/**************************************************************************/ /* sky.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "sky.h" #include "core/config/project_settings.h" #include "core/math/math_defs.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" #include "servers/rendering/rendering_server_default.h" #include "servers/rendering/rendering_server_globals.h" using namespace RendererRD; #define RB_SCOPE_SKY SNAME("sky_buffers") #define RB_HALF_TEXTURE SNAME("half_texture") #define RB_QUARTER_TEXTURE SNAME("quarter_texture") //////////////////////////////////////////////////////////////////////////////// // SKY SHADER void SkyRD::SkyShaderData::set_code(const String &p_code) { //compile code = p_code; valid = false; ubo_size = 0; uniforms.clear(); if (code.is_empty()) { return; //just invalid, but no error } ShaderCompiler::GeneratedCode gen_code; ShaderCompiler::IdentifierActions actions; actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT; uses_time = false; uses_half_res = false; uses_quarter_res = false; uses_position = false; uses_light = false; actions.render_mode_flags["use_half_res_pass"] = &uses_half_res; actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["POSITION"] = &uses_position; actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light; actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light; actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light; actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light; actions.uniforms = &uniforms; // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct. RendererSceneRenderRD *scene_singleton = static_cast(RendererSceneRenderRD::singleton); Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); if (version.is_null()) { version = scene_singleton->sky.sky_shader.shader.version_create(); } #if 0 print_line("**compiling shader:"); print_line("**defines:\n"); for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } HashMap::Iterator el = gen_code.code.begin(); while (el) { print_line("\n**code " + el->key + ":\n" + el->value); ++el; } print_line("\n**uniforms:\n" + gen_code.uniforms); print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif 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); ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; ubo_offsets = gen_code.uniform_offsets; texture_uniforms = gen_code.texture_uniforms; //update pipelines for (int i = 0; i < SKY_VERSION_MAX; i++) { RD::PipelineDepthStencilState depth_stencil_state; depth_stencil_state.enable_depth_test = true; depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL; if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) { RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i); pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0); } else { pipelines[i].clear(); } } valid = true; } bool SkyRD::SkyShaderData::is_animated() const { return false; } bool SkyRD::SkyShaderData::casts_shadows() const { return false; } RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const { RendererSceneRenderRD *scene_singleton = static_cast(RendererSceneRenderRD::singleton); return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version); } SkyRD::SkyShaderData::~SkyShaderData() { RendererSceneRenderRD *scene_singleton = static_cast(RendererSceneRenderRD::singleton); ERR_FAIL_NULL(scene_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { scene_singleton->sky.sky_shader.shader.version_free(version); } } //////////////////////////////////////////////////////////////////////////////// // Sky material bool SkyRD::SkyMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererSceneRenderRD *scene_singleton = static_cast(RendererSceneRenderRD::singleton); uniform_set_updated = true; 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, true, true); } SkyRD::SkyMaterialData::~SkyMaterialData() { free_parameters_uniform_set(uniform_set); } //////////////////////////////////////////////////////////////////////////////// // Render sky static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) { p_array[0] = p_basis.rows[0][0]; p_array[1] = p_basis.rows[1][0]; p_array[2] = p_basis.rows[2][0]; p_array[3] = 0; p_array[4] = p_basis.rows[0][1]; p_array[5] = p_basis.rows[1][1]; p_array[6] = p_basis.rows[2][1]; p_array[7] = 0; p_array[8] = p_basis.rows[0][2]; p_array[9] = p_basis.rows[1][2]; p_array[10] = p_basis.rows[2][2]; p_array[11] = 0; } void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) { SkyPushConstant sky_push_constant; memset(&sky_push_constant, 0, sizeof(SkyPushConstant)); // We only need key components of our projection matrix sky_push_constant.projection[0] = p_projection.columns[2][0]; sky_push_constant.projection[1] = p_projection.columns[0][0]; sky_push_constant.projection[2] = p_projection.columns[2][1]; sky_push_constant.projection[3] = p_projection.columns[1][1]; sky_push_constant.position[0] = p_position.x; sky_push_constant.position[1] = p_position.y; sky_push_constant.position[2] = p_position.z; sky_push_constant.time = p_time; sky_push_constant.luminance_multiplier = p_luminance_multiplier; store_transform_3x3(p_orientation, sky_push_constant.orientation); RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb); RD::DrawListID draw_list = p_list; 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())); // Update uniform sets. { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS); if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL); } RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES); // Fog uniform set can be invalidated before drawing, so validate at draw time if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG); } else { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG); } } RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); } //////////////////////////////////////////////////////////////////////////////// // ReflectionData void SkyRD::ReflectionData::clear_reflection_data() { layers.clear(); radiance_base_cubemap = RID(); if (downsampled_radiance_cubemap.is_valid()) { RD::get_singleton()->free(downsampled_radiance_cubemap); } downsampled_radiance_cubemap = RID(); downsampled_layer.mipmaps.clear(); coefficient_buffer = RID(); } void SkyRD::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, RD::DataFormat p_texture_format) { //recreate radiance and all data int mipmaps = p_mipmaps; uint32_t w = p_size, h = p_size; bool render_buffers_can_be_storage = RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage(); if (p_use_array) { int num_layers = p_low_quality ? 