renderer_scene_sky_rd.cpp 62 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. void 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. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  198. p_uniform_dirty = true;
  199. if (uniform_buffer.is_valid()) {
  200. RD::get_singleton()->free(uniform_buffer);
  201. uniform_buffer = RID();
  202. }
  203. ubo_data.resize(shader_data->ubo_size);
  204. if (ubo_data.size()) {
  205. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  206. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  207. }
  208. //clear previous uniform set
  209. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  210. RD::get_singleton()->free(uniform_set);
  211. uniform_set = RID();
  212. }
  213. }
  214. //check whether buffer changed
  215. if (p_uniform_dirty && ubo_data.size()) {
  216. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  217. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  218. }
  219. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  220. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  221. texture_cache.resize(tex_uniform_count);
  222. p_textures_dirty = true;
  223. //clear previous uniform set
  224. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  225. RD::get_singleton()->free(uniform_set);
  226. uniform_set = RID();
  227. }
  228. }
  229. if (p_textures_dirty && tex_uniform_count) {
  230. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  231. }
  232. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  233. // This material does not require an uniform set, so don't create it.
  234. return;
  235. }
  236. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  237. //no reason to update uniform set, only UBO (or nothing) was needed to update
  238. return;
  239. }
  240. Vector<RD::Uniform> uniforms;
  241. {
  242. if (shader_data->ubo_size) {
  243. RD::Uniform u;
  244. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  245. u.binding = 0;
  246. u.ids.push_back(uniform_buffer);
  247. uniforms.push_back(u);
  248. }
  249. const RID *textures = texture_cache.ptrw();
  250. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  251. RD::Uniform u;
  252. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  253. u.binding = 1 + i;
  254. u.ids.push_back(textures[i]);
  255. uniforms.push_back(u);
  256. }
  257. }
  258. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
  259. }
  260. RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
  261. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  262. RD::get_singleton()->free(uniform_set);
  263. }
  264. if (uniform_buffer.is_valid()) {
  265. RD::get_singleton()->free(uniform_buffer);
  266. }
  267. }
  268. ////////////////////////////////////////////////////////////////////////////////
  269. // Render sky
  270. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
  271. p_array[0] = p_basis.elements[0][0];
  272. p_array[1] = p_basis.elements[1][0];
  273. p_array[2] = p_basis.elements[2][0];
  274. p_array[3] = 0;
  275. p_array[4] = p_basis.elements[0][1];
  276. p_array[5] = p_basis.elements[1][1];
  277. p_array[6] = p_basis.elements[2][1];
  278. p_array[7] = 0;
  279. p_array[8] = p_basis.elements[0][2];
  280. p_array[9] = p_basis.elements[1][2];
  281. p_array[10] = p_basis.elements[2][2];
  282. p_array[11] = 0;
  283. }
  284. 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) {
  285. SkyPushConstant sky_push_constant;
  286. memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
  287. for (uint32_t v = 0; v < p_view_count; v++) {
  288. // We only need key components of our projection matrix
  289. sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
  290. sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
  291. sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
  292. sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
  293. }
  294. sky_push_constant.position[0] = p_position.x;
  295. sky_push_constant.position[1] = p_position.y;
  296. sky_push_constant.position[2] = p_position.z;
  297. sky_push_constant.multiplier = p_multiplier;
  298. sky_push_constant.time = p_time;
  299. store_transform_3x3(p_orientation, sky_push_constant.orientation);
  300. RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
  301. RD::DrawListID draw_list = p_list;
  302. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
  303. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
  304. if (p_uniform_set.is_valid()) { //material may not have uniform set
  305. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
  306. }
  307. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
  308. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
  309. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
  310. RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
  311. RD::get_singleton()->draw_list_draw(draw_list, true);
  312. }
  313. ////////////////////////////////////////////////////////////////////////////////
  314. // ReflectionData
  315. void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
  316. layers.clear();
  317. radiance_base_cubemap = RID();
  318. if (downsampled_radiance_cubemap.is_valid()) {
