renderer_scene_sky_rd.cpp 77 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/renderer_rd/storage_rd/material_storage.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. ////////////////////////////////////////////////////////////////////////////////
  39. // SKY SHADER
  40. void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
  41. //compile
  42. code = p_code;
  43. valid = false;
  44. ubo_size = 0;
  45. uniforms.clear();
  46. if (code.is_empty()) {
  47. return; //just invalid, but no error
  48. }
  49. ShaderCompiler::GeneratedCode gen_code;
  50. ShaderCompiler::IdentifierActions actions;
  51. actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
  52. uses_time = false;
  53. uses_half_res = false;
  54. uses_quarter_res = false;
  55. uses_position = false;
  56. uses_light = false;
  57. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  58. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  59. actions.usage_flag_pointers["TIME"] = &uses_time;
  60. actions.usage_flag_pointers["POSITION"] = &uses_position;
  61. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  62. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  63. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  64. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  65. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  66. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  67. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  68. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  69. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  70. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  71. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  72. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  73. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  74. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  75. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  76. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  77. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  78. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  79. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  80. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  81. actions.uniforms = &uniforms;
  82. // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
  83. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  84. Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  85. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  86. if (version.is_null()) {
  87. version = scene_singleton->sky.sky_shader.shader.version_create();
  88. }
  89. #if 0
  90. print_line("**compiling shader:");
  91. print_line("**defines:\n");
  92. for (int i = 0; i < gen_code.defines.size(); i++) {
  93. print_line(gen_code.defines[i]);
  94. }
  95. print_line("\n**uniforms:\n" + gen_code.uniforms);
  96. // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  97. // print_line("\n**vertex_code:\n" + gen_code.vertex);
  98. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  99. print_line("\n**fragment_code:\n" + gen_code.fragment);
  100. print_line("\n**light_code:\n" + gen_code.light);
  101. #endif
  102. scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
  103. ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
  104. ubo_size = gen_code.uniform_total_size;
  105. ubo_offsets = gen_code.uniform_offsets;
  106. texture_uniforms = gen_code.texture_uniforms;
  107. //update pipelines
  108. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  109. RD::PipelineDepthStencilState depth_stencil_state;
  110. depth_stencil_state.enable_depth_test = true;
  111. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  112. if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
  113. RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
  114. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  115. } else {
  116. pipelines[i].clear();
  117. }
  118. }
  119. valid = true;
  120. }
  121. void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  122. if (!p_texture.is_valid()) {
  123. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  124. default_texture_params[p_name].erase(p_index);
  125. if (default_texture_params[p_name].is_empty()) {
  126. default_texture_params.erase(p_name);
  127. }
  128. }
  129. } else {
  130. if (!default_texture_params.has(p_name)) {
  131. default_texture_params[p_name] = Map<int, RID>();
  132. }
  133. default_texture_params[p_name][p_index] = p_texture;
  134. }
  135. }
  136. void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  137. Map<int, StringName> order;
  138. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  139. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  140. continue;
  141. }
  142. if (E.value.texture_order >= 0) {
  143. order[E.value.texture_order + 100000] = E.key;
  144. } else {
  145. order[E.value.order] = E.key;
  146. }
  147. }
  148. for (const KeyValue<int, StringName> &E : order) {
  149. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  150. pi.name = E.value;
  151. p_param_list->push_back(pi);
  152. }
  153. }
  154. void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  155. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  156. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  157. continue;
  158. }
  159. RendererMaterialStorage::InstanceShaderParam p;
  160. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  161. p.info.name = E.key; //supply name
  162. p.index = E.value.instance_index;
  163. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  164. p_param_list->push_back(p);
  165. }
  166. }
  167. bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
  168. if (!uniforms.has(p_param)) {
  169. return false;
  170. }
  171. return uniforms[p_param].texture_order >= 0;
  172. }
  173. bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
  174. return false;
  175. }
  176. bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
  177. return false;
  178. }
  179. Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
  180. if (uniforms.has(p_parameter)) {
  181. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  182. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  183. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  184. }
  185. return Variant();
  186. }
  187. RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
  188. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  189. return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
  190. }
  191. RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
  192. valid = false;
  193. }
  194. RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
  195. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  196. ERR_FAIL_COND(!scene_singleton);
  197. //pipeline variants will clear themselves if shader is gone
  198. if (version.is_valid()) {
  199. scene_singleton->sky.sky_shader.shader.version_free(version);
  200. }
  201. }
  202. ////////////////////////////////////////////////////////////////////////////////
  203. // Sky material
  204. bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  205. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  206. uniform_set_updated = true;
  207. 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);
  208. }
  209. RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
  210. free_parameters_uniform_set(uniform_set);
  211. }
  212. ////////////////////////////////////////////////////////////////////////////////
  213. // Render sky
  214. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  215. p_array[0] = p_basis.elements[0][0];
  216. p_array[1] = p_basis.elements[1][0];
  217. p_array[2] = p_basis.elements[2][0];
  218. p_array[3] = 0;
  219. p_array[4] = p_basis.elements[0][1];
  220. p_array[5] = p_basis.elements[1][1];
  221. p_array[6] = p_basis.elements[2][1];
  222. p_array[7] = 0;
  223. p_array[8] = p_basis.elements[0][2];
  224. p_array[9] = p_basis.elements[1][2];
  225. p_array[10] = p_basis.elements[2][2];
  226. p_array[11] = 0;
  227. }
  228. 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, float p_luminance_multiplier) {
  229. SkyPushConstant sky_push_constant;
  230. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  231. for (uint32_t v = 0; v < p_view_count; v++) {
  232. // We only need key components of our projection matrix
  233. sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
  234. sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
  235. sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
  236. sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
  237. }
  238. sky_push_constant.position[0] = p_position.x;
  239. sky_push_constant.position[1] = p_position.y;
  240. sky_push_constant.position[2] = p_position.z;
  241. sky_push_constant.multiplier = p_multiplier;
  242. sky_push_constant.time = p_time;
  243. sky_push_constant.luminance_multiplier = p_luminance_multiplier;
  244. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  245. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  246. RD::DrawListID draw_list = p_list;
  247. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
  248. // Update uniform sets.