8 : p_roughness_layers; for (int i = 0; i < num_layers; i++) { ReflectionData::Layer layer; uint32_t mmw = w; uint32_t mmh = h; layer.mipmaps.resize(mipmaps); layer.views.resize(mipmaps); for (int j = 0; j < mipmaps; j++) { ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; for (int k = 0; k < 6; k++) { mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j); Vector fbtex; fbtex.push_back(mm.views[k]); mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } 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); mmw = MAX(1u, mmw >> 1); mmh = MAX(1u, mmh >> 1); } layers.push_back(layer); } } else { mipmaps = p_low_quality ? 8 : mipmaps; //regular cubemap, lower quality (aliasing, less memory) ReflectionData::Layer layer; uint32_t mmw = w; uint32_t mmh = h; layer.mipmaps.resize(mipmaps); layer.views.resize(mipmaps); for (int j = 0; j < mipmaps; j++) { ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; for (int k = 0; k < 6; k++) { mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j); Vector fbtex; fbtex.push_back(mm.views[k]); mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } 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); mmw = MAX(1u, mmw >> 1); mmh = MAX(1u, mmh >> 1); } layers.push_back(layer); } 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); RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap"); RD::TextureFormat tf; tf.format = p_texture_format; tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME. tf.height = p_low_quality ? 64 : p_size >> 1; tf.texture_type = RD::TEXTURE_TYPE_CUBE; tf.array_layers = 6; tf.mipmaps = p_low_quality ? 7 : mipmaps - 1; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; if (render_buffers_can_be_storage) { tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; } downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap"); { uint32_t mmw = tf.width; uint32_t mmh = tf.height; downsampled_layer.mipmaps.resize(tf.mipmaps); for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) { ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " "); if (!render_buffers_can_be_storage) { // we need a framebuffer for each side of our cubemap for (int k = 0; k < 6; k++) { mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j); RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " "); Vector fbtex; fbtex.push_back(mm.views[k]); mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } } mmw = MAX(1u, mmw >> 1); mmh = MAX(1u, mmh >> 1); } } } void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized"); bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); if (prefer_raster_effects) { RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); for (int k = 0; k < 6; k++) { copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); } for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { for (int k = 0; k < 6; k++) { copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); } } RD::get_singleton()->draw_command_end_label(); // Downsample Radiance if (p_use_arrays) { RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads"); for (int i = 0; i < layers.size(); i++) { for (int k = 0; k < 6; k++) { copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i); } } } else { RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly"); for (int j = 0; j < layers[0].mipmaps.size(); j++) { for (int k = 0; k < 6; k++) { copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j); } } } RD::get_singleton()->draw_command_end_label(); // Filter radiance } else { RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); } RD::get_singleton()->draw_command_end_label(); // Downsample Radiance Vector views; if (p_use_arrays) { for (int i = 1; i < layers.size(); i++) { views.push_back(layers[i].views[0]); } } else { for (int i = 1; i < layers[0].views.size(); i++) { views.push_back(layers[0].views[i]); } } RD::get_singleton()->draw_command_begin_label("Fast filter radiance"); copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays); RD::get_singleton()->draw_command_end_label(); // Filter radiance } } void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized"); bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); if (prefer_raster_effects) { if (p_base_layer == 1) { RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); for (int k = 0; k < 6; k++) { copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); } for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { for (int k = 0; k < 6; k++) { copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); } } RD::get_singleton()->draw_command_end_label(); // Downsample Radiance } RD::get_singleton()->draw_command_begin_label("High Quality filter radiance"); if (p_use_arrays) { for (int k = 0; k < 6; k++) { copy_effects->cubemap_roughness_raster( downsampled_radiance_cubemap, layers[p_base_layer].mipmaps[0].framebuffers[k], k, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x); } } else { for (int k = 0; k < 6; k++) { copy_effects->cubemap_roughness_raster( downsampled_radiance_cubemap, layers[0].mipmaps[p_base_layer].framebuffers[k], k, p_sky_ggx_samples_quality, float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), layers[0].mipmaps[p_base_layer].size.x); } } } else { if (p_base_layer == 1) { RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); } RD::get_singleton()->draw_command_end_label(); // Downsample Radiance } RD::get_singleton()->draw_command_begin_label("High Quality filter radiance"); if (p_use_arrays) { copy_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); } else { copy_effects->cubemap_roughness( downsampled_radiance_cubemap, layers[0].views[p_base_layer], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), layers[0].mipmaps[p_base_layer].size.x); } } RD::get_singleton()->draw_command_end_label(); // Filter radiance } void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized"); bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps"); for (int i = p_start; i < p_end; i++) { for (int j = 0; j < layers[i].views.size() - 1; j++) { RID view = layers[i].views[j]; Size2i size = layers[i].mipmaps[j + 1].size; if (prefer_raster_effects) { for (int k = 0; k < 6; k++) { RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k]; copy_effects->cubemap_downsample_raster(view, framebuffer, k, size); } } else { RID texture = layers[i].views[j + 1]; copy_effects->cubemap_downsample(view, texture, size); } } } RD::get_singleton()->draw_command_end_label(); } //////////////////////////////////////////////////////////////////////////////// // SkyRD::Sky void SkyRD::Sky::free() { if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); } reflection.clear_reflection_data(); if (uniform_buffer.is_valid()) { RD::get_singleton()->free(uniform_buffer); uniform_buffer = RID(); } if (material.is_valid()) { material = RID(); } } RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref p_render_buffers) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) { u.append_id(radiance); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; // half res if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { if (reflection.layers.size() && reflection.layers[0].views.size() >= 2 && reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) { u.append_id(reflection.layers[0].views[1]); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } else { RID half_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) : RID(); if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) { u.append_id(half_texture); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); } } uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; // quarter res if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { if (reflection.layers.size() && reflection.layers[0].views.size() >= 3 && reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) { u.append_id(reflection.layers[0].views[2]); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } else { RID quarter_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) : RID(); if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) { u.append_id(quarter_texture); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); } } uniforms.push_back(u); } return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms); } bool SkyRD::Sky::set_radiance_size(int p_radiance_size) { ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false); if (radiance_size == p_radiance_size) { return false; } radiance_size = p_radiance_size; if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally."); radiance_size = 256; } if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); } reflection.clear_reflection_data(); return true; } bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) { if (mode == p_mode) { return false; } mode = p_mode; if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally."); set_radiance_size(256); } if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); } reflection.clear_reflection_data(); return true; } bool SkyRD::Sky::set_material(RID p_material) { if (material == p_material) { return false; } material = p_material; return true; } Ref SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) { if (radiance.is_valid()) { RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16 tf.width = p_size.width; tf.height = p_size.height; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView()); copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1); Vector data = RD::get_singleton()->texture_get_data(rad_tex, 0); RD::get_singleton()->free(rad_tex); Ref img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data); for (int i = 0; i < p_size.width; i++) { for (int j = 0; j < p_size.height; j++) { Color c = img->get_pixel(i, j); c.r *= p_energy; c.g *= p_energy; c.b *= p_energy; img->set_pixel(i, j, c); } } return img; } return Ref(); } //////////////////////////////////////////////////////////////////////////////// // SkyRD RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() { SkyShaderData *shader_data = memnew(SkyShaderData); return shader_data; } RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() { // !BAS! Why isn't _create_sky_shader_func not just static too? return static_cast(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func(); }; RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. return material_data; } RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { // !BAS! same here, we could just make _create_sky_material_func static? return static_cast(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast(p_shader)); }; SkyRD::SkyRD() { roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers"); sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections"); } void SkyRD::init() { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); { // Start with the directional lights for the sky sky_scene_state.max_directional_lights = 4; uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData); sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1; sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n"; defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n"; // Initialize sky Vector sky_modes; sky_modes.push_back(""); // Full size sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview sky_shader.shader.initialize(sky_modes, defines); if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) { sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false); sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false); sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false); } } // register our shader funds material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs); material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs); { ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; actions.renames["EYEDIR"] = "cube_normal"; actions.renames["POSITION"] = "params.position"; actions.renames["SKY_COORDS"] = "panorama_coords"; actions.renames["SCREEN_UV"] = "uv"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["TIME"] = "params.