1 | /**************************************************************************/ |
2 | /* sky.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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 */ |
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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 | |
31 | #include "sky.h" |
32 | #include "core/config/project_settings.h" |
33 | #include "core/math/math_defs.h" |
34 | #include "servers/rendering/renderer_rd/effects/copy_effects.h" |
35 | #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" |
36 | #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" |
37 | #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" |
38 | #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" |
39 | #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" |
40 | #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" |
41 | #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" |
42 | #include "servers/rendering/rendering_server_default.h" |
43 | #include "servers/rendering/rendering_server_globals.h" |
44 | |
45 | using namespace RendererRD; |
46 | |
47 | #define RB_SCOPE_SKY SNAME("sky_buffers") |
48 | #define RB_HALF_TEXTURE SNAME("half_texture") |
49 | #define RB_QUARTER_TEXTURE SNAME("quarter_texture") |
50 | |
51 | //////////////////////////////////////////////////////////////////////////////// |
52 | // SKY SHADER |
53 | |
54 | void SkyRD::SkyShaderData::set_code(const String &p_code) { |
55 | //compile |
56 | |
57 | code = p_code; |
58 | valid = false; |
59 | ubo_size = 0; |
60 | uniforms.clear(); |
61 | |
62 | if (code.is_empty()) { |
63 | return; //just invalid, but no error |
64 | } |
65 | |
66 | ShaderCompiler::GeneratedCode gen_code; |
67 | ShaderCompiler::IdentifierActions actions; |
68 | actions.entry_point_stages["sky" ] = ShaderCompiler::STAGE_FRAGMENT; |
69 | |
70 | uses_time = false; |
71 | uses_half_res = false; |
72 | uses_quarter_res = false; |
73 | uses_position = false; |
74 | uses_light = false; |
75 | |
76 | actions.render_mode_flags["use_half_res_pass" ] = &uses_half_res; |
77 | actions.render_mode_flags["use_quarter_res_pass" ] = &uses_quarter_res; |
78 | |
79 | actions.usage_flag_pointers["TIME" ] = &uses_time; |
80 | actions.usage_flag_pointers["POSITION" ] = &uses_position; |
81 | actions.usage_flag_pointers["LIGHT0_ENABLED" ] = &uses_light; |
82 | actions.usage_flag_pointers["LIGHT0_ENERGY" ] = &uses_light; |
83 | actions.usage_flag_pointers["LIGHT0_DIRECTION" ] = &uses_light; |
84 | actions.usage_flag_pointers["LIGHT0_COLOR" ] = &uses_light; |
85 | actions.usage_flag_pointers["LIGHT0_SIZE" ] = &uses_light; |
86 | actions.usage_flag_pointers["LIGHT1_ENABLED" ] = &uses_light; |
87 | actions.usage_flag_pointers["LIGHT1_ENERGY" ] = &uses_light; |
88 | actions.usage_flag_pointers["LIGHT1_DIRECTION" ] = &uses_light; |
89 | actions.usage_flag_pointers["LIGHT1_COLOR" ] = &uses_light; |
90 | actions.usage_flag_pointers["LIGHT1_SIZE" ] = &uses_light; |
91 | actions.usage_flag_pointers["LIGHT2_ENABLED" ] = &uses_light; |
92 | actions.usage_flag_pointers["LIGHT2_ENERGY" ] = &uses_light; |
93 | actions.usage_flag_pointers["LIGHT2_DIRECTION" ] = &uses_light; |
94 | actions.usage_flag_pointers["LIGHT2_COLOR" ] = &uses_light; |
95 | actions.usage_flag_pointers["LIGHT2_SIZE" ] = &uses_light; |
96 | actions.usage_flag_pointers["LIGHT3_ENABLED" ] = &uses_light; |
97 | actions.usage_flag_pointers["LIGHT3_ENERGY" ] = &uses_light; |
98 | actions.usage_flag_pointers["LIGHT3_DIRECTION" ] = &uses_light; |
99 | actions.usage_flag_pointers["LIGHT3_COLOR" ] = &uses_light; |
100 | actions.usage_flag_pointers["LIGHT3_SIZE" ] = &uses_light; |
101 | |
102 | actions.uniforms = &uniforms; |
103 | |
104 | // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct. |
105 | RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); |
106 | |
107 | Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code); |
108 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
109 | |
110 | if (version.is_null()) { |
111 | version = scene_singleton->sky.sky_shader.shader.version_create(); |
112 | } |
113 | |
114 | #if 0 |
115 | print_line("**compiling shader:" ); |
116 | print_line("**defines:\n" ); |
117 | for (int i = 0; i < gen_code.defines.size(); i++) { |
118 | print_line(gen_code.defines[i]); |
119 | } |
120 | |
121 | HashMap<String, String>::Iterator el = gen_code.code.begin(); |
122 | while (el) { |
123 | print_line("\n**code " + el->key + ":\n" + el->value); |
124 | ++el; |
125 | } |
126 | |
127 | print_line("\n**uniforms:\n" + gen_code.uniforms); |
128 | print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); |
129 | print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); |
130 | #endif |
131 | |
132 | 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); |
133 | ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); |
134 | |
135 | ubo_size = gen_code.uniform_total_size; |
136 | ubo_offsets = gen_code.uniform_offsets; |
137 | texture_uniforms = gen_code.texture_uniforms; |
138 | |
139 | //update pipelines |