  249. {
  250. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  251. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
  252. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  253. }
  254. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  255. // Fog uniform set can be invalidated before drawing, so validate at draw time
  256. if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
  257. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  258. } else {
  259. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
  260. }
  261. }
  262. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  263. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  264. RD::get_singleton()->draw_list_draw(draw_list, true);
  265. }
  266. ////////////////////////////////////////////////////////////////////////////////
  267. // ReflectionData
  268. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  269. layers.clear();
  270. radiance_base_cubemap = RID();
  271. if (downsampled_radiance_cubemap.is_valid()) {
  272. RD::get_singleton()->free(downsampled_radiance_cubemap);
  273. }
  274. downsampled_radiance_cubemap = RID();
  275. downsampled_layer.mipmaps.clear();
  276. coefficient_buffer = RID();
  277. }
  278. 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) {
  279. //recreate radiance and all data
  280. int mipmaps = p_mipmaps;
  281. uint32_t w = p_size, h = p_size;
  282. EffectsRD *effects = p_storage->get_effects();
  283. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  284. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  285. if (p_use_array) {
  286. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  287. for (int i = 0; i < num_layers; i++) {
  288. ReflectionData::Layer layer;
  289. uint32_t mmw = w;
  290. uint32_t mmh = h;
  291. layer.mipmaps.resize(mipmaps);
  292. layer.views.resize(mipmaps);
  293. for (int j = 0; j < mipmaps; j++) {
  294. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  295. mm.size.width = mmw;
  296. mm.size.height = mmh;
  297. for (int k = 0; k < 6; k++) {
  298. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  299. Vector<RID> fbtex;
  300. fbtex.push_back(mm.views[k]);
  301. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  302. }
  303. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  304. mmw = MAX(1u, mmw >> 1);
  305. mmh = MAX(1u, mmh >> 1);
  306. }
  307. layers.push_back(layer);
  308. }
  309. } else {
  310. mipmaps = p_low_quality ? 8 : mipmaps;
  311. //regular cubemap, lower quality (aliasing, less memory)
  312. ReflectionData::Layer layer;
  313. uint32_t mmw = w;
  314. uint32_t mmh = h;
  315. layer.mipmaps.resize(mipmaps);
  316. layer.views.resize(mipmaps);
  317. for (int j = 0; j < mipmaps; j++) {
  318. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  319. mm.size.width = mmw;
  320. mm.size.height = mmh;
  321. for (int k = 0; k < 6; k++) {
  322. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  323. Vector<RID> fbtex;
  324. fbtex.push_back(mm.views[k]);
  325. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  326. }
  327. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  328. mmw = MAX(1u, mmw >> 1);
  329. mmh = MAX(1u, mmh >> 1);
  330. }
  331. layers.push_back(layer);
  332. }
  333. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
  334. RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
  335. RD::TextureFormat tf;
  336. tf.format = p_texture_format;
  337. tf.width = 64; // Always 64x64
  338. tf.height = 64;
  339. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  340. tf.array_layers = 6;
  341. tf.mipmaps = 7;
  342. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  343. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  344. RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
  345. {
  346. uint32_t mmw = 64;
  347. uint32_t mmh = 64;
  348. downsampled_layer.mipmaps.resize(7);
  349. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  350. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  351. mm.size.width = mmw;
  352. mm.size.height = mmh;
  353. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
  354. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
  355. if (prefer_raster_effects) {
  356. // we need a framebuffer for each side of our cubemap
  357. for (int k = 0; k < 6; k++) {
  358. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
  359. RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
  360. Vector<RID> fbtex;
  361. fbtex.push_back(mm.views[k]);
  362. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  363. }
  364. }
  365. mmw = MAX(1u, mmw >> 1);
  366. mmh = MAX(1u, mmh >> 1);
  367. }
  368. }
  369. }
  370. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  371. EffectsRD *effects = p_storage->get_effects();
  372. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  373. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  374. if (prefer_raster_effects) {
  375. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  376. for (int k = 0; k < 6; k++) {
  377. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  378. }
  379. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  380. for (int k = 0; k < 6; k++) {
  381. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  382. }
  383. }
  384. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  385. if (p_use_arrays) {
  386. RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
  387. for (int i = 0; i < layers.size(); i++) {
  388. for (int k = 0; k < 6; k++) {
  389. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
  390. }
  391. }
  392. } else {
  393. RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
  394. for (int j = 0; j < layers[0].mipmaps.size(); j++) {
  395. for (int k = 0; k < 6; k++) {
  396. effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
  397. }
  398. }
  399. }
  400. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  401. } else {
  402. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  403. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  404. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  405. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  406. }
  407. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  408. Vector<RID> views;
  409. if (p_use_arrays) {
  410. for (int i = 1; i < layers.size(); i++) {
  411. views.push_back(layers[i].views[0]);
  412. }
  413. } else {
  414. for (int i = 1; i < layers[0].views.size(); i++) {
  415. views.push_back(layers[0].views[i]);
  416. }
  417. }
  418. RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
  419. effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  420. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  421. }
  422. }
  423. 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) {
  424. EffectsRD *effects = p_storage->get_effects();
  425. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  426. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  427. if (prefer_raster_effects) {
  428. if (p_base_layer == 1) {
  429. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  430. for (int k = 0; k < 6; k++) {
  431. effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
  432. }
  433. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  434. for (int k = 0; k < 6; k++) {
  435. effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
  436. }
  437. }
  438. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  439. }
  440. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  441. if (p_use_arrays) {
  442. for (int k = 0; k < 6; k++) {
  443. effects->cubemap_roughness_raster(
  444. downsampled_radiance_cubemap,
  445. layers[p_base_layer].mipmaps[0].framebuffers[k],
  446. k,
  447. p_sky_ggx_samples_quality,