  319. RD::get_singleton()->free(downsampled_radiance_cubemap);
  320. }
  321. downsampled_radiance_cubemap = RID();
  322. downsampled_layer.mipmaps.clear();
  323. coefficient_buffer = RID();
  324. }
  325. void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers) {
  326. //recreate radiance and all data
  327. int mipmaps = p_mipmaps;
  328. uint32_t w = p_size, h = p_size;
  329. if (p_use_array) {
  330. int num_layers = p_low_quality ? 8 : p_roughness_layers;
  331. for (int i = 0; i < num_layers; i++) {
  332. ReflectionData::Layer layer;
  333. uint32_t mmw = w;
  334. uint32_t mmh = h;
  335. layer.mipmaps.resize(mipmaps);
  336. layer.views.resize(mipmaps);
  337. for (int j = 0; j < mipmaps; j++) {
  338. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  339. mm.size.width = mmw;
  340. mm.size.height = mmh;
  341. for (int k = 0; k < 6; k++) {
  342. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  343. Vector<RID> fbtex;
  344. fbtex.push_back(mm.views[k]);
  345. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  346. }
  347. 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);
  348. mmw = MAX(1, mmw >> 1);
  349. mmh = MAX(1, mmh >> 1);
  350. }
  351. layers.push_back(layer);
  352. }
  353. } else {
  354. mipmaps = p_low_quality ? 8 : mipmaps;
  355. //regular cubemap, lower quality (aliasing, less memory)
  356. ReflectionData::Layer layer;
  357. uint32_t mmw = w;
  358. uint32_t mmh = h;
  359. layer.mipmaps.resize(mipmaps);
  360. layer.views.resize(mipmaps);
  361. for (int j = 0; j < mipmaps; j++) {
  362. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  363. mm.size.width = mmw;
  364. mm.size.height = mmh;
  365. for (int k = 0; k < 6; k++) {
  366. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  367. Vector<RID> fbtex;
  368. fbtex.push_back(mm.views[k]);
  369. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  370. }
  371. 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);
  372. mmw = MAX(1, mmw >> 1);
  373. mmh = MAX(1, mmh >> 1);
  374. }
  375. layers.push_back(layer);
  376. }
  377. radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
  378. RD::TextureFormat tf;
  379. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  380. tf.width = 64; // Always 64x64
  381. tf.height = 64;
  382. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  383. tf.array_layers = 6;
  384. tf.mipmaps = 7;
  385. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  386. downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  387. {
  388. uint32_t mmw = 64;
  389. uint32_t mmh = 64;
  390. downsampled_layer.mipmaps.resize(7);
  391. for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
  392. ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
  393. mm.size.width = mmw;
  394. mm.size.height = mmh;
  395. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
  396. mmw = MAX(1, mmw >> 1);
  397. mmh = MAX(1, mmh >> 1);
  398. }
  399. }
  400. }
  401. void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
  402. p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
  403. for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
  404. p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
  405. }
  406. Vector<RID> views;
  407. if (p_use_arrays) {
  408. for (int i = 1; i < layers.size(); i++) {
  409. views.push_back(layers[i].views[0]);
  410. }
  411. } else {
  412. for (int i = 1; i < layers[0].views.size(); i++) {
  413. views.push_back(layers[0].views[i]);
  414. }
  415. }
  416. p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
  417. }
  418. 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) {
  419. if (p_use_arrays) {
  420. //render directly to the layers
  421. p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
  422. } else {
  423. p_storage->get_effects()->cubemap_roughness(
  424. layers[0].views[p_base_layer - 1],
  425. layers[0].views[p_base_layer],
  426. p_cube_side,
  427. p_sky_ggx_samples_quality,
  428. float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
  429. layers[0].mipmaps[p_base_layer].size.x);
  430. }
  431. }
  432. void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
  433. for (int i = p_start; i < p_end; i++) {
  434. for (int j = 0; j < layers[i].views.size() - 1; j++) {
  435. RID view = layers[i].views[j];
  436. RID texture = layers[i].views[j + 1];
  437. Size2i size = layers[i].mipmaps[j + 1].size;
  438. p_storage->get_effects()->cubemap_downsample(view, texture, size);
  439. }
  440. }
  441. }
  442. ////////////////////////////////////////////////////////////////////////////////
  443. // RendererSceneSkyRD::Sky
  444. void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
  445. if (radiance.is_valid()) {
  446. RD::get_singleton()->free(radiance);
  447. radiance = RID();
  448. }
  449. reflection.clear_reflection_data();
  450. if (uniform_buffer.is_valid()) {
  451. RD::get_singleton()->free(uniform_buffer);
  452. uniform_buffer = RID();
  453. }
  454. if (half_res_pass.is_valid()) {
  455. RD::get_singleton()->free(half_res_pass);
  456. half_res_pass = RID();
  457. }
  458. if (quarter_res_pass.is_valid()) {
  459. RD::get_singleton()->free(quarter_res_pass);