140 | |
141 | for (int i = 0; i < SKY_VERSION_MAX; i++) { |
142 | RD::PipelineDepthStencilState depth_stencil_state; |
143 | depth_stencil_state.enable_depth_test = true; |
144 | depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; |
145 | |
146 | if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) { |
147 | RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i); |
148 | pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0); |
149 | } else { |
150 | pipelines[i].clear(); |
151 | } |
152 | } |
153 | |
154 | valid = true; |
155 | } |
156 | |
157 | bool SkyRD::SkyShaderData::is_animated() const { |
158 | return false; |
159 | } |
160 | |
161 | bool SkyRD::SkyShaderData::casts_shadows() const { |
162 | return false; |
163 | } |
164 | |
165 | RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const { |
166 | RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); |
167 | |
168 | return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version); |
169 | } |
170 | |
171 | SkyRD::SkyShaderData::~SkyShaderData() { |
172 | RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); |
173 | ERR_FAIL_COND(!scene_singleton); |
174 | //pipeline variants will clear themselves if shader is gone |
175 | if (version.is_valid()) { |
176 | scene_singleton->sky.sky_shader.shader.version_free(version); |
177 | } |
178 | } |
179 | |
180 | //////////////////////////////////////////////////////////////////////////////// |
181 | // Sky material |
182 | |
183 | bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
184 | RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); |
185 | |
186 | uniform_set_updated = true; |
187 | |
188 | 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); |
189 | } |
190 | |
191 | SkyRD::SkyMaterialData::~SkyMaterialData() { |
192 | free_parameters_uniform_set(uniform_set); |
193 | } |
194 | |
195 | //////////////////////////////////////////////////////////////////////////////// |
196 | // Render sky |
197 | |
198 | static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) { |
199 | p_array[0] = p_basis.rows[0][0]; |
200 | p_array[1] = p_basis.rows[1][0]; |
201 | p_array[2] = p_basis.rows[2][0]; |
202 | p_array[3] = 0; |
203 | p_array[4] = p_basis.rows[0][1]; |
204 | p_array[5] = p_basis.rows[1][1]; |
205 | p_array[6] = p_basis.rows[2][1]; |
206 | p_array[7] = 0; |
207 | p_array[8] = p_basis.rows[0][2]; |
208 | p_array[9] = p_basis.rows[1][2]; |
209 | p_array[10] = p_basis.rows[2][2]; |
210 | p_array[11] = 0; |
211 | } |
212 | |
213 | 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) { |
214 | SkyPushConstant sky_push_constant; |
215 | |
216 | memset(&sky_push_constant, 0, sizeof(SkyPushConstant)); |
217 | |
218 | // We only need key components of our projection matrix |
219 | sky_push_constant.projection[0] = p_projection.columns[2][0]; |
220 | sky_push_constant.projection[1] = p_projection.columns[0][0]; |
221 | sky_push_constant.projection[2] = p_projection.columns[2][1]; |
222 | sky_push_constant.projection[3] = p_projection.columns[1][1]; |
223 | |
224 | sky_push_constant.position[0] = p_position.x; |
225 | sky_push_constant.position[1] = p_position.y; |
226 | sky_push_constant.position[2] = p_position.z; |
227 | sky_push_constant.time = p_time; |
228 | sky_push_constant.luminance_multiplier = p_luminance_multiplier; |
229 | store_transform_3x3(p_orientation, sky_push_constant.orientation); |
230 | |
231 | RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb); |
232 | |
233 | RD::DrawListID draw_list = p_list; |
234 | |
235 | 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())); |
236 | |
237 | // Update uniform sets. |
238 | { |
239 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS); |
240 | if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. |
241 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL); |
242 | } |
243 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES); |
244 | // Fog uniform set can be invalidated before drawing, so validate at draw time |
245 | if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) { |
246 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG); |
247 | } else { |
248 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG); |
249 | } |
250 | } |
251 | |
252 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant)); |
253 | |
254 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
255 | } |
256 | |
257 | //////////////////////////////////////////////////////////////////////////////// |
258 | // ReflectionData |
259 | |
260 | void SkyRD::ReflectionData::clear_reflection_data() { |
261 | layers.clear(); |
262 | radiance_base_cubemap = RID(); |
263 | if (downsampled_radiance_cubemap.is_valid()) { |
264 | RD::get_singleton()->free(downsampled_radiance_cubemap); |
265 | } |
266 | downsampled_radiance_cubemap = RID(); |
267 | downsampled_layer.mipmaps.clear(); |
268 | coefficient_buffer = RID(); |
269 | } |
270 | |
271 | 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) { |
272 | //recreate radiance and all data |
273 | |
274 | int mipmaps = p_mipmaps; |