  448. float(p_base_layer) / (layers.size() - 1.0),
  449. layers[p_base_layer].mipmaps[0].size.x);
  450. }
  451. } else {
  452. for (int k = 0; k < 6; k++) {
  453. effects->cubemap_roughness_raster(
  454. downsampled_radiance_cubemap,
  455. layers[0].mipmaps[p_base_layer].framebuffers[k],
  456. k,
  457. p_sky_ggx_samples_quality,
  458. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  459. layers[0].mipmaps[p_base_layer].size.x);
  460. }
  461. }
  462. } else {
  463. if (p_base_layer == 1) {
  464. RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
  465. effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  466. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  467. effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  468. }
  469. RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
  470. }
  471. RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
  472. if (p_use_arrays) {
  473. effects->cubemap_roughness(downsampled_radiance_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);
  474. } else {
  475. effects->cubemap_roughness(
  476. downsampled_radiance_cubemap,
  477. layers[0].views[p_base_layer],
  478. p_cube_side,
  479. p_sky_ggx_samples_quality,
  480. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  481. layers[0].mipmaps[p_base_layer].size.x);
  482. }
  483. }
  484. RD::get_singleton()->draw_command_end_label(); // Filter radiance
  485. }
  486. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  487. EffectsRD *effects = p_storage->get_effects();
  488. ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
  489. bool prefer_raster_effects = effects->get_prefer_raster_effects();
  490. RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
  491. for (int i = p_start; i < p_end; i++) {
  492. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  493. RID view = layers[i].views[j];
  494. Size2i size = layers[i].mipmaps[j + 1].size;
  495. if (prefer_raster_effects) {
  496. for (int k = 0; k < 6; k++) {
  497. RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
  498. effects->cubemap_downsample_raster(view, framebuffer, k, size);
  499. }
  500. } else {
  501. RID texture = layers[i].views[j + 1];
  502. effects->cubemap_downsample(view, texture, size);
  503. }
  504. }
  505. }
  506. RD::get_singleton()->draw_command_end_label();
  507. }
  508. ////////////////////////////////////////////////////////////////////////////////
  509. // RendererSceneSkyRD::Sky
  510. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  511. if (radiance.is_valid()) {
  512. RD::get_singleton()->free(radiance);
  513. radiance = RID();
  514. }
  515. reflection.clear_reflection_data();
  516. if (uniform_buffer.is_valid()) {
  517. RD::get_singleton()->free(uniform_buffer);
  518. uniform_buffer = RID();
  519. }
  520. if (half_res_pass.is_valid()) {
  521. RD::get_singleton()->free(half_res_pass);
  522. half_res_pass = RID();
  523. }
  524. if (quarter_res_pass.is_valid()) {
  525. RD::get_singleton()->free(quarter_res_pass);
  526. quarter_res_pass = RID();
  527. }
  528. if (material.is_valid()) {
  529. p_storage->free(material);
  530. material = RID();
  531. }
  532. }
  533. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  534. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  535. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  536. return texture_uniform_sets[p_version];
  537. }
  538. Vector<RD::Uniform> uniforms;
  539. {
  540. RD::Uniform u;
  541. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  542. u.binding = 0;
  543. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  544. u.append_id(radiance);
  545. } else {
  546. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  547. }
  548. uniforms.push_back(u);
  549. }
  550. {
  551. RD::Uniform u;
  552. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  553. u.binding = 1; // half res
  554. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  555. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  556. u.append_id(reflection.layers[0].views[1]);
  557. } else {
  558. u.append_id(half_res_pass);
  559. }
  560. } else {
  561. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  562. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  563. } else {
  564. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  565. }
  566. }
  567. uniforms.push_back(u);
  568. }
  569. {
  570. RD::Uniform u;
  571. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  572. u.binding = 2; // quarter res
  573. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  574. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  575. u.append_id(reflection.layers[0].views[2]);
  576. } else {
  577. u.append_id(quarter_res_pass);
  578. }
  579. } else {
  580. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  581. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  582. } else {
  583. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  584. }
  585. }
  586. uniforms.push_back(u);
  587. }
  588. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  589. return texture_uniform_sets[p_version];
  590. }
  591. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  592. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  593. if (radiance_size == p_radiance_size) {
  594. return false;
  595. }
  596. radiance_size = p_radiance_size;
  597. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  598. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  599. radiance_size = 256;
  600. }
  601. if (radiance.is_valid()) {
  602. RD::get_singleton()->free(radiance);
  603. radiance = RID();
  604. }
  605. reflection.clear_reflection_data();
  606. return true;
  607. }
  608. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  609. if (mode == p_mode) {
  610. return false;
  611. }
  612. mode = p_mode;
  613. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  614. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  615. set_radiance_size(256);
  616. }
  617. if (radiance.is_valid()) {
  618. RD::get_singleton()->free(radiance);
  619. radiance = RID();
  620. }
  621. reflection.clear_reflection_data();
  622. return true;
  623. }
  624. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  625. if (material == p_material) {
  626. return false;
  627. }
  628. material = p_material;
  629. return true;
  630. }
  631. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  632. if (radiance.is_valid()) {
  633. RD::TextureFormat tf;
  634. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  635. tf.width = p_size.width;
  636. tf.height = p_size.height;
  637. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  638. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  639. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  640. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  641. RD::get_singleton()->free(rad_tex);
  642. Ref<Image> img;
  643. img.instantiate();
  644. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  645. for (int i = 0; i < p_size.width; i++) {
  646. for (int j = 0; j < p_size.height; j++) {
  647. Color c = img->get_pixel(i, j);
  648. c.r *= p_energy;
  649. c.g *= p_energy;
  650. c.b *= p_energy;
  651. img->set_pixel(i, j, c);
  652. }
  653. }
  654. return img;
  655. }
  656. return Ref<Image>();
  657. }
  658. ////////////////////////////////////////////////////////////////////////////////
  659. // RendererSceneSkyRD
  660. RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  661. SkyShaderData *shader_data = memnew(SkyShaderData);
  662. return shader_data;
  663. }
  664. RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  665. // !BAS! Why isn't _create_sky_shader_func not just static too?