  460. quarter_res_pass = RID();
  461. }
  462. if (material.is_valid()) {
  463. p_storage->free(material);
  464. }
  465. }
  466. RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
  467. if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
  468. return texture_uniform_sets[p_version];
  469. }
  470. Vector<RD::Uniform> uniforms;
  471. {
  472. RD::Uniform u;
  473. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  474. u.binding = 0;
  475. if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  476. u.ids.push_back(radiance);
  477. } else {
  478. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  479. }
  480. uniforms.push_back(u);
  481. }
  482. {
  483. RD::Uniform u;
  484. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  485. u.binding = 1; // half res
  486. if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  487. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  488. u.ids.push_back(reflection.layers[0].views[1]);
  489. } else {
  490. u.ids.push_back(half_res_pass);
  491. }
  492. } else {
  493. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  494. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  495. } else {
  496. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  497. }
  498. }
  499. uniforms.push_back(u);
  500. }
  501. {
  502. RD::Uniform u;
  503. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  504. u.binding = 2; // quarter res
  505. if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  506. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  507. u.ids.push_back(reflection.layers[0].views[2]);
  508. } else {
  509. u.ids.push_back(quarter_res_pass);
  510. }
  511. } else {
  512. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  513. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  514. } else {
  515. u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  516. }
  517. }
  518. uniforms.push_back(u);
  519. }
  520. texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
  521. return texture_uniform_sets[p_version];
  522. }
  523. bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
  524. ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
  525. if (radiance_size == p_radiance_size) {
  526. return false;
  527. }
  528. radiance_size = p_radiance_size;
  529. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  530. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  531. radiance_size = 256;
  532. }
  533. if (radiance.is_valid()) {
  534. RD::get_singleton()->free(radiance);
  535. radiance = RID();
  536. }
  537. reflection.clear_reflection_data();
  538. return true;
  539. }
  540. bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
  541. if (mode == p_mode) {
  542. return false;
  543. }
  544. mode = p_mode;
  545. if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
  546. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  547. set_radiance_size(256);
  548. }
  549. if (radiance.is_valid()) {
  550. RD::get_singleton()->free(radiance);
  551. radiance = RID();
  552. }
  553. reflection.clear_reflection_data();
  554. return true;
  555. }
  556. bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
  557. if (material == p_material) {
  558. return false;
  559. }
  560. material = p_material;
  561. return true;
  562. }
  563. Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
  564. if (radiance.is_valid()) {
  565. RD::TextureFormat tf;
  566. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  567. tf.width = p_size.width;
  568. tf.height = p_size.height;
  569. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  570. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  571. p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
  572. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  573. RD::get_singleton()->free(rad_tex);
  574. Ref<Image> img;
  575. img.instantiate();
  576. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  577. for (int i = 0; i < p_size.width; i++) {
  578. for (int j = 0; j < p_size.height; j++) {
  579. Color c = img->get_pixel(i, j);
  580. c.r *= p_energy;
  581. c.g *= p_energy;
  582. c.b *= p_energy;
  583. img->set_pixel(i, j, c);
  584. }
  585. }
  586. return img;
  587. }
  588. return Ref<Image>();
  589. }
  590. ////////////////////////////////////////////////////////////////////////////////
  591. // RendererSceneSkyRD
  592. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
  593. SkyShaderData *shader_data = memnew(SkyShaderData);
  594. return shader_data;
  595. }
  596. RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
  597. // !BAS! Why isn't _create_sky_shader_func not just static too?
  598. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
  599. };
  600. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
  601. SkyMaterialData *material_data = memnew(SkyMaterialData);
  602. material_data->shader_data = p_shader;
  603. material_data->last_frame = false;
  604. //update will happen later anyway so do nothing.
  605. return material_data;
  606. }
  607. RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  608. // !BAS! same here, we could just make _create_sky_material_func static?