275 | uint32_t w = p_size, h = p_size; |
276 | |
277 | bool render_buffers_can_be_storage = RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage(); |
278 | |
279 | if (p_use_array) { |
280 | int num_layers = p_low_quality ? 8 : p_roughness_layers; |
281 | |
282 | for (int i = 0; i < num_layers; i++) { |
283 | ReflectionData::Layer layer; |
284 | uint32_t mmw = w; |
285 | uint32_t mmh = h; |
286 | layer.mipmaps.resize(mipmaps); |
287 | layer.views.resize(mipmaps); |
288 | for (int j = 0; j < mipmaps; j++) { |
289 | ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; |
290 | mm.size.width = mmw; |
291 | mm.size.height = mmh; |
292 | for (int k = 0; k < 6; k++) { |
293 | mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j); |
294 | Vector<RID> fbtex; |
295 | fbtex.push_back(mm.views[k]); |
296 | mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); |
297 | } |
298 | |
299 | 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); |
300 | |
301 | mmw = MAX(1u, mmw >> 1); |
302 | mmh = MAX(1u, mmh >> 1); |
303 | } |
304 | |
305 | layers.push_back(layer); |
306 | } |
307 | |
308 | } else { |
309 | mipmaps = p_low_quality ? 8 : mipmaps; |
310 | //regular cubemap, lower quality (aliasing, less memory) |
311 | ReflectionData::Layer layer; |
312 | uint32_t mmw = w; |
313 | uint32_t mmh = h; |
314 | layer.mipmaps.resize(mipmaps); |
315 | layer.views.resize(mipmaps); |
316 | for (int j = 0; j < mipmaps; j++) { |
317 | ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; |
318 | mm.size.width = mmw; |
319 | mm.size.height = mmh; |
320 | for (int k = 0; k < 6; k++) { |
321 | mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j); |
322 | Vector<RID> fbtex; |
323 | fbtex.push_back(mm.views[k]); |
324 | mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); |
325 | } |
326 | |
327 | layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP); |
328 | |
329 | mmw = MAX(1u, mmw >> 1); |
330 | mmh = MAX(1u, mmh >> 1); |
331 | } |
332 | |
333 | layers.push_back(layer); |
334 | } |
335 | |
336 | 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); |
337 | RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap" ); |
338 | |
339 | RD::TextureFormat tf; |
340 | tf.format = p_texture_format; |
341 | tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME. |
342 | tf.height = p_low_quality ? 64 : p_size >> 1; |
343 | tf.texture_type = RD::TEXTURE_TYPE_CUBE; |
344 | tf.array_layers = 6; |
345 | tf.mipmaps = p_low_quality ? 7 : mipmaps - 1; |
346 | tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; |
347 | if (render_buffers_can_be_storage) { |
348 | tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; |
349 | } |
350 | |
351 | downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
352 | RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap" ); |
353 | { |
354 | uint32_t mmw = tf.width; |
355 | uint32_t mmh = tf.height; |
356 | downsampled_layer.mipmaps.resize(tf.mipmaps); |
357 | for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) { |
358 | ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; |
359 | mm.size.width = mmw; |
360 | mm.size.height = mmh; |
361 | mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP); |
362 | RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " " ); |
363 | if (!render_buffers_can_be_storage) { |
364 | // we need a framebuffer for each side of our cubemap |
365 | |
366 | for (int k = 0; k < 6; k++) { |
367 | mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j); |
368 | RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " " ); |
369 | Vector<RID> fbtex; |
370 | fbtex.push_back(mm.views[k]); |
371 | mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); |
372 | } |
373 | } |
374 | |
375 | mmw = MAX(1u, mmw >> 1); |
376 | mmh = MAX(1u, mmh >> 1); |
377 | } |
378 | } |
379 | } |
380 | |
381 | void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) { |
382 | RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); |
383 | ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized" ); |
384 | bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); |
385 | |
386 | if (prefer_raster_effects) { |
387 | RD::get_singleton()->draw_command_begin_label("Downsample radiance map" ); |
388 | for (int k = 0; k < 6; k++) { |
389 | copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); |
390 | } |
391 | |
392 | for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { |
393 | for (int k = 0; k < 6; k++) { |
394 | copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); |
395 | } |
396 | } |
397 | RD::get_singleton()->draw_command_end_label(); // Downsample Radiance |
398 | |
399 | if (p_use_arrays) { |
400 | RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads" ); |
401 | for (int i = 0; i < layers.size(); i++) { |
402 | for (int k = 0; k < 6; k++) { |
403 | copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i); |
404 | } |
405 | } |
406 | } else { |
407 | RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly" ); |
408 | for (int j = 0; j < layers[0].mipmaps.size(); j++) { |