  666. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  667. };
  668. RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  669. SkyMaterialData *material_data = memnew(SkyMaterialData);
  670. material_data->shader_data = p_shader;
  671. //update will happen later anyway so do nothing.
  672. return material_data;
  673. }
  674. RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
  675. // !BAS! same here, we could just make _create_sky_material_func static?
  676. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  677. };
  678. RendererSceneSkyRD::RendererSceneSkyRD() {
  679. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  680. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  681. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  682. }
  683. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  684. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  685. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  686. storage = p_storage;
  687. {
  688. // Start with the directional lights for the sky
  689. sky_scene_state.max_directional_lights = 4;
  690. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  691. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  692. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  693. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  694. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  695. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  696. // Initialize sky
  697. Vector<String> sky_modes;
  698. sky_modes.push_back(""); // Full size
  699. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  700. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  701. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  702. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  703. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  704. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  705. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  706. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  707. sky_shader.shader.initialize(sky_modes, defines);
  708. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  709. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  710. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  711. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  712. }
  713. }
  714. // register our shader funds
  715. material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  716. material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  717. {
  718. ShaderCompiler::DefaultIdentifierActions actions;
  719. actions.renames["COLOR"] = "color";
  720. actions.renames["ALPHA"] = "alpha";
  721. actions.renames["EYEDIR"] = "cube_normal";
  722. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  723. actions.renames["SKY_COORDS"] = "panorama_coords";
  724. actions.renames["SCREEN_UV"] = "uv";
  725. actions.renames["TIME"] = "params.time";
  726. actions.renames["PI"] = _MKSTR(Math_PI);
  727. actions.renames["TAU"] = _MKSTR(Math_TAU);
  728. actions.renames["E"] = _MKSTR(Math_E);
  729. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  730. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  731. actions.renames["RADIANCE"] = "radiance";
  732. actions.renames["FOG"] = "custom_fog";
  733. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  734. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  735. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  736. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  737. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  738. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  739. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  740. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  741. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  742. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  743. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  744. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  745. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  746. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  747. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  748. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  749. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  750. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  751. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  752. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  753. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  754. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  755. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  756. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  757. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  758. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  759. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  760. actions.sampler_array_name = "material_samplers";
  761. actions.base_texture_binding_index = 1;
  762. actions.texture_layout_set = 1;
  763. actions.base_uniform_string = "material.";
  764. actions.base_varying_index = 10;
  765. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  766. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  767. actions.global_buffer_array_variable = "global_variables.data";
  768. sky_shader.compiler.initialize(actions);
  769. }
  770. {
  771. // default material and shader for sky shader
  772. sky_shader.default_shader = material_storage->shader_allocate();
  773. material_storage->shader_initialize(sky_shader.default_shader);
  774. material_storage->shader_set_code(sky_shader.default_shader, R"(
  775. // Default sky shader.
  776. shader_type sky;
  777. void sky() {
  778. COLOR = vec3(0.0);
  779. }
  780. )");
  781. sky_shader.default_material = material_storage->material_allocate();
  782. material_storage->material_initialize(sky_shader.default_material);
  783. material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  784. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
  785. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  786. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  787. Vector<RD::Uniform> uniforms;
  788. {
  789. Vector<RID> ids;
  790. ids.resize(12);
  791. RID *ids_ptr = ids.ptrw();
  792. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  793. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  794. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  795. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  796. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  797. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  798. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  799. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  800. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  801. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  802. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  803. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  804. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
  805. uniforms.push_back(u);
  806. }
  807. {
  808. RD::Uniform u;
  809. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  810. u.binding = 1;
  811. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
  812. uniforms.push_back(u);
  813. }
  814. {
  815. RD::Uniform u;
  816. u.binding = 2;
  817. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  818. u.append_id(sky_scene_state.uniform_buffer);
  819. uniforms.push_back(u);
  820. }
  821. {
  822. RD::Uniform u;
  823. u.binding = 3;
  824. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  825. u.append_id(sky_scene_state.directional_light_buffer);
  826. uniforms.push_back(u);
  827. }
  828. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  829. }
  830. {
  831. Vector<RD::Uniform> uniforms;
  832. {
  833. RD::Uniform u;
  834. u.binding = 0;
  835. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  836. RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  837. u.append_id(vfog);
  838. uniforms.push_back(u);
  839. }
  840. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  841. }
  842. {
  843. // Need defaults for using fog with clear color
  844. sky_scene_state.fog_shader = material_storage->shader_allocate();
  845. material_storage->shader_initialize(sky_scene_state.fog_shader);
  846. material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
  847. // Default clear color sky shader.