  609. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
  610. };
  611. RendererSceneSkyRD::RendererSceneSkyRD() {
  612. roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
  613. sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
  614. sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
  615. }
  616. void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
  617. storage = p_storage;
  618. {
  619. // Start with the directional lights for the sky
  620. sky_scene_state.max_directional_lights = 4;
  621. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  622. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  623. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  624. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  625. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  626. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  627. // Initialize sky
  628. Vector<String> sky_modes;
  629. sky_modes.push_back(""); // Full size
  630. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  631. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  632. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  633. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  634. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  635. sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
  636. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
  637. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
  638. sky_shader.shader.initialize(sky_modes, defines);
  639. if (!RendererCompositorRD::singleton->is_xr_enabled()) {
  640. sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
  641. sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
  642. sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
  643. }
  644. }
  645. // register our shader funds
  646. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  647. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  648. {
  649. ShaderCompilerRD::DefaultIdentifierActions actions;
  650. actions.renames["COLOR"] = "color";
  651. actions.renames["ALPHA"] = "alpha";
  652. actions.renames["EYEDIR"] = "cube_normal";
  653. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  654. actions.renames["SKY_COORDS"] = "panorama_coords";
  655. actions.renames["SCREEN_UV"] = "uv";
  656. actions.renames["TIME"] = "params.time";
  657. actions.renames["PI"] = _MKSTR(Math_PI);
  658. actions.renames["TAU"] = _MKSTR(Math_TAU);
  659. actions.renames["E"] = _MKSTR(Math_E);
  660. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  661. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  662. actions.renames["RADIANCE"] = "radiance";
  663. actions.renames["FOG"] = "custom_fog";
  664. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  665. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  666. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  667. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  668. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  669. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  670. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  671. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  672. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  673. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  674. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  675. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  676. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  677. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  678. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  679. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  680. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  681. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  682. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  683. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  684. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  685. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  686. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  687. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  688. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  689. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  690. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  691. actions.sampler_array_name = "material_samplers";
  692. actions.base_texture_binding_index = 1;
  693. actions.texture_layout_set = 1;
  694. actions.base_uniform_string = "material.";
  695. actions.base_varying_index = 10;
  696. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  697. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  698. actions.global_buffer_array_variable = "global_variables.data";
  699. sky_shader.compiler.initialize(actions);
  700. }
  701. {
  702. // default material and shader for sky shader
  703. sky_shader.default_shader = storage->shader_allocate();
  704. storage->shader_initialize(sky_shader.default_shader);
  705. storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
  706. sky_shader.default_material = storage->material_allocate();
  707. storage->material_initialize(sky_shader.default_material);
  708. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  709. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  710. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  711. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  712. Vector<RD::Uniform> uniforms;
  713. {
  714. RD::Uniform u;
  715. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  716. u.binding = 0;
  717. u.ids.resize(12);
  718. RID *ids_ptr = u.ids.ptrw();
  719. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  720. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  721. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  722. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  723. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  724. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  725. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  726. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  727. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  728. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  729. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  730. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  731. uniforms.push_back(u);
  732. }
  733. {
  734. RD::Uniform u;
  735. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  736. u.binding = 1;
  737. u.ids.push_back(storage->global_variables_get_storage_buffer());
  738. uniforms.push_back(u);
  739. }
  740. {
  741. RD::Uniform u;
  742. u.binding = 2;
  743. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  744. u.ids.push_back(sky_scene_state.uniform_buffer);
  745. uniforms.push_back(u);
  746. }
  747. {
  748. RD::Uniform u;
  749. u.binding = 3;
  750. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  751. u.ids.push_back(sky_scene_state.directional_light_buffer);
  752. uniforms.push_back(u);
  753. }
  754. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  755. }
  756. {
  757. Vector<RD::Uniform> uniforms;
  758. {
  759. RD::Uniform u;
  760. u.binding = 0;
  761. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  762. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  763. u.ids.push_back(vfog);
  764. uniforms.push_back(u);
  765. }
  766. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  767. }
  768. {
  769. // Need defaults for using fog with clear color
  770. sky_scene_state.fog_shader = storage->shader_allocate();
  771. storage->shader_initialize(sky_scene_state.fog_shader);
  772. storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
  773. sky_scene_state.fog_material = storage->material_allocate();
  774. storage->material_initialize(sky_scene_state.fog_material);
  775. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  776. Vector<RD::Uniform> uniforms;
  777. {
  778. RD::Uniform u;
  779. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  780. u.binding = 0;
  781. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  782. uniforms.push_back(u);
  783. }
  784. {
  785. RD::Uniform u;
  786. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  787. u.binding = 1;
  788. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  789. uniforms.push_back(u);
  790. }
  791. {
  792. RD::Uniform u;
  793. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  794. u.binding = 2;
  795. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  796. uniforms.push_back(u);
  797. }
  798. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  799. }
  800. { //create index array for copy shaders
  801. Vector<uint8_t> pv;
  802. pv.resize(6 * 4);
  803. {
  804. uint8_t *w = pv.ptrw();
  805. int *p32 = (int *)w;
  806. p32[0] = 0;
  807. p32[1] = 1;
  808. p32[2] = 2;
  809. p32[3] = 0;
  810. p32[4] = 2;
  811. p32[5] = 3;
  812. }
  813. index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  814. index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
  815. }
  816. }
  817. RendererSceneSkyRD::~RendererSceneSkyRD() {
  818. // TODO cleanup anything created in init...