409 | for (int k = 0; k < 6; k++) { |
410 | copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j); |
411 | } |
412 | } |
413 | } |
414 | RD::get_singleton()->draw_command_end_label(); // Filter radiance |
415 | } else { |
416 | RD::get_singleton()->draw_command_begin_label("Downsample radiance map" ); |
417 | copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); |
418 | |
419 | for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { |
420 | copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); |
421 | } |
422 | RD::get_singleton()->draw_command_end_label(); // Downsample Radiance |
423 | Vector<RID> views; |
424 | if (p_use_arrays) { |
425 | for (int i = 1; i < layers.size(); i++) { |
426 | views.push_back(layers[i].views[0]); |
427 | } |
428 | } else { |
429 | for (int i = 1; i < layers[0].views.size(); i++) { |
430 | views.push_back(layers[0].views[i]); |
431 | } |
432 | } |
433 | RD::get_singleton()->draw_command_begin_label("Fast filter radiance" ); |
434 | copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays); |
435 | RD::get_singleton()->draw_command_end_label(); // Filter radiance |
436 | } |
437 | } |
438 | |
439 | 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) { |
440 | RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); |
441 | ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized" ); |
442 | bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); |
443 | |
444 | if (prefer_raster_effects) { |
445 | if (p_base_layer == 1) { |
446 | RD::get_singleton()->draw_command_begin_label("Downsample radiance map" ); |
447 | for (int k = 0; k < 6; k++) { |
448 | copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); |
449 | } |
450 | |
451 | for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { |
452 | for (int k = 0; k < 6; k++) { |
453 | copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); |
454 | } |
455 | } |
456 | RD::get_singleton()->draw_command_end_label(); // Downsample Radiance |
457 | } |
458 | |
459 | RD::get_singleton()->draw_command_begin_label("High Quality filter radiance" ); |
460 | if (p_use_arrays) { |
461 | for (int k = 0; k < 6; k++) { |
462 | copy_effects->cubemap_roughness_raster( |
463 | downsampled_radiance_cubemap, |
464 | layers[p_base_layer].mipmaps[0].framebuffers[k], |
465 | k, |
466 | p_sky_ggx_samples_quality, |
467 | float(p_base_layer) / (layers.size() - 1.0), |
468 | layers[p_base_layer].mipmaps[0].size.x); |
469 | } |
470 | } else { |
471 | for (int k = 0; k < 6; k++) { |
472 | copy_effects->cubemap_roughness_raster( |
473 | downsampled_radiance_cubemap, |
474 | layers[0].mipmaps[p_base_layer].framebuffers[k], |
475 | k, |
476 | p_sky_ggx_samples_quality, |
477 | float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), |
478 | layers[0].mipmaps[p_base_layer].size.x); |
479 | } |
480 | } |
481 | } else { |
482 | if (p_base_layer == 1) { |
483 | RD::get_singleton()->draw_command_begin_label("Downsample radiance map" ); |
484 | copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); |
485 | |
486 | for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { |
487 | copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); |
488 | } |
489 | RD::get_singleton()->draw_command_end_label(); // Downsample Radiance |
490 | } |
491 | |
492 | RD::get_singleton()->draw_command_begin_label("High Quality filter radiance" ); |
493 | if (p_use_arrays) { |
494 | 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); |
495 | } else { |
496 | copy_effects->cubemap_roughness( |
497 | downsampled_radiance_cubemap, |
498 | layers[0].views[p_base_layer], |
499 | p_cube_side, |
500 | p_sky_ggx_samples_quality, |
501 | float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), |
502 | layers[0].mipmaps[p_base_layer].size.x); |
503 | } |
504 | } |
505 | RD::get_singleton()->draw_command_end_label(); // Filter radiance |
506 | } |
507 | |
508 | void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) { |
509 | RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); |
510 | ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized" ); |
511 | bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); |
512 | |
513 | RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps" ); |
514 | for (int i = p_start; i < p_end; i++) { |
515 | for (int j = 0; j < layers[i].views.size() - 1; j++) { |
516 | RID view = layers[i].views[j]; |
517 | Size2i size = layers[i].mipmaps[j + 1].size; |
518 | if (prefer_raster_effects) { |
519 | for (int k = 0; k < 6; k++) { |
520 | RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k]; |
521 | copy_effects->cubemap_downsample_raster(view, framebuffer, k, size); |
522 | } |
523 | } else { |
524 | RID texture = layers[i].views[j + 1]; |
525 | copy_effects->cubemap_downsample(view, texture, size); |
526 | } |
527 | } |
528 | } |
529 | RD::get_singleton()->draw_command_end_label(); |
530 | } |
531 | |
532 | //////////////////////////////////////////////////////////////////////////////// |
533 | // SkyRD::Sky |
534 | |
535 | void SkyRD::Sky::free() { |
536 | if (radiance.is_valid()) { |
