292 lines
9.8 KiB
C++
292 lines
9.8 KiB
C++
/*************************************************************************/
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/* renderer_scene_sky_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_SCENE_SKY_RD_H
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#define RENDERING_SERVER_SCENE_SKY_RD_H
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#include "core/templates/rid_owner.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_device.h"
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// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
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class RendererSceneRenderRD;
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class RendererSceneSkyRD {
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private:
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RendererStorageRD *storage;
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public:
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enum SkySet {
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SKY_SET_UNIFORMS,
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SKY_SET_MATERIAL,
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SKY_SET_TEXTURES,
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SKY_SET_FOG,
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SKY_SET_MAX
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};
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enum SkyTextureSetVersion {
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SKY_TEXTURE_SET_BACKGROUND,
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SKY_TEXTURE_SET_HALF_RES,
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SKY_TEXTURE_SET_QUARTER_RES,
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SKY_TEXTURE_SET_CUBEMAP,
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SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
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SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
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SKY_TEXTURE_SET_MAX
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};
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enum SkyVersion {
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SKY_VERSION_BACKGROUND,
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SKY_VERSION_HALF_RES,
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SKY_VERSION_QUARTER_RES,
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SKY_VERSION_CUBEMAP,
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SKY_VERSION_CUBEMAP_HALF_RES,
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SKY_VERSION_CUBEMAP_QUARTER_RES,
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SKY_VERSION_MAX
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};
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// Skys need less info from Directional Lights than the normal shaders
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struct SkyDirectionalLightData {
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float direction[3];
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float energy;
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float color[3];
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float size;
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uint32_t enabled;
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uint32_t pad[3];
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};
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struct SkySceneState {
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struct UBO {
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uint32_t volumetric_fog_enabled;
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float volumetric_fog_inv_length;
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float volumetric_fog_detail_spread;
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float fog_aerial_perspective;
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float fog_light_color[3];
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float fog_sun_scatter;
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uint32_t fog_enabled;
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float fog_density;
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float z_far;
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uint32_t directional_light_count;
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};
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UBO ubo;
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SkyDirectionalLightData *directional_lights;
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SkyDirectionalLightData *last_frame_directional_lights;
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uint32_t max_directional_lights;
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uint32_t last_frame_directional_light_count;
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RID directional_light_buffer;
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RID uniform_set;
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RID uniform_buffer;
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RID fog_uniform_set;
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RID default_fog_uniform_set;
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RID fog_shader;
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RID fog_material;
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RID fog_only_texture_uniform_set;
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} sky_scene_state;
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struct ReflectionData {
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struct Layer {
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struct Mipmap {
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RID framebuffers[6];
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RID views[6];
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Size2i size;
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};
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Vector<Mipmap> mipmaps; //per-face view
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Vector<RID> views; // per-cubemap view
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};
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struct DownsampleLayer {
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struct Mipmap {
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RID view;
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Size2i size;
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};
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Vector<Mipmap> mipmaps;
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};
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RID radiance_base_cubemap; //cubemap for first layer, first cubemap
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RID downsampled_radiance_cubemap;
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DownsampleLayer downsampled_layer;
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RID coefficient_buffer;
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bool dirty = true;
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Vector<Layer> layers;
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void clear_reflection_data();
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void 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);
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void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
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void 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);
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void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
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};
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struct SkyShaderData : public RendererStorageRD::ShaderData {
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bool valid;
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RID version;
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PipelineCacheRD pipelines[SKY_VERSION_MAX];
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String path;
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String code;
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Map<StringName, RID> default_texture_params;
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bool uses_time;
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bool uses_position;
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bool uses_half_res;
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bool uses_quarter_res;
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bool uses_light;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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SkyShaderData();
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virtual ~SkyShaderData();
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};
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/* Sky shader */
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struct SkyShader {
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SkyShaderRD shader;
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ShaderCompilerRD compiler;
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RID default_shader;
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RID default_material;
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RID default_shader_rd;
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} sky_shader;
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struct SkyMaterialData : public RendererStorageRD::MaterialData {
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uint64_t last_frame;
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SkyShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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bool uniform_set_updated;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~SkyMaterialData();
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};
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struct Sky {
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RID radiance;
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RID half_res_pass;
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RID half_res_framebuffer;
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RID quarter_res_pass;
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RID quarter_res_framebuffer;
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Size2i screen_size;
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RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
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RID uniform_set;
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RID material;
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RID uniform_buffer;
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int radiance_size = 256;
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RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
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ReflectionData reflection;
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bool dirty = false;
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int processing_layer = 0;
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Sky *dirty_list = nullptr;
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//State to track when radiance cubemap needs updating
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SkyMaterialData *prev_material;
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Vector3 prev_position;
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float prev_time;
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void free(RendererStorageRD *p_storage);
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RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd);
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bool set_radiance_size(int p_radiance_size);
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bool set_mode(RS::SkyMode p_mode);
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bool set_material(RID p_material);
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Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
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};
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uint32_t sky_ggx_samples_quality;
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bool sky_use_cubemap_array;
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Sky *dirty_sky_list = nullptr;
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mutable RID_Owner<Sky, true> sky_owner;
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int roughness_layers;
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RendererStorageRD::ShaderData *_create_sky_shader_func();
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static RendererStorageRD::ShaderData *_create_sky_shader_funcs();
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RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
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static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
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RendererSceneSkyRD();
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void init(RendererStorageRD *p_storage);
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void 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);
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void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
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void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
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void invalidate_sky(Sky *p_sky);
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void update_dirty_skys();
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RID sky_get_material(RID p_sky) const;
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RID allocate_sky_rid();
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void initialize_sky_rid(RID p_rid);
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Sky *get_sky(RID p_sky) const;
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void free_sky(RID p_sky);
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void sky_set_radiance_size(RID p_sky, int p_radiance_size);
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void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
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void sky_set_material(RID p_sky, RID p_material);
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Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
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RID sky_get_radiance_texture_rd(RID p_sky) const;
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};
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#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */
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