  819. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  820. RD::get_singleton()->free(sky_scene_state.uniform_set);
  821. }
  822. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
  823. RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
  824. }
  825. if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
  826. RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
  827. }
  828. RD::get_singleton()->free(index_buffer); //array gets freed as dependency
  829. }
  830. 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) {
  831. ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
  832. SkyMaterialData *material = nullptr;
  833. Sky *sky = get_sky(p_env->sky);
  834. RID sky_material;
  835. SkyShaderData *shader_data = nullptr;
  836. RS::EnvironmentBG background = p_env->background;
  837. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  838. // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
  839. ERR_FAIL_COND(!sky);
  840. sky_material = sky_get_material(p_env->sky);
  841. if (sky_material.is_valid()) {
  842. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  843. if (!material || !material->shader_data->valid) {
  844. material = nullptr;
  845. }
  846. }
  847. if (!material) {
  848. sky_material = sky_shader.default_material;
  849. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  850. }
  851. ERR_FAIL_COND(!material);
  852. shader_data = material->shader_data;
  853. ERR_FAIL_COND(!shader_data);
  854. }
  855. if (sky) {
  856. // Invalidate supbass buffers if screen size changes
  857. if (sky->screen_size != p_screen_size) {
  858. sky->screen_size = p_screen_size;
  859. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  860. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  861. if (shader_data->uses_half_res) {
  862. if (sky->half_res_pass.is_valid()) {
  863. RD::get_singleton()->free(sky->half_res_pass);
  864. sky->half_res_pass = RID();
  865. }
  866. invalidate_sky(sky);
  867. }
  868. if (shader_data->uses_quarter_res) {
  869. if (sky->quarter_res_pass.is_valid()) {
  870. RD::get_singleton()->free(sky->quarter_res_pass);
  871. sky->quarter_res_pass = RID();
  872. }
  873. invalidate_sky(sky);
  874. }
  875. }
  876. // Create new subpass buffers if necessary
  877. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  878. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  879. sky->radiance.is_null()) {
  880. invalidate_sky(sky);
  881. update_dirty_skys();
  882. }
  883. if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
  884. sky->prev_time = p_scene_render->time;
  885. sky->reflection.dirty = true;
  886. RenderingServerDefault::redraw_request();
  887. }
  888. if (material != sky->prev_material) {
  889. sky->prev_material = material;
  890. sky->reflection.dirty = true;
  891. }
  892. if (material->uniform_set_updated) {
  893. material->uniform_set_updated = false;
  894. sky->reflection.dirty = true;
  895. }
  896. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  897. sky->prev_position = p_transform.origin;
  898. sky->reflection.dirty = true;
  899. }
  900. if (shader_data->uses_light) {
  901. // Check whether the directional_light_buffer changes
  902. bool light_data_dirty = false;
  903. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  904. light_data_dirty = true;
  905. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  906. sky_scene_state.directional_lights[i].enabled = false;
  907. }
  908. }
  909. if (!light_data_dirty) {
  910. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  911. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  912. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  913. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  914. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  915. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  916. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  917. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  918. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  919. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  920. light_data_dirty = true;
  921. break;
  922. }
  923. }
  924. }
  925. if (light_data_dirty) {
  926. 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);
  927. SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  928. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  929. sky_scene_state.directional_lights = temp;
  930. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  931. sky->reflection.dirty = true;
  932. }
  933. }
  934. }
  935. //setup fog variables
  936. sky_scene_state.ubo.volumetric_fog_enabled = false;
  937. if (p_render_buffers.is_valid()) {
  938. if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
  939. sky_scene_state.ubo.volumetric_fog_enabled = true;
  940. float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
  941. if (fog_end > 0.0) {
  942. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  943. } else {
  944. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  945. }