  848. shader_type sky;
  849. uniform vec4 clear_color;
  850. void sky() {
  851. COLOR = clear_color.rgb;
  852. }
  853. )");
  854. sky_scene_state.fog_material = material_storage->material_allocate();
  855. material_storage->material_initialize(sky_scene_state.fog_material);
  856. material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  857. Vector<RD::Uniform> uniforms;
  858. {
  859. RD::Uniform u;
  860. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  861. u.binding = 0;
  862. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  863. uniforms.push_back(u);
  864. }
  865. {
  866. RD::Uniform u;
  867. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  868. u.binding = 1;
  869. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  870. uniforms.push_back(u);
  871. }
  872. {
  873. RD::Uniform u;
  874. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  875. u.binding = 2;
  876. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
  877. uniforms.push_back(u);
  878. }
  879. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  880. }
  881. { //create index array for copy shaders
  882. Vector<uint8_t> pv;
  883. pv.resize(6 * 4);
  884. {
  885. uint8_t *w = pv.ptrw();
  886. int *p32 = (int *)w;
  887. p32[0] = 0;
  888. p32[1] = 1;
  889. p32[2] = 2;
  890. p32[3] = 0;
  891. p32[4] = 2;
  892. p32[5] = 3;
  893. }
  894. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  895. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  896. }
  897. }
  898. void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
  899. texture_format = p_texture_format;
  900. }
  901. RendererSceneSkyRD::~RendererSceneSkyRD() {
  902. // cleanup anything created in init...
  903. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  904. SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
  905. sky_shader.shader.version_free(md->shader_data->version);
  906. RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
  907. RD::get_singleton()->free(sky_scene_state.uniform_buffer);
  908. memdelete_arr(sky_scene_state.directional_lights);
  909. memdelete_arr(sky_scene_state.last_frame_directional_lights);
  910. material_storage->shader_free(sky_shader.default_shader);
  911. material_storage->material_free(sky_shader.default_material);
  912. material_storage->shader_free(sky_scene_state.fog_shader);
  913. material_storage->material_free(sky_scene_state.fog_material);
  914. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  915. RD::get_singleton()->free(sky_scene_state.uniform_set);
  916. }
  917. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  918. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  919. }
  920. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  921. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  922. }
  923. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  924. }
  925. void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
  926. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  927. ERR_FAIL_COND(!p_env);
  928. SkyMaterialData *material = nullptr;
  929. Sky *sky = get_sky(p_env->sky);
  930. RID sky_material;
  931. SkyShaderData *shader_data = nullptr;
  932. if (sky) {
  933. sky_material = sky_get_material(p_env->sky);
  934. if (sky_material.is_valid()) {
  935. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  936. if (!material || !material->shader_data->valid) {
  937. material = nullptr;
  938. }
  939. }
  940. if (!material) {
  941. sky_material = sky_shader.default_material;
  942. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  943. }
  944. ERR_FAIL_COND(!material);
  945. shader_data = material->shader_data;
  946. ERR_FAIL_COND(!shader_data);
  947. // Invalidate supbass buffers if screen size changes
  948. if (sky->screen_size != p_screen_size) {
  949. sky->screen_size = p_screen_size;
  950. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  951. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  952. if (shader_data->uses_half_res) {
  953. if (sky->half_res_pass.is_valid()) {
  954. RD::get_singleton()->free(sky->half_res_pass);
  955. sky->half_res_pass = RID();
  956. }
  957. invalidate_sky(sky);
  958. }
  959. if (shader_data->uses_quarter_res) {
  960. if (sky->quarter_res_pass.is_valid()) {
  961. RD::get_singleton()->free(sky->quarter_res_pass);
  962. sky->quarter_res_pass = RID();
  963. }
  964. invalidate_sky(sky);
  965. }
  966. }
  967. // Create new subpass buffers if necessary
  968. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  969. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  970. sky->radiance.is_null()) {
  971. invalidate_sky(sky);
  972. update_dirty_skys();
  973. }
  974. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  975. sky->prev_time = p_scene_render->time;
  976. sky->reflection.dirty = true;
  977. RenderingServerDefault::redraw_request();
  978. }
  979. if (material != sky->prev_material) {
  980. sky->prev_material = material;
  981. sky->reflection.dirty = true;
  982. }
  983. if (material->uniform_set_updated) {
  984. material->uniform_set_updated = false;
  985. sky->reflection.dirty = true;
  986. }
  987. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  988. sky->prev_position = p_transform.origin;
  989. sky->reflection.dirty = true;
  990. }
  991. if (shader_data->uses_light) {
  992. sky_scene_state.ubo.directional_light_count = 0;
  993. // Run through the list of lights in the scene and pick out the Directional Lights.
  994. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
  995. // after the depth prepass, but this runs before the depth prepass
  996. for (int i = 0; i < (int)p_lights.size(); i++) {
  997. RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
  998. if (!li) {
  999. continue;
  1000. }
  1001. RID base = li->light;
  1002. ERR_CONTINUE(base.is_null());
  1003. RS::LightType type = storage->light_get_type(base);
  1004. if (type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
  1005. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
  1006. Transform3D light_transform = li->transform;
  1007. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  1008. sky_light_data.direction[0] = world_direction.x;
  1009. sky_light_data.direction[1] = world_direction.y;
  1010. sky_light_data.direction[2] = world_direction.z;
  1011. float sign = storage->light_is_negative(base) ? -1 : 1;
  1012. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  1013. Color linear_col = storage->light_get_color(base).srgb_to_linear();
  1014. sky_light_data.color[0] = linear_col.r;
  1015. sky_light_data.color[1] = linear_col.g;
  1016. sky_light_data.color[2] = linear_col.b;
  1017. sky_light_data.enabled = true;
  1018. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  1019. if (angular_diameter > 0.0) {
  1020. // I know tan(0) is 0, but let's not risk it with numerical precision.