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); actions.renames["HALF_RES_COLOR"] = "half_res_color"; actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color"; actions.renames["RADIANCE"] = "radiance"; actions.renames["FOG"] = "custom_fog"; actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled"; actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz"; actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w"; actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz"; actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w"; actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled"; actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz"; actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w"; actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz"; actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w"; actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled"; actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz"; actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w"; actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz"; actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w"; actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled"; actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz"; actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w"; actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz"; actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w"; actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS"; actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS"; actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS"; actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP"; actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n"; actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n"; actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n"; actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n"; actions.base_texture_binding_index = 1; actions.texture_layout_set = 1; actions.base_uniform_string = "material."; actions.base_varying_index = 10; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.global_buffer_array_variable = "global_shader_uniforms.data"; sky_shader.compiler.initialize(actions); } { // default material and shader for sky shader sky_shader.default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(sky_shader.default_shader); material_storage->shader_set_code(sky_shader.default_shader, R"( // Default sky shader. shader_type sky; void sky() { COLOR = vec3(0.0); } )"); sky_shader.default_material = material_storage->material_allocate(); material_storage->material_initialize(sky_shader.default_material); material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); SkyMaterialData *md = static_cast(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND); sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO)); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.append_id(sky_scene_state.uniform_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.append_id(sky_scene_state.directional_light_buffer); uniforms.push_back(u); } uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS); } { Vector uniforms; { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); u.append_id(vfog); uniforms.push_back(u); } sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG); } { // Need defaults for using fog with clear color sky_scene_state.fog_shader = material_storage->shader_allocate(); material_storage->shader_initialize(sky_scene_state.fog_shader); material_storage->shader_set_code(sky_scene_state.fog_shader, R"( // Default clear color sky shader. shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } )"); sky_scene_state.fog_material = material_storage->material_allocate(); material_storage->material_initialize(sky_scene_state.fog_material); material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES); } } void SkyRD::set_texture_format(RD::DataFormat p_texture_format) { texture_format = p_texture_format; } SkyRD::~SkyRD() { // cleanup anything created in init... RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); SkyMaterialData *md = static_cast(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); sky_shader.shader.version_free(md->shader_data->version); RD::get_singleton()->free(sky_scene_state.directional_light_buffer); RD::get_singleton()->free(sky_scene_state.uniform_buffer); memdelete_arr(sky_scene_state.directional_lights); memdelete_arr(sky_scene_state.last_frame_directional_lights); material_storage->shader_free(sky_shader.default_shader); material_storage->material_free(sky_shader.default_material); material_storage->shader_free(sky_scene_state.fog_shader); material_storage->material_free(sky_scene_state.fog_material); if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) { RD::get_singleton()->free(sky_scene_state.uniform_set); } if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) { RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set); } if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) { RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set); } } void SkyRD::setup_sky(RID p_env, Ref p_render_buffers, const PagedArray &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_render_buffers.is_null()); // make sure we support our view count ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); SkyMaterialData *material = nullptr; Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); RID sky_material; SkyShaderData *shader_data = nullptr; if (sky) { sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } } } if (!material) { sky_material = sky_shader.default_material; material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_NULL(material); shader_data = material->shader_data; ERR_FAIL_NULL(shader_data); material->set_as_used(); if (sky) { // Save our screen size; our buffers will already have been cleared. sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x; sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y; // Trigger updating radiance buffers. if (sky->radiance.is_null()) { invalidate_sky(sky); update_dirty_skys(); } if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) { sky->prev_time = p_scene_render->time; sky->reflection.dirty = true; RenderingServerDefault::redraw_request(); } if (material != sky->prev_material) { sky->prev_material = material; sky->reflection.dirty = true; } if (material->uniform_set_updated) { material->uniform_set_updated = false; sky->reflection.dirty = true; } if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { sky->prev_position = p_cam_transform.origin; sky->reflection.dirty = true; } } sky_scene_state.ubo.directional_light_count = 0; if (shader_data->uses_light) { // Run through the list of lights in the scene and pick out the Directional Lights. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass. for (int i = 0; i < (int)p_lights.size(); i++) { if (!light_storage->owns_light_instance(p_lights[i])) { continue; } RID base = light_storage->light_instance_get_base_light(p_lights[i]); ERR_CONTINUE(base.is_null()); RS::LightType type = light_storage->light_get_type(base); if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]); Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); sky_light_data.direction[0] = world_direction.x; sky_light_data.direction[1] = world_direction.y; sky_light_data.direction[2] = world_direction.z; float sign = light_storage->light_is_negative(base) ? -1 : 1; sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); if (p_scene_render->is_using_physical_light_units()) { sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); } if (p_camera_attributes.is_valid()) { sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); } Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); sky_light_data.color[0] = linear_col.r; sky_light_data.color[1] = linear_col.g; sky_light_data.color[2] = linear_col.b; sky_light_data.enabled = true; float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); if (angular_diameter > 0.0) { // I know tan(0) is 0, but let's not risk it with numerical precision. // Technically this will keep expanding until reaching the sun, but all we care about // is expanding until we reach the radius of the near plane. There can't be more occluders than that. angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter)); } else { angular_diameter = 0.0; } sky_light_data.size = angular_diameter; sky_scene_state.ubo.directional_light_count++; if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) { break; } } } // Check whether the directional_light_buffer changes. bool light_data_dirty = false; // Light buffer is dirty if we have fewer or more lights. // If we have fewer lights, make sure that old lights are disabled. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) { light_data_dirty = true; for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { sky_scene_state.directional_lights[i].enabled = false; sky_scene_state.last_frame_directional_lights[i].enabled = false; } } if (!light_data_dirty) { for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) { if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] || sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] || sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] || sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy || sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] || sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] || sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] || sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled || sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) { light_data_dirty = true; break; } } } if (light_data_dirty) { 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); SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights; sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights; sky_scene_state.directional_lights = temp; sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count; if (sky) { sky->reflection.dirty = true; } } } // Setup fog variables. sky_scene_state.ubo.volumetric_fog_enabled = false; if (p_render_buffers.is_valid()) { if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { Ref fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); sky_scene_state.ubo.volumetric_fog_enabled = true; float fog_end = fog->length; if (fog_end > 0.0) { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0; } float fog_detail_spread = fog->spread; // Reverse lookup. if (fog_detail_spread > 0.0) { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; } sky_scene_state.fog_uniform_set = fog->sky_uniform_set; } } Projection correction; correction.set_depth_correction(false, true); correction.add_jitter_offset(p_jitter); sky_scene_state.view_count = p_view_count; sky_scene_state.cam_transform = p_cam_transform; sky_scene_state.cam_projection = correction * p_cam_projection; // We only use this when rendering a single view. // Our info in our UBO is only used if we're rendering stereo. for (uint32_t i = 0; i < p_view_count; i++) { Projection view_inv_projection = (correction * p_view_projections[i]).inverse(); if (p_view_count > 1) { // Reprojection is used when we need to have things in combined space. RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]); } else { // This is unused so just reset to identity. Projection