537 | RD::get_singleton()->free(radiance); |
538 | radiance = RID(); |
539 | } |
540 | reflection.clear_reflection_data(); |
541 | |
542 | if (uniform_buffer.is_valid()) { |
543 | RD::get_singleton()->free(uniform_buffer); |
544 | uniform_buffer = RID(); |
545 | } |
546 | |
547 | if (material.is_valid()) { |
548 | RSG::material_storage->material_free(material); |
549 | material = RID(); |
550 | } |
551 | } |
552 | |
553 | RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) { |
554 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
555 | |
556 | Vector<RD::Uniform> uniforms; |
557 | { |
558 | RD::Uniform u; |
559 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
560 | u.binding = 0; |
561 | if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) { |
562 | u.append_id(radiance); |
563 | } else { |
564 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); |
565 | } |
566 | uniforms.push_back(u); |
567 | } |
568 | { |
569 | RD::Uniform u; |
570 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
571 | u.binding = 1; // half res |
572 | if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { |
573 | 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) { |
574 | u.append_id(reflection.layers[0].views[1]); |
575 | } else { |
576 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); |
577 | } |
578 | } else { |
579 | 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(); |
580 | if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) { |
581 | u.append_id(half_texture); |
582 | } else { |
583 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); |
584 | } |
585 | } |
586 | uniforms.push_back(u); |
587 | } |
588 | { |
589 | RD::Uniform u; |
590 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
591 | u.binding = 2; // quarter res |
592 | if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { |
593 | 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) { |
594 | u.append_id(reflection.layers[0].views[2]); |
595 | } else { |
596 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); |
597 | } |
598 | } else { |
599 | 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(); |
600 | if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) { |
601 | u.append_id(quarter_texture); |
602 | } else { |
603 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); |
604 | } |
605 | } |
606 | uniforms.push_back(u); |
607 | } |
608 | |
609 | return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms); |
610 | } |
611 | |
612 | bool SkyRD::Sky::set_radiance_size(int p_radiance_size) { |
613 | ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false); |
614 | if (radiance_size == p_radiance_size) { |
615 | return false; |
616 | } |
617 | radiance_size = p_radiance_size; |
618 | |
619 | if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { |
620 | WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally." ); |
621 | radiance_size = 256; |
622 | } |
623 | |
624 | if (radiance.is_valid()) { |
625 | RD::get_singleton()->free(radiance); |
626 | radiance = RID(); |
627 | } |
628 | reflection.clear_reflection_data(); |
629 | |
630 | return true; |
631 | } |
632 | |
633 | bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) { |
634 | if (mode == p_mode) { |
635 | return false; |
636 | } |
637 | |
638 | mode = p_mode; |
639 | |
640 | if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { |
641 | WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally." ); |
642 | set_radiance_size(256); |
643 | } |
644 | |
645 | if (radiance.is_valid()) { |
646 | RD::get_singleton()->free(radiance); |
647 | radiance = RID(); |
648 | } |
649 | reflection.clear_reflection_data(); |
650 | |
651 | return true; |
652 | } |
653 | |
654 | bool SkyRD::Sky::set_material(RID p_material) { |
655 | if (material == p_material) { |
656 | return false; |
657 | } |
658 | |
659 | material = p_material; |
660 | return true; |
661 | } |
662 | |
663 | Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) { |
664 | if (radiance.is_valid()) { |
665 | RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); |
666 | |
667 | RD::TextureFormat tf; |
668 | tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16 |
669 | tf.width = p_size.width; |
670 | tf.height = p_size.height; |
671 | tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; |
672 | |
673 | RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
674 | copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1); |
675 | Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0); |
676 | RD::get_singleton()->free(rad_tex); |
677 | |
678 | Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data); |
679 | for (int i = 0; i < p_size.width; i++) { |
680 | for (int j = 0; j < p_size.height; j++) { |
681 | Color c = img->get_pixel(i, j); |
682 | c.r *= p_energy; |
683 | c.g *= p_energy; |
684 | c.b *= p_energy; |
685 | img->set_pixel(i, j, c); |
686 | } |
687 | } |
688 | return img; |
689 | } |
690 | |
691 | return Ref<Image>(); |
692 | } |
693 | |
694 | //////////////////////////////////////////////////////////////////////////////// |