  1021. // technically this will keep expanding until reaching the sun, but all we care
  1022. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  1023. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  1024. } else {
  1025. angular_diameter = 0.0;
  1026. }
  1027. sky_light_data.size = angular_diameter;
  1028. sky_scene_state.ubo.directional_light_count++;
  1029. if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
  1030. break;
  1031. }
  1032. }
  1033. }
  1034. // Check whether the directional_light_buffer changes
  1035. bool light_data_dirty = false;
  1036. // Light buffer is dirty if we have fewer or more lights
  1037. // If we have fewer lights, make sure that old lights are disabled
  1038. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  1039. light_data_dirty = true;
  1040. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  1041. sky_scene_state.directional_lights[i].enabled = false;
  1042. }
  1043. }
  1044. if (!light_data_dirty) {
  1045. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  1046. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  1047. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  1048. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  1049. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  1050. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  1051. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  1052. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  1053. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  1054. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  1055. light_data_dirty = true;
  1056. break;
  1057. }
  1058. }
  1059. }
  1060. if (light_data_dirty) {
  1061. 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);
  1062. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  1063. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  1064. sky_scene_state.directional_lights = temp;
  1065. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  1066. sky->reflection.dirty = true;
  1067. }
  1068. }
  1069. }
  1070. //setup fog variables
  1071. sky_scene_state.ubo.volumetric_fog_enabled = false;
  1072. if (p_render_buffers.is_valid()) {
  1073. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  1074. sky_scene_state.ubo.volumetric_fog_enabled = true;
  1075. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  1076. if (fog_end > 0.0) {
  1077. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1078. } else {
  1079. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1080. }
  1081. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1082. if (fog_detail_spread > 0.0) {
  1083. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1084. } else {
  1085. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1086. }
  1087. sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  1088. }
  1089. }
  1090. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  1091. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  1092. sky_scene_state.ubo.fog_density = p_env->fog_density;
  1093. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  1094. Color fog_color = p_env->fog_light_color.srgb_to_linear();
  1095. float fog_energy = p_env->fog_light_energy;
  1096. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1097. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1098. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1099. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  1100. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  1101. }
  1102. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1103. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1104. ERR_FAIL_COND(!p_env);
  1105. Sky *sky = get_sky(p_env->sky);
  1106. ERR_FAIL_COND(!sky);
  1107. RID sky_material = sky_get_material(p_env->sky);
  1108. SkyMaterialData *material = nullptr;
  1109. if (sky_material.is_valid()) {
  1110. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1111. if (!material || !material->shader_data->valid) {
  1112. material = nullptr;
  1113. }
  1114. }
  1115. if (!material) {
  1116. sky_material = sky_shader.default_material;
  1117. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1118. }
  1119. ERR_FAIL_COND(!material);
  1120. SkyShaderData *shader_data = material->shader_data;
  1121. ERR_FAIL_COND(!shader_data);
  1122. float multiplier = p_env->bg_energy;
  1123. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  1124. RS::SkyMode sky_mode = sky->mode;
  1125. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  1126. if (shader_data->uses_time || shader_data->uses_position) {
  1127. update_single_frame = true;
  1128. sky_mode = RS::SKY_MODE_REALTIME;
  1129. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  1130. update_single_frame = false;
  1131. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1132. } else {
  1133. update_single_frame = true;
  1134. sky_mode = RS::SKY_MODE_QUALITY;
  1135. }
  1136. }
  1137. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1138. // On the first frame after creating sky, rebuild in single frame
  1139. update_single_frame = true;
  1140. sky_mode = RS::SKY_MODE_QUALITY;
  1141. }
  1142. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1143. // Update radiance cubemap
  1144. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1145. static const Vector3 view_normals[6] = {
  1146. Vector3(+1, 0, 0),
  1147. Vector3(-1, 0, 0),
  1148. Vector3(0, +1, 0),
  1149. Vector3(0, -1, 0),
  1150. Vector3(0, 0, +1),
  1151. Vector3(0, 0, -1)
  1152. };
  1153. static const Vector3 view_up[6] = {
  1154. Vector3(0, -1, 0),
  1155. Vector3(0, -1, 0),
  1156. Vector3(0, 0, +1),
  1157. Vector3(0, 0, -1),
  1158. Vector3(0, -1, 0),
  1159. Vector3(0, -1, 0)
  1160. };
  1161. CameraMatrix cm;
  1162. cm.set_perspective(90, 1, 0.01, 10.0);
  1163. CameraMatrix correction;
  1164. correction.set_depth_correction(true);
  1165. cm = correction * cm;
  1166. if (shader_data->uses_quarter_res) {
  1167. RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
  1168. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1169. Vector<Color> clear_colors;
  1170. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1171. RD::DrawListID cubemap_draw_list;
  1172. for (int i = 0; i < 6; i++) {
  1173. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1174. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  1175. 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);
  1176. _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, multiplier, p_transform.origin, p_luminance_multiplier);
  1177. RD::get_singleton()->draw_list_end();
  1178. }
  1179. RD::get_singleton()->draw_command_end_label();
  1180. }
  1181. if (shader_data->uses_half_res) {
  1182. RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
  1183. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1184. Vector<Color> clear_colors;
  1185. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1186. RD::DrawListID cubemap_draw_list;
  1187. for (int i = 0; i < 6; i++) {
  1188. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1189. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1190. 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);
  1191. _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, multiplier, p_transform.origin, p_luminance_multiplier);
  1192. RD::get_singleton()->draw_list_end();
  1193. }
  1194. RD::get_singleton()->draw_command_end_label();
  1195. }
  1196. RD::DrawListID cubemap_draw_list;
  1197. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1198. RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
  1199. for (int i = 0; i < 6; i++) {
  1200. Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
  1201. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1202. 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);
  1203. _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, multiplier, p_transform.origin, p_luminance_multiplier);
  1204. RD::get_singleton()->draw_list_end();
  1205. }
  1206. RD::get_singleton()->draw_command_end_label();
  1207. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1208. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1209. if (sky_use_cubemap_array) {
  1210. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1211. }
  1212. } else {
  1213. if (update_single_frame) {