ident; RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]); } RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]); sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x; sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y; sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z; sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0; } sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection. sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env); sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env); sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env); Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear(); float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env); sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env); sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env); sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env); RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); } void SkyRD::update_radiance_buffers(Ref p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier) { ERR_FAIL_COND(p_render_buffers.is_null()); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); ERR_FAIL_NULL(sky); RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; if (sky_material.is_valid()) { material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_shader.default_material; material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_NULL(material); SkyShaderData *shader_data = material->shader_data; ERR_FAIL_NULL(shader_data); bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; RS::SkyMode sky_mode = sky->mode; if (sky_mode == RS::SKY_MODE_AUTOMATIC) { if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == 256) { update_single_frame = true; sky_mode = RS::SKY_MODE_REALTIME; } else if (shader_data->uses_light || shader_data->ubo_size > 0) { update_single_frame = false; sky_mode = RS::SKY_MODE_INCREMENTAL; } else { update_single_frame = true; sky_mode = RS::SKY_MODE_QUALITY; } } if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) { // On the first frame after creating sky, rebuild in single frame update_single_frame = true; sky_mode = RS::SKY_MODE_QUALITY; } int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size(); // Update radiance cubemap if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) { static const Vector3 view_normals[6] = { Vector3(+1, 0, 0), Vector3(-1, 0, 0), Vector3(0, +1, 0), Vector3(0, -1, 0), Vector3(0, 0, +1), Vector3(0, 0, -1) }; static const Vector3 view_up[6] = { Vector3(0, -1, 0), Vector3(0, -1, 0), Vector3(0, 0, +1), Vector3(0, 0, -1), Vector3(0, -1, 0), Vector3(0, -1, 0) }; Projection cm; cm.set_perspective(90, 1, 0.01, 10.0); Projection correction; correction.set_depth_correction(true); cm = correction * cm; // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader. if (shader_data->uses_quarter_res && roughness_layers >= 3) { RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap"); PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES]; Vector clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID cubemap_draw_list; for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD); _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); } else if (shader_data->uses_quarter_res && roughness_layers < 3) { ERR_PRINT_ED("Cannot use quarter res buffer in sky shader when roughness layers is less than 3. Please increase rendering/reflections/sky_reflections/roughness_layers."); } if (shader_data->uses_half_res && roughness_layers >= 2) { RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap"); PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES]; Vector clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID cubemap_draw_list; for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD); _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); } else if (shader_data->uses_half_res && roughness_layers < 2) { ERR_PRINT_ED("Cannot use half res buffer in sky shader when roughness layers is less than 2. Please increase rendering/reflections/sky_reflections/roughness_layers."); } RD::DrawListID cubemap_draw_list; PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP]; RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap"); for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector(), 1.0, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS | uint32_t(i)); _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); if (sky_mode == RS::SKY_MODE_REALTIME) { sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array); if (sky_use_cubemap_array) { sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size()); } } else { if (update_single_frame) { for (int i = 1; i < max_processing_layer; i++) { sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality); } if (sky_use_cubemap_array) { sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size()); } } else { if (sky_use_cubemap_array) { // Multi-Frame so just update the first array level sky->reflection.update_reflection_mipmaps(0, 1); } } sky->processing_layer = 1; } sky->baked_exposure = p_luminance_multiplier; sky->reflection.dirty = false; } else { if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality); if (sky_use_cubemap_array) { sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1); } sky->processing_layer++; } } } void SkyRD::update_res_buffers(Ref p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) { ERR_FAIL_COND(p_render_buffers.is_null()); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; RID sky_material; RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_NULL(sky); sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_shader.default_material; material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_NULL(material); SkyShaderData *shader_data = material->shader_data; ERR_FAIL_NULL(shader_data); if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) { return; } material->set_as_used(); RENDER_TIMESTAMP("Setup Sky Resolution Buffers"); RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers"); Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera Projection projection = sky_scene_state.cam_projection; if (custom_fov && sky_scene_state.view_count == 1) { // With