695 | // SkyRD |
696 | |
697 | RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() { |
698 | SkyShaderData *shader_data = memnew(SkyShaderData); |
699 | return shader_data; |
700 | } |
701 | |
702 | RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() { |
703 | // !BAS! Why isn't _create_sky_shader_func not just static too? |
704 | return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func(); |
705 | }; |
706 | |
707 | RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) { |
708 | SkyMaterialData *material_data = memnew(SkyMaterialData); |
709 | material_data->shader_data = p_shader; |
710 | //update will happen later anyway so do nothing. |
711 | return material_data; |
712 | } |
713 | |
714 | RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { |
715 | // !BAS! same here, we could just make _create_sky_material_func static? |
716 | return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader)); |
717 | }; |
718 | |
719 | SkyRD::SkyRD() { |
720 | roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers" ); |
721 | sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples" ); |
722 | sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections" ); |
723 | } |
724 | |
725 | void SkyRD::init() { |
726 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
727 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
728 | |
729 | { |
730 | // Start with the directional lights for the sky |
731 | sky_scene_state.max_directional_lights = 4; |
732 | uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData); |
733 | sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); |
734 | sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); |
735 | sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1; |
736 | sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); |
737 | |
738 | String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n" ; |
739 | defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n" ; |
740 | |
741 | // Initialize sky |
742 | Vector<String> sky_modes; |
743 | sky_modes.push_back("" ); // Full size |
744 | sky_modes.push_back("\n#define USE_HALF_RES_PASS\n" ); // Half Res |
745 | sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n" ); // Quarter res |
746 | sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n" ); // Cubemap |
747 | sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n" ); // Half Res Cubemap |
748 | sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n" ); // Quarter res Cubemap |
749 | |
750 | sky_modes.push_back("\n#define USE_MULTIVIEW\n" ); // Full size multiview |
751 | sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n" ); // Half Res multiview |
752 | sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n" ); // Quarter res multiview |
753 | |
754 | sky_shader.shader.initialize(sky_modes, defines); |
755 | |
756 | if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) { |
757 | sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false); |
758 | sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false); |
759 | sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false); |
760 | } |
761 | } |
762 | |
763 | // register our shader funds |
764 | material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs); |
765 | material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs); |
766 | |
767 | { |
768 | ShaderCompiler::DefaultIdentifierActions actions; |
769 | |
770 | actions.renames["COLOR" ] = "color" ; |
771 | actions.renames["ALPHA" ] = "alpha" ; |
772 | actions.renames["EYEDIR" ] = "cube_normal" ; |
773 | actions.renames["POSITION" ] = "params.position" ; |
774 | actions.renames["SKY_COORDS" ] = "panorama_coords" ; |
775 | actions.renames["SCREEN_UV" ] = "uv" ; |
776 | actions.renames["FRAGCOORD" ] = "gl_FragCoord" ; |
777 | actions.renames["TIME" ] = "params.time" ; |
778 | actions.renames["PI" ] = _MKSTR(Math_PI); |
779 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
780 | actions.renames["E" ] = _MKSTR(Math_E); |
781 | actions.renames["HALF_RES_COLOR" ] = "half_res_color" ; |
782 | actions.renames["QUARTER_RES_COLOR" ] = "quarter_res_color" ; |
783 | actions.renames["RADIANCE" ] = "radiance" ; |
784 | actions.renames["FOG" ] = "custom_fog" ; |
785 | actions.renames["LIGHT0_ENABLED" ] = "directional_lights.data[0].enabled" ; |
786 | actions.renames["LIGHT0_DIRECTION" ] = "directional_lights.data[0].direction_energy.xyz" ; |
787 | actions.renames["LIGHT0_ENERGY" ] = "directional_lights.data[0].direction_energy.w" ; |
788 | actions.renames["LIGHT0_COLOR" ] = "directional_lights.data[0].color_size.xyz" ; |
789 | actions.renames["LIGHT0_SIZE" ] = "directional_lights.data[0].color_size.w" ; |
790 | actions.renames["LIGHT1_ENABLED" ] = "directional_lights.data[1].enabled" ; |
791 | actions.renames["LIGHT1_DIRECTION" ] = "directional_lights.data[1].direction_energy.xyz" ; |
792 | actions.renames["LIGHT1_ENERGY" ] = "directional_lights.data[1].direction_energy.w" ; |
793 | actions.renames["LIGHT1_COLOR" ] = "directional_lights.data[1].color_size.xyz" ; |