  946. float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  947. if (fog_detail_spread > 0.0) {
  948. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  949. } else {
  950. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  951. }
  952. }
  953. RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  954. if (fog_uniform_set != RID()) {
  955. sky_scene_state.fog_uniform_set = fog_uniform_set;
  956. } else {
  957. sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
  958. }
  959. }
  960. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  961. sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
  962. sky_scene_state.ubo.fog_density = p_env->fog_density;
  963. sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
  964. Color fog_color = p_env->fog_light_color.to_linear();
  965. float fog_energy = p_env->fog_light_energy;
  966. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  967. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  968. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  969. sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
  970. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
  971. }
  972. void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
  973. ERR_FAIL_COND(!p_env);
  974. Sky *sky = get_sky(p_env->sky);
  975. ERR_FAIL_COND(!sky);
  976. RID sky_material = sky_get_material(p_env->sky);
  977. SkyMaterialData *material = nullptr;
  978. if (sky_material.is_valid()) {
  979. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  980. if (!material || !material->shader_data->valid) {
  981. material = nullptr;
  982. }
  983. }
  984. if (!material) {
  985. sky_material = sky_shader.default_material;
  986. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  987. }
  988. ERR_FAIL_COND(!material);
  989. SkyShaderData *shader_data = material->shader_data;
  990. ERR_FAIL_COND(!shader_data);
  991. float multiplier = p_env->bg_energy;
  992. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  993. RS::SkyMode sky_mode = sky->mode;
  994. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  995. if (shader_data->uses_time || shader_data->uses_position) {
  996. update_single_frame = true;
  997. sky_mode = RS::SKY_MODE_REALTIME;
  998. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  999. update_single_frame = false;
  1000. sky_mode = RS::SKY_MODE_INCREMENTAL;
  1001. } else {
  1002. update_single_frame = true;
  1003. sky_mode = RS::SKY_MODE_QUALITY;
  1004. }
  1005. }
  1006. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  1007. // On the first frame after creating sky, rebuild in single frame
  1008. update_single_frame = true;
  1009. sky_mode = RS::SKY_MODE_QUALITY;
  1010. }
  1011. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  1012. // Update radiance cubemap
  1013. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  1014. static const Vector3 view_normals[6] = {
  1015. Vector3(+1, 0, 0),
  1016. Vector3(-1, 0, 0),
  1017. Vector3(0, +1, 0),
  1018. Vector3(0, -1, 0),
  1019. Vector3(0, 0, +1),
  1020. Vector3(0, 0, -1)
  1021. };
  1022. static const Vector3 view_up[6] = {
  1023. Vector3(0, -1, 0),
  1024. Vector3(0, -1, 0),
  1025. Vector3(0, 0, +1),
  1026. Vector3(0, 0, -1),
  1027. Vector3(0, -1, 0),
  1028. Vector3(0, -1, 0)
  1029. };
  1030. CameraMatrix cm;
  1031. cm.set_perspective(90, 1, 0.01, 10.0);
  1032. CameraMatrix correction;
  1033. correction.set_depth_correction(true);
  1034. cm = correction * cm;
  1035. if (shader_data->uses_quarter_res) {
  1036. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  1037. Vector<Color> clear_colors;
  1038. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1039. RD::DrawListID cubemap_draw_list;
  1040. for (int i = 0; i < 6; i++) {
  1041. Transform3D local_view;
  1042. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1043. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
  1044. 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);
  1045. _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);
  1046. RD::get_singleton()->draw_list_end();
  1047. }
  1048. }
  1049. if (shader_data->uses_half_res) {
  1050. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  1051. Vector<Color> clear_colors;
  1052. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1053. RD::DrawListID cubemap_draw_list;
  1054. for (int i = 0; i < 6; i++) {
  1055. Transform3D local_view;
  1056. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1057. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
  1058. 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);
  1059. _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);
  1060. RD::get_singleton()->draw_list_end();
  1061. }
  1062. }
  1063. RD::DrawListID cubemap_draw_list;
  1064. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  1065. for (int i = 0; i < 6; i++) {
  1066. Transform3D local_view;
  1067. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  1068. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