custom fov we don't support stereo... float near_plane = projection.get_z_near(); float far_plane = projection.get_z_far(); float aspect = projection.get_aspect(); projection.set_perspective(custom_fov, aspect, near_plane, far_plane); } sky_transform = sky_transform * sky_scene_state.cam_transform.basis; if (shader_data->uses_quarter_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES]; // Grab texture and framebuffer from cache, create if needed... uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; Size2i quarter_size = sky->screen_size / 4; RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size); RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture); RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers); Vector clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0); _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } if (shader_data->uses_half_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES]; // Grab texture and framebuffer from cache, create if needed... uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; Size2i half_size = sky->screen_size / 2; RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size); RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture); RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers); Vector clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0); _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers } void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier) { ERR_FAIL_COND(p_render_buffers.is_null()); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; RID sky_material; RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_NULL(sky); sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_shader.default_material; material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; material = static_cast(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_NULL(material); SkyShaderData *shader_data = material->shader_data; ERR_FAIL_NULL(shader_data); material->set_as_used(); Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera Projection projection = sky_scene_state.cam_projection; if (custom_fov && sky_scene_state.view_count == 1) { // With custom fov we don't support stereo... float near_plane = projection.get_z_near(); float far_plane = projection.get_z_far(); float aspect = projection.get_aspect(); projection.set_perspective(custom_fov, aspect, near_plane, far_plane); } sky_transform = sky_transform * sky_scene_state.cam_transform.basis; PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND]; RID texture_uniform_set; if (sky) { texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers); } else { texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set; } _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier); } void SkyRD::invalidate_sky(Sky *p_sky) { if (!p_sky->dirty) { p_sky->dirty = true; p_sky->dirty_list = dirty_sky_list; dirty_sky_list = p_sky; } } void SkyRD::update_dirty_skys() { Sky *sky = dirty_sky_list; while (sky) { //update sky configuration if texture is missing // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic. // As this is basically a duplicate of the logic in reflection probes we could move this logic // into RenderSceneBuffersRD and use that from both places. if (sky->radiance.is_null()) { int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1; uint32_t w = sky->radiance_size, h = sky->radiance_size; int layers = roughness_layers; if (sky->mode == RS::SKY_MODE_REALTIME) { layers = 8; if (roughness_layers != 8) { WARN_PRINT("When using the Real-Time sky update mode (or Automatic with a sky shader using \"TIME\"), \"rendering/reflections/sky_reflections/roughness_layers\" should be set to 8 in the project settings for best quality reflections."); } } if (sky_use_cubemap_array) { //array (higher quality, 6 times more memory) RD::TextureFormat tf; tf.array_layers = layers * 6; tf.format = texture_format; tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; tf.mipmaps = mipmaps; tf.width = w; tf.height = h; tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; } sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); } else { //regular cubemap, lower quality (aliasing, less memory) RD::TextureFormat tf; tf.array_layers = 6; tf.format = texture_format; tf.texture_type = RD::TEXTURE_TYPE_CUBE; tf.mipmaps = MIN(mipmaps, layers); tf.width = w; tf.height = h; tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; } sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); } } sky->reflection.dirty = true; sky->processing_layer = 0; Sky *next = sky->dirty_list; sky->dirty_list = nullptr; sky->dirty = false; sky = next; } dirty_sky_list = nullptr; } RID SkyRD::sky_get_material(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL_V(sky, RID()); return sky->material; } float SkyRD::sky_get_baked_exposure(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL_V(sky, 1.0); return sky->baked_exposure; } RID SkyRD::allocate_sky_rid() { return sky_owner.allocate_rid(); } void SkyRD::initialize_sky_rid(RID p_rid) { sky_owner.initialize_rid(p_rid, Sky()); } SkyRD::Sky *SkyRD::get_sky(RID p_sky) const { return sky_owner.get_or_null(p_sky); } void SkyRD::free_sky(RID p_sky) { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL(sky); sky->free(); sky_owner.free(p_sky); } void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL(sky); if (sky->set_radiance_size(p_radiance_size)) { invalidate_sky(sky); } } void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL(sky); if (sky->set_mode(p_mode)) { invalidate_sky(sky); } } void SkyRD::sky_set_material(RID p_sky, RID p_material) { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL(sky); if (sky->set_material(p_material)) { invalidate_sky(sky); } } Ref SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL_V(sky, Ref()); update_dirty_skys(); return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); } RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_NULL_V(sky, RID()); return sky->radiance; }