794 | actions.renames["LIGHT1_SIZE" ] = "directional_lights.data[1].color_size.w" ; |
795 | actions.renames["LIGHT2_ENABLED" ] = "directional_lights.data[2].enabled" ; |
796 | actions.renames["LIGHT2_DIRECTION" ] = "directional_lights.data[2].direction_energy.xyz" ; |
797 | actions.renames["LIGHT2_ENERGY" ] = "directional_lights.data[2].direction_energy.w" ; |
798 | actions.renames["LIGHT2_COLOR" ] = "directional_lights.data[2].color_size.xyz" ; |
799 | actions.renames["LIGHT2_SIZE" ] = "directional_lights.data[2].color_size.w" ; |
800 | actions.renames["LIGHT3_ENABLED" ] = "directional_lights.data[3].enabled" ; |
801 | actions.renames["LIGHT3_DIRECTION" ] = "directional_lights.data[3].direction_energy.xyz" ; |
802 | actions.renames["LIGHT3_ENERGY" ] = "directional_lights.data[3].direction_energy.w" ; |
803 | actions.renames["LIGHT3_COLOR" ] = "directional_lights.data[3].color_size.xyz" ; |
804 | actions.renames["LIGHT3_SIZE" ] = "directional_lights.data[3].color_size.w" ; |
805 | actions.renames["AT_CUBEMAP_PASS" ] = "AT_CUBEMAP_PASS" ; |
806 | actions.renames["AT_HALF_RES_PASS" ] = "AT_HALF_RES_PASS" ; |
807 | actions.renames["AT_QUARTER_RES_PASS" ] = "AT_QUARTER_RES_PASS" ; |
808 | actions.custom_samplers["RADIANCE" ] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP" ; |
809 | actions.usage_defines["HALF_RES_COLOR" ] = "\n#define USES_HALF_RES_COLOR\n" ; |
810 | actions.usage_defines["QUARTER_RES_COLOR" ] = "\n#define USES_QUARTER_RES_COLOR\n" ; |
811 | actions.render_mode_defines["disable_fog" ] = "#define DISABLE_FOG\n" ; |
812 | actions.render_mode_defines["use_debanding" ] = "#define USE_DEBANDING\n" ; |
813 | |
814 | actions.base_texture_binding_index = 1; |
815 | actions.texture_layout_set = 1; |
816 | actions.base_uniform_string = "material." ; |
817 | actions.base_varying_index = 10; |
818 | |
819 | actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; |
820 | actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; |
821 | actions.global_buffer_array_variable = "global_shader_uniforms.data" ; |
822 | |
823 | sky_shader.compiler.initialize(actions); |
824 | } |
825 | |
826 | { |
827 | // default material and shader for sky shader |
828 | sky_shader.default_shader = material_storage->shader_allocate(); |
829 | material_storage->shader_initialize(sky_shader.default_shader); |
830 | |
831 | material_storage->shader_set_code(sky_shader.default_shader, R"( |
832 | // Default sky shader. |
833 | |
834 | shader_type sky; |
835 | |
836 | void sky() { |
837 | COLOR = vec3(0.0); |
838 | } |
839 | )" ); |
840 | |
841 | sky_shader.default_material = material_storage->material_allocate(); |
842 | material_storage->material_initialize(sky_shader.default_material); |
843 | |
844 | material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); |
845 | |
846 | SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
847 | sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND); |
848 | |
849 | sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO)); |
850 | |
851 | Vector<RD::Uniform> uniforms; |
852 | |
853 | { |
854 | RD::Uniform u; |
855 | u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; |
856 | u.binding = 1; |
857 | u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); |
858 | uniforms.push_back(u); |
859 | } |
860 | |
861 | { |
862 | RD::Uniform u; |
863 | u.binding = 2; |
864 | u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; |
865 | u.append_id(sky_scene_state.uniform_buffer); |
866 | uniforms.push_back(u); |
867 | } |
868 | |
869 | { |
870 | RD::Uniform u; |
871 | u.binding = 3; |
872 | u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; |
873 | u.append_id(sky_scene_state.directional_light_buffer); |
874 | uniforms.push_back(u); |
875 | } |
876 | |
877 | uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); |
878 | |
879 | sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS); |
880 | } |
881 | |
882 | { |
883 | Vector<RD::Uniform> uniforms; |
884 | { |
885 | RD::Uniform u; |
886 | u.binding = 0; |
887 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
888 | RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); |
889 | u.append_id(vfog); |
890 | uniforms.push_back(u); |
891 | } |
892 | |
893 | sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG); |
894 | } |
895 | |
896 | { |
897 | // Need defaults for using fog with clear color |
898 | sky_scene_state.fog_shader = material_storage->shader_allocate(); |
899 | material_storage->shader_initialize(sky_scene_state.fog_shader); |
900 | |
901 | material_storage->shader_set_code(sky_scene_state.fog_shader, R"( |
902 | // Default clear color sky shader. |
903 | |
904 | shader_type sky; |
905 | |
906 | uniform vec4 clear_color; |
907 | |
908 | void sky() { |
909 | COLOR = clear_color.rgb; |
910 | } |
911 | )" ); |
912 | sky_scene_state.fog_material = material_storage->material_allocate(); |
913 | material_storage->material_initialize(sky_scene_state.fog_material); |
914 | |
915 | material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); |
916 | |
