static const Vector3 view_up[6] = {
  1060. Vector3(0, -1, 0),
  1061. Vector3(0, -1, 0),
  1062. Vector3(0, 0, +1),
  1063. Vector3(0, 0, -1),
  1064. Vector3(0, -1, 0),
  1065. Vector3(0, -1, 0)
  1066. };
  1067. CameraMatrix cm;
  1068. cm.set_perspective(90, 1, 0.01, 10.0);
  1069. CameraMatrix correction;
  1070. correction.set_depth_correction(true);
  1071. cm = correction * cm;
  1072. if (shader_data->uses_quarter_res) {
  1073. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
  1074. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1075. Vector<Color> clear_colors;
  1076. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1077. RD::DrawListID cubemap_draw_list;
  1078. for (int i = 0; i < 6; i++) {
  1079. Transform3D local_view;
  1080. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1081. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  1082. 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);
  1083. _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);
  1084. RD::get_singleton()->draw_list_end();
  1085. }
  1086. RD::get_singleton()->draw_command_end_label();
  1087. }
  1088. if (shader_data->uses_half_res) {
  1089. RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
  1090. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1091. Vector<Color> clear_colors;
  1092. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1093. RD::DrawListID cubemap_draw_list;
  1094. for (int i = 0; i < 6; i++) {
  1095. Transform3D local_view;
  1096. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1097. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1098. 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);
  1099. _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);
  1100. RD::get_singleton()->draw_list_end();
  1101. }
  1102. RD::get_singleton()->draw_command_end_label();
  1103. }
  1104. RD::DrawListID cubemap_draw_list;
  1105. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1106. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1107. for (int i = 0; i < 6; i++) {
  1108. Transform3D local_view;
  1109. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1110. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1111. 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);
  1112. _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);
  1113. RD::get_singleton()->draw_list_end();
  1114. }
  1115. RD::get_singleton()->draw_command_end_label();
  1116. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1117. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1118. if (sky_use_cubemap_array) {
  1119. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1120. }
  1121. } else {
  1122. if (update_single_frame) {
  1123. for (int i = 1; i < max_processing_layer; i++) {
  1124. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1125. }
  1126. if (sky_use_cubemap_array) {
  1127. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1128. }
  1129. } else {
  1130. if (sky_use_cubemap_array) {
  1131. // Multi-Frame so just update the first array level
  1132. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1133. }
  1134. }
  1135. sky->processing_layer = 1;
  1136. }
  1137. sky->reflection.dirty = false;
  1138. } else {
  1139. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1140. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1141. if (sky_use_cubemap_array) {
  1142. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1143. }
  1144. sky->processing_layer++;
  1145. }
  1146. }
  1147. }
  1148. 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) {
  1149. ERR_FAIL_COND(!p_env);
  1150. ERR_FAIL_COND(p_view_count == 0);
  1151. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1152. Sky *sky = get_sky(p_env->sky);
  1153. ERR_FAIL_COND(!sky);
  1154. SkyMaterialData *material = nullptr;
  1155. RID sky_material;
  1156. RS::EnvironmentBG background = p_env->background;
  1157. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1158. ERR_FAIL_COND(!sky);
  1159. sky_material = sky_get_material(p_env->sky);
  1160. if (sky_material.is_valid()) {
  1161. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1162. if (!material || !material->shader_data->valid) {
  1163. material = nullptr;
  1164. }
  1165. }
  1166. if (!material) {
  1167. sky_material = sky_shader.default_material;
  1168. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1169. }
  1170. }
  1171. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1172. sky_material = sky_scene_state.fog_material;
  1173. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1174. }
  1175. ERR_FAIL_COND(!material);
  1176. SkyShaderData *shader_data = material->shader_data;
  1177. ERR_FAIL_COND(!shader_data);
  1178. Basis sky_transform = p_env->sky_orientation;
  1179. sky_transform.invert();
  1180. float multiplier = p_env->bg_energy;
  1181. float custom_fov = p_env->sky_custom_fov;
  1182. // Camera
  1183. CameraMatrix camera;
  1184. uint32_t view_count = p_view_count;
  1185. const CameraMatrix *projections = p_projections;
  1186. if (custom_fov) {
  1187. // With custom fov we don't support stereo...