  1214. for (int i = 1; i < max_processing_layer; i++) {
  1215. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1216. }
  1217. if (sky_use_cubemap_array) {
  1218. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1219. }
  1220. } else {
  1221. if (sky_use_cubemap_array) {
  1222. // Multi-Frame so just update the first array level
  1223. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1224. }
  1225. }
  1226. sky->processing_layer = 1;
  1227. }
  1228. sky->reflection.dirty = false;
  1229. } else {
  1230. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1231. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1232. if (sky_use_cubemap_array) {
  1233. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1234. }
  1235. sky->processing_layer++;
  1236. }
  1237. }
  1238. }
  1239. 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) {
  1240. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1241. ERR_FAIL_COND(!p_env);
  1242. ERR_FAIL_COND(p_view_count == 0);
  1243. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1244. Sky *sky = get_sky(p_env->sky);
  1245. SkyMaterialData *material = nullptr;
  1246. RID sky_material;
  1247. RS::EnvironmentBG background = p_env->background;
  1248. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1249. ERR_FAIL_COND(!sky);
  1250. sky_material = sky_get_material(p_env->sky);
  1251. if (sky_material.is_valid()) {
  1252. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1253. if (!material || !material->shader_data->valid) {
  1254. material = nullptr;
  1255. }
  1256. }
  1257. if (!material) {
  1258. sky_material = sky_shader.default_material;
  1259. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1260. }
  1261. }
  1262. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1263. sky_material = sky_scene_state.fog_material;
  1264. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1265. }
  1266. ERR_FAIL_COND(!material);
  1267. SkyShaderData *shader_data = material->shader_data;
  1268. ERR_FAIL_COND(!shader_data);
  1269. Basis sky_transform = p_env->sky_orientation;
  1270. sky_transform.invert();
  1271. float multiplier = p_env->bg_energy;
  1272. float custom_fov = p_env->sky_custom_fov;
  1273. // Camera
  1274. CameraMatrix camera;
  1275. uint32_t view_count = p_view_count;
  1276. const CameraMatrix *projections = p_projections;
  1277. if (custom_fov) {
  1278. // With custom fov we don't support stereo...
  1279. float near_plane = p_projections[0].get_z_near();
  1280. float far_plane = p_projections[0].get_z_far();
  1281. float aspect = p_projections[0].get_aspect();
  1282. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1283. view_count = 1;
  1284. projections = &camera;
  1285. }
  1286. sky_transform = p_transform.basis * sky_transform;
  1287. if (shader_data->uses_quarter_res) {
  1288. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1289. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1290. Vector<Color> clear_colors;
  1291. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1292. 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);
  1293. _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, 1.0);
  1294. RD::get_singleton()->draw_list_end();
  1295. }
  1296. if (shader_data->uses_half_res) {
  1297. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1298. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1299. Vector<Color> clear_colors;
  1300. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1301. 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);
  1302. _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, 1.0);
  1303. RD::get_singleton()->draw_list_end();
  1304. }
  1305. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1306. RID texture_uniform_set;
  1307. if (sky) {
  1308. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1309. } else {
  1310. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1311. }
  1312. 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);
  1313. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
  1314. RD::get_singleton()->draw_list_end();
  1315. }
  1316. void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1317. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1318. ERR_FAIL_COND(!p_env);
  1319. ERR_FAIL_COND(p_view_count == 0);
  1320. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1321. Sky *sky = get_sky(p_env->sky);
  1322. ERR_FAIL_COND(!sky);
  1323. SkyMaterialData *material = nullptr;
  1324. RID sky_material;
  1325. sky_material = sky_get_material(p_env->sky);
  1326. if (sky_material.is_valid()) {
  1327. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1328. if (!material || !material->shader_data->valid) {
  1329. material = nullptr;
  1330. }
  1331. }
  1332. if (!material) {
  1333. sky_material = sky_shader.default_material;
  1334. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1335. }
  1336. ERR_FAIL_COND(!material);
  1337. SkyShaderData *shader_data = material->shader_data;
  1338. ERR_FAIL_COND(!shader_data);
  1339. Basis sky_transform = p_env->sky_orientation;
  1340. sky_transform.invert();
  1341. float multiplier = p_env->bg_energy;
  1342. float custom_fov = p_env->sky_custom_fov;
  1343. // Camera
  1344. CameraMatrix camera;
  1345. uint32_t view_count = p_view_count;
  1346. const CameraMatrix *projections = p_projections;
  1347. if (custom_fov) {
  1348. // With custom fov we don't support stereo...
  1349. float near_plane = p_projections[0].get_z_near();
  1350. float far_plane = p_projections[0].get_z_far();
  1351. float aspect = p_projections[0].get_aspect();
  1352. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1353. view_count = 1;
  1354. projections = &camera;
  1355. }
  1356. sky_transform = p_transform.basis * sky_transform;
  1357. if (shader_data->uses_quarter_res) {
  1358. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1359. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1360. Vector<Color> clear_colors;
  1361. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1362. 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);
  1363. _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, p_luminance_multiplier);
  1364. RD::get_singleton()->draw_list_end();
  1365. }
  1366. if (shader_data->uses_half_res) {
  1367. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1368. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1369. Vector<Color> clear_colors;
  1370. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1371. 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);
  1372. _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, p_luminance_multiplier);
  1373. RD::get_singleton()->draw_list_end();
  1374. }
  1375. }
  1376. void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
  1377. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1378. ERR_FAIL_COND(!p_env);
  1379. ERR_FAIL_COND(p_view_count == 0);
  1380. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1381. Sky *sky = get_sky(p_env->sky);
  1382. SkyMaterialData *material = nullptr;
  1383. RID sky_material;
  1384. RS::EnvironmentBG background = p_env->background;
  1385. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1386. ERR_FAIL_COND(!sky);
  1387. sky_material = sky_get_material(p_env->sky);
  1388. if (sky_material.is_valid()) {
  1389. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1390. if (!material || !material->shader_data->valid) {
  1391. material = nullptr;
  1392. }
  1393. }
  1394. if (!material) {
  1395. sky_material = sky_shader.default_material;
  1396. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1397. }
  1398. }
  1399. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1400. sky_material = sky_scene_state.fog_material;
  1401. material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
  1402. }
  1403. ERR_FAIL_COND(!material);
  1404. SkyShaderData *shader_data = material->shader_data;
  1405. ERR_FAIL_COND(!shader_data);
  1406. Basis sky_transform = p_env->sky_orientation;
  1407. sky_transform.invert();
  1408. float multiplier = p_env->bg_energy;
  1409. float custom_fov = p_env->sky_custom_fov;
  1410. // Camera
  1411. CameraMatrix camera;
  1412. uint32_t view_count = p_view_count;
  1413. const CameraMatrix *projections = p_projections;
  1414. if (custom_fov) {
  1415. // With custom fov we don't support stereo...