  1069. 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);
  1070. _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);
  1071. RD::get_singleton()->draw_list_end();
  1072. }
  1073. if (sky_mode == RS::SKY_MODE_REALTIME) {
  1074. sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
  1075. if (sky_use_cubemap_array) {
  1076. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1077. }
  1078. } else {
  1079. if (update_single_frame) {
  1080. for (int i = 1; i < max_processing_layer; i++) {
  1081. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
  1082. }
  1083. if (sky_use_cubemap_array) {
  1084. sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
  1085. }
  1086. } else {
  1087. if (sky_use_cubemap_array) {
  1088. // Multi-Frame so just update the first array level
  1089. sky->reflection.update_reflection_mipmaps(storage, 0, 1);
  1090. }
  1091. }
  1092. sky->processing_layer = 1;
  1093. }
  1094. sky->reflection.dirty = false;
  1095. } else {
  1096. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  1097. sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
  1098. if (sky_use_cubemap_array) {
  1099. sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
  1100. }
  1101. sky->processing_layer++;
  1102. }
  1103. }
  1104. }
  1105. 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) {
  1106. ERR_FAIL_COND(!p_env);
  1107. ERR_FAIL_COND(p_view_count == 0);
  1108. ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
  1109. Sky *sky = get_sky(p_env->sky);
  1110. ERR_FAIL_COND(!sky);
  1111. SkyMaterialData *material = nullptr;
  1112. RID sky_material;
  1113. RS::EnvironmentBG background = p_env->background;
  1114. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1115. ERR_FAIL_COND(!sky);
  1116. sky_material = sky_get_material(p_env->sky);
  1117. if (sky_material.is_valid()) {
  1118. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1119. if (!material || !material->shader_data->valid) {
  1120. material = nullptr;
  1121. }
  1122. }
  1123. if (!material) {
  1124. sky_material = sky_shader.default_material;
  1125. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1126. }
  1127. }
  1128. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1129. sky_material = sky_scene_state.fog_material;
  1130. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1131. }
  1132. ERR_FAIL_COND(!material);
  1133. SkyShaderData *shader_data = material->shader_data;
  1134. ERR_FAIL_COND(!shader_data);
  1135. Basis sky_transform = p_env->sky_orientation;
  1136. sky_transform.invert();
  1137. float multiplier = p_env->bg_energy;
  1138. float custom_fov = p_env->sky_custom_fov;
  1139. // Camera
  1140. CameraMatrix camera;
  1141. uint32_t view_count = p_view_count;
  1142. const CameraMatrix *projections = p_projections;
  1143. if (custom_fov) {
  1144. // With custom fov we don't support stereo...
  1145. float near_plane = p_projections[0].get_z_near();
  1146. float far_plane = p_projections[0].get_z_far();
  1147. float aspect = p_projections[0].get_aspect();
  1148. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1149. view_count = 1;
  1150. projections = &camera;
  1151. }
  1152. sky_transform = p_transform.basis * sky_transform;
  1153. if (shader_data->uses_quarter_res) {
  1154. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
  1155. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
  1156. Vector<Color> clear_colors;
  1157. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1158. 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);
  1159. _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);
  1160. RD::get_singleton()->draw_list_end();
  1161. }
  1162. if (shader_data->uses_half_res) {
  1163. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
  1164. RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
  1165. Vector<Color> clear_colors;
  1166. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1167. 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);
  1168. _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);
  1169. RD::get_singleton()->draw_list_end();
  1170. }
  1171. PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
  1172. RID texture_uniform_set;
  1173. if (sky) {
  1174. texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
  1175. } else {
  1176. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1177. }
  1178. 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);
  1179. _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
  1180. RD::get_singleton()->draw_list_end();
  1181. }
  1182. void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
  1183. if (!p_sky->dirty) {
  1184. p_sky->dirty = true;
  1185. p_sky->dirty_list = dirty_sky_list;
  1186. dirty_sky_list = p_sky;
  1187. }
  1188. }
  1189. void RendererSceneSkyRD::update_dirty_skys() {
  1190. Sky *sky = dirty_sky_list;
  1191. while (sky) {
  1192. bool texture_set_dirty = false;
  1193. //update sky configuration if texture is missing
  1194. if (sky->radiance.is_null()) {