  1188. float near_plane = p_projections[0].get_z_near();
  1189. float far_plane = p_projections[0].get_z_far();
  1190. float aspect = p_projections[0].get_aspect();
  1191. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1192. view_count = 1;
  1193. projections = &camera;
  1194. }
  1195. sky_transform = p_transform.basis * sky_transform;
  1196. if (shader_data->uses_quarter_res) {
  1197. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1198. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1199. Vector<Color> clear_colors;
  1200. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1201. 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);
  1202. _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);
  1203. RD::get_singleton()->draw_list_end();
  1204. }
  1205. if (shader_data->uses_half_res) {
  1206. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1207. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1208. Vector<Color> clear_colors;
  1209. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1210. 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);
  1211. _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);
  1212. RD::get_singleton()->draw_list_end();
  1213. }
  1214. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1215. RID texture_uniform_set;
  1216. if (sky) {
  1217. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1218. } else {
  1219. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1220. }
  1221. 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);
  1222. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
  1223. RD::get_singleton()->draw_list_end();
  1224. }
  1225. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1226. if (!p_sky->dirty) {
  1227. p_sky->dirty = true;
  1228. p_sky->dirty_list = dirty_sky_list;
  1229. dirty_sky_list = p_sky;
  1230. }
  1231. }
  1232. void RendererSceneSkyRD::update_dirty_skys() {
  1233. Sky *sky = dirty_sky_list;
  1234. while (sky) {
  1235. bool texture_set_dirty = false;
  1236. //update sky configuration if texture is missing
  1237. if (sky->radiance.is_null()) {
  1238. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1239. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1240. int layers = roughness_layers;
  1241. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1242. layers = 8;
  1243. if (roughness_layers != 8) {
  1244. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1245. }
  1246. }
  1247. if (sky_use_cubemap_array) {
  1248. //array (higher quality, 6 times more memory)
  1249. RD::TextureFormat tf;
  1250. tf.array_layers = layers * 6;
  1251. tf.format = texture_format;
  1252. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1253. tf.mipmaps = mipmaps;
  1254. tf.width = w;
  1255. tf.height = h;
  1256. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1257. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1258. sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1259. } else {
  1260. //regular cubemap, lower quality (aliasing, less memory)
  1261. RD::TextureFormat tf;
  1262. tf.array_layers = 6;
  1263. tf.format = texture_format;
  1264. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1265. tf.mipmaps = MIN(mipmaps, layers);
  1266. tf.width = w;
  1267. tf.height = h;
  1268. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1269. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1270. sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1271. }
  1272. texture_set_dirty = true;
  1273. }
  1274. // Create subpass buffers if they haven't been created already
  1275. 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) {
  1276. RD::TextureFormat tformat;
  1277. tformat.format = texture_format;
  1278. tformat.width = sky->screen_size.x / 2;
  1279. tformat.height = sky->screen_size.y / 2;
  1280. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1281. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1282. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1283. Vector<RID> texs;
  1284. texs.push_back(sky->half_res_pass);
  1285. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1286. texture_set_dirty = true;
  1287. }
  1288. 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) {
  1289. RD::TextureFormat tformat;
  1290. tformat.format = texture_format;
  1291. tformat.width = sky->screen_size.x / 4;
  1292. tformat.height = sky->screen_size.y / 4;
  1293. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1294. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1295. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1296. Vector<RID> texs;
  1297. texs.push_back(sky->quarter_res_pass);
  1298. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1299. texture_set_dirty = true;
  1300. }
  1301. if (texture_set_dirty) {
  1302. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1303. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1304. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1305. sky->texture_uniform_sets[i] = RID();
  1306. }
  1307. }
  1308. }
  1309. sky->reflection.dirty = true;
  1310. sky->processing_layer = 0;
  1311. Sky *next = sky->dirty_list;
  1312. sky->dirty_list = nullptr;
  1313. sky->dirty = false;
  1314. sky = next;
  1315. }
  1316. dirty_sky_list = nullptr;
  1317. }
  1318. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1319. Sky *sky = get_sky(p_sky);
  1320. ERR_FAIL_COND_V(!sky, RID());
  1321. return sky->material;
  1322. }
  1323. RID RendererSceneSkyRD::allocate_sky_rid() {
  1324. return sky_owner.allocate_rid();
  1325. }
  1326. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1327. sky_owner.initialize_rid(p_rid, Sky());
  1328. }
  1329. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1330. return sky_owner.getornull(p_sky);
  1331. }
  1332. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1333. Sky *sky = get_sky(p_sky);
  1334. ERR_FAIL_COND(!sky);
  1335. sky->free(storage);
  1336. sky_owner.free(p_sky);
  1337. }
  1338. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1339. Sky *sky = get_sky(p_sky);
  1340. ERR_FAIL_COND(!sky);
  1341. if (sky->set_radiance_size(p_radiance_size)) {
  1342. invalidate_sky(sky);
  1343. }
  1344. }
  1345. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1346. Sky *sky = get_sky(p_sky);
  1347. ERR_FAIL_COND(!sky);
  1348. if (sky->set_mode(p_mode)) {
  1349. invalidate_sky(sky);
  1350. }
  1351. }
  1352. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1353. Sky *sky = get_sky(p_sky);
  1354. ERR_FAIL_COND(!sky);
  1355. if (sky->set_material(p_material)) {
  1356. invalidate_sky(sky);
  1357. }
  1358. }
  1359. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1360. Sky *sky = get_sky(p_sky);
  1361. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1362. update_dirty_skys();
  1363. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1364. }
  1365. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1366. Sky *sky = get_sky(p_sky);
  1367. ERR_FAIL_COND_V(!sky, RID());
  1368. return sky->radiance;
  1369. }