  1416. float near_plane = p_projections[0].get_z_near();
  1417. float far_plane = p_projections[0].get_z_far();
  1418. float aspect = p_projections[0].get_aspect();
  1419. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1420. view_count = 1;
  1421. projections = &camera;
  1422. }
  1423. sky_transform = p_transform.basis * sky_transform;
  1424. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1425. RID texture_uniform_set;
  1426. if (sky) {
  1427. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1428. } else {
  1429. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1430. }
  1431. _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
  1432. }
  1433. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1434. if (!p_sky->dirty) {
  1435. p_sky->dirty = true;
  1436. p_sky->dirty_list = dirty_sky_list;
  1437. dirty_sky_list = p_sky;
  1438. }
  1439. }
  1440. void RendererSceneSkyRD::update_dirty_skys() {
  1441. Sky *sky = dirty_sky_list;
  1442. while (sky) {
  1443. bool texture_set_dirty = false;
  1444. //update sky configuration if texture is missing
  1445. if (sky->radiance.is_null()) {
  1446. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1447. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1448. int layers = roughness_layers;
  1449. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1450. layers = 8;
  1451. if (roughness_layers != 8) {
  1452. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1453. }
  1454. }
  1455. if (sky_use_cubemap_array) {
  1456. //array (higher quality, 6 times more memory)
  1457. RD::TextureFormat tf;
  1458. tf.array_layers = layers * 6;
  1459. tf.format = texture_format;
  1460. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1461. tf.mipmaps = mipmaps;
  1462. tf.width = w;
  1463. tf.height = h;
  1464. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1465. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1466. sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
  1467. } else {
  1468. //regular cubemap, lower quality (aliasing, less memory)
  1469. RD::TextureFormat tf;
  1470. tf.array_layers = 6;
  1471. tf.format = texture_format;
  1472. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1473. tf.mipmaps = MIN(mipmaps, layers);
  1474. tf.width = w;
  1475. tf.height = h;
  1476. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1477. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1478. 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);
  1479. }
  1480. texture_set_dirty = true;
  1481. }
  1482. // Create subpass buffers if they haven't been created already
  1483. 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) {
  1484. RD::TextureFormat tformat;
  1485. tformat.format = texture_format;
  1486. tformat.width = sky->screen_size.x / 2;
  1487. tformat.height = sky->screen_size.y / 2;
  1488. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1489. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1490. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1491. Vector<RID> texs;
  1492. texs.push_back(sky->half_res_pass);
  1493. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1494. texture_set_dirty = true;
  1495. }
  1496. 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) {
  1497. RD::TextureFormat tformat;
  1498. tformat.format = texture_format;
  1499. tformat.width = sky->screen_size.x / 4;
  1500. tformat.height = sky->screen_size.y / 4;
  1501. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1502. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1503. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1504. Vector<RID> texs;
  1505. texs.push_back(sky->quarter_res_pass);
  1506. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1507. texture_set_dirty = true;
  1508. }
  1509. if (texture_set_dirty) {
  1510. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1511. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1512. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1513. sky->texture_uniform_sets[i] = RID();
  1514. }
  1515. }
  1516. }
  1517. sky->reflection.dirty = true;
  1518. sky->processing_layer = 0;
  1519. Sky *next = sky->dirty_list;
  1520. sky->dirty_list = nullptr;
  1521. sky->dirty = false;
  1522. sky = next;
  1523. }
  1524. dirty_sky_list = nullptr;
  1525. }
  1526. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1527. Sky *sky = get_sky(p_sky);
  1528. ERR_FAIL_COND_V(!sky, RID());
  1529. return sky->material;
  1530. }
  1531. RID RendererSceneSkyRD::allocate_sky_rid() {
  1532. return sky_owner.allocate_rid();
  1533. }
  1534. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1535. sky_owner.initialize_rid(p_rid, Sky());
  1536. }
  1537. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1538. return sky_owner.get_or_null(p_sky);
  1539. }
  1540. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1541. Sky *sky = get_sky(p_sky);
  1542. ERR_FAIL_COND(!sky);
  1543. sky->free(storage);
  1544. sky_owner.free(p_sky);
  1545. }
  1546. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1547. Sky *sky = get_sky(p_sky);
  1548. ERR_FAIL_COND(!sky);
  1549. if (sky->set_radiance_size(p_radiance_size)) {
  1550. invalidate_sky(sky);
  1551. }
  1552. }
  1553. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1554. Sky *sky = get_sky(p_sky);
  1555. ERR_FAIL_COND(!sky);
  1556. if (sky->set_mode(p_mode)) {
  1557. invalidate_sky(sky);
  1558. }
  1559. }
  1560. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1561. Sky *sky = get_sky(p_sky);
  1562. ERR_FAIL_COND(!sky);
  1563. if (sky->set_material(p_material)) {
  1564. invalidate_sky(sky);
  1565. }
  1566. }
  1567. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1568. Sky *sky = get_sky(p_sky);
  1569. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1570. update_dirty_skys();
  1571. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1572. }
  1573. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1574. Sky *sky = get_sky(p_sky);
  1575. ERR_FAIL_COND_V(!sky, RID());
  1576. return sky->radiance;
  1577. }