  1195. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1196. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1197. int layers = roughness_layers;
  1198. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1199. layers = 8;
  1200. if (roughness_layers != 8) {
  1201. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1202. }
  1203. }
  1204. if (sky_use_cubemap_array) {
  1205. //array (higher quality, 6 times more memory)
  1206. RD::TextureFormat tf;
  1207. tf.array_layers = layers * 6;
  1208. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1209. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1210. tf.mipmaps = mipmaps;
  1211. tf.width = w;
  1212. tf.height = h;
  1213. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1214. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1215. sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1216. } else {
  1217. //regular cubemap, lower quality (aliasing, less memory)
  1218. RD::TextureFormat tf;
  1219. tf.array_layers = 6;
  1220. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1221. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1222. tf.mipmaps = MIN(mipmaps, layers);
  1223. tf.width = w;
  1224. tf.height = h;
  1225. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1226. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1227. sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
  1228. }
  1229. texture_set_dirty = true;
  1230. }
  1231. // Create subpass buffers if they haven't been created already
  1232. 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) {
  1233. RD::TextureFormat tformat;
  1234. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1235. tformat.width = sky->screen_size.x / 2;
  1236. tformat.height = sky->screen_size.y / 2;
  1237. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1238. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1239. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1240. Vector<RID> texs;
  1241. texs.push_back(sky->half_res_pass);
  1242. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1243. texture_set_dirty = true;
  1244. }
  1245. 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) {
  1246. RD::TextureFormat tformat;
  1247. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1248. tformat.width = sky->screen_size.x / 4;
  1249. tformat.height = sky->screen_size.y / 4;
  1250. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1251. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1252. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1253. Vector<RID> texs;
  1254. texs.push_back(sky->quarter_res_pass);
  1255. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1256. texture_set_dirty = true;
  1257. }
  1258. if (texture_set_dirty) {
  1259. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1260. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1261. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1262. sky->texture_uniform_sets[i] = RID();
  1263. }
  1264. }
  1265. }
  1266. sky->reflection.dirty = true;
  1267. sky->processing_layer = 0;
  1268. Sky *next = sky->dirty_list;
  1269. sky->dirty_list = nullptr;
  1270. sky->dirty = false;
  1271. sky = next;
  1272. }
  1273. dirty_sky_list = nullptr;
  1274. }
  1275. RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
  1276. Sky *sky = get_sky(p_sky);
  1277. ERR_FAIL_COND_V(!sky, RID());
  1278. return sky->material;
  1279. }
  1280. RID RendererSceneSkyRD::allocate_sky_rid() {
  1281. return sky_owner.allocate_rid();
  1282. }
  1283. void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
  1284. sky_owner.initialize_rid(p_rid, Sky());
  1285. }
  1286. RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
  1287. return sky_owner.getornull(p_sky);
  1288. }
  1289. void RendererSceneSkyRD::free_sky(RID p_sky) {
  1290. Sky *sky = get_sky(p_sky);
  1291. ERR_FAIL_COND(!sky);
  1292. sky->free(storage);
  1293. sky_owner.free(p_sky);
  1294. }
  1295. void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1296. Sky *sky = get_sky(p_sky);
  1297. ERR_FAIL_COND(!sky);
  1298. if (sky->set_radiance_size(p_radiance_size)) {
  1299. invalidate_sky(sky);
  1300. }
  1301. }
  1302. void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1303. Sky *sky = get_sky(p_sky);
  1304. ERR_FAIL_COND(!sky);
  1305. if (sky->set_mode(p_mode)) {
  1306. invalidate_sky(sky);
  1307. }
  1308. }
  1309. void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
  1310. Sky *sky = get_sky(p_sky);
  1311. ERR_FAIL_COND(!sky);
  1312. if (sky->set_material(p_material)) {
  1313. invalidate_sky(sky);
  1314. }
  1315. }
  1316. Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1317. Sky *sky = get_sky(p_sky);
  1318. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1319. update_dirty_skys();
  1320. return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
  1321. }
  1322. RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1323. Sky *sky = get_sky(p_sky);
  1324. ERR_FAIL_COND_V(!sky, RID());
  1325. return sky->radiance;
  1326. }