917 | Vector<RD::Uniform> uniforms; |
918 | { |
919 | RD::Uniform u; |
920 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
921 | u.binding = 0; |
922 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); |
923 | uniforms.push_back(u); |
924 | } |
925 | { |
926 | RD::Uniform u; |
927 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
928 | u.binding = 1; |
929 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); |
930 | uniforms.push_back(u); |
931 | } |
932 | { |
933 | RD::Uniform u; |
934 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
935 | u.binding = 2; |
936 | u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); |
937 | uniforms.push_back(u); |
938 | } |
939 | |
940 | sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES); |
941 | } |
942 | } |
943 | |
944 | void SkyRD::set_texture_format(RD::DataFormat p_texture_format) { |
945 | texture_format = p_texture_format; |
946 | } |
947 | |
948 | SkyRD::~SkyRD() { |
949 | // cleanup anything created in init... |
950 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
951 | |
952 | SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
953 | sky_shader.shader.version_free(md->shader_data->version); |
954 | RD::get_singleton()->free(sky_scene_state.directional_light_buffer); |
955 | RD::get_singleton()->free(sky_scene_state.uniform_buffer); |
956 | memdelete_arr(sky_scene_state.directional_lights); |
957 | memdelete_arr(sky_scene_state.last_frame_directional_lights); |
958 | material_storage->shader_free(sky_shader.default_shader); |
959 | material_storage->material_free(sky_shader.default_material); |
960 | material_storage->shader_free(sky_scene_state.fog_shader); |
961 | material_storage->material_free(sky_scene_state.fog_material); |
962 | |
963 | if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) { |
964 | RD::get_singleton()->free(sky_scene_state.uniform_set); |
965 | } |
966 | |
967 | if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) { |
968 | RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set); |
969 | } |
970 | |
971 | if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) { |
972 | RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set); |
973 | } |
974 | } |
975 | |
976 | void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &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, RendererSceneRenderRD *p_scene_render) { |
977 | RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); |
978 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
979 | ERR_FAIL_COND(p_env.is_null()); |
980 | |
981 | ERR_FAIL_COND(p_render_buffers.is_null()); |
982 | |
983 | // make sure we support our view count |
984 | ERR_FAIL_COND(p_view_count == 0); |
985 | ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); |
986 | |
987 | SkyMaterialData *material = nullptr; |
988 | Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
989 | |
990 | RID sky_material; |
991 | |
992 | SkyShaderData *shader_data = nullptr; |
993 | |
994 | if (sky) { |
995 | sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
996 | |
997 | if (sky_material.is_valid()) { |
998 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
999 | if (!material || !material->shader_data->valid) { |
1000 | material = nullptr; |
1001 | } |
1002 | } |
1003 | } |
1004 | |
1005 | if (!material) { |
1006 | sky_material = sky_shader.default_material; |
1007 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1008 | } |
1009 | |
1010 | ERR_FAIL_COND(!material); |
1011 | |
1012 | shader_data = material->shader_data; |
1013 | |
1014 | ERR_FAIL_COND(!shader_data); |
1015 | |
1016 | material->set_as_used(); |
1017 | |
1018 | if (sky) { |
1019 | // Save our screen size; our buffers will already have been cleared. |
1020 | sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x; |
1021 | sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y; |
1022 | |
1023 | // Trigger updating radiance buffers. |
1024 | if (sky->radiance.is_null()) { |
1025 | invalidate_sky(sky); |
1026 | update_dirty_skys(); |
1027 | } |
1028 | |
1029 | if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) { |
1030 | sky->prev_time = p_scene_render->time; |
1031 | sky->reflection.dirty = true; |
1032 | RenderingServerDefault::redraw_request(); |
1033 | } |
1034 | |
1035 | if (material != sky->prev_material) { |
1036 | sky->prev_material = material; |
1037 | sky->reflection.dirty = true; |
1038 | } |
1039 | |
1040 | if (material->uniform_set_updated) { |
1041 | material->uniform_set_updated = false; |
1042 | sky->reflection.dirty = true; |
1043 | } |
1044 | |
1045 | if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { |
1046 | sky->prev_position = p_cam_transform.origin; |
1047 | sky->reflection.dirty = true; |
1048 | } |
1049 | } |
1050 | |
1051 | sky_scene_state.ubo.directional_light_count = 0; |
1052 | if (shader_data->uses_light) { |
1053 | // Run through the list of lights in the scene and pick out the Directional Lights. |
1054 | // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called |
1055 | // after the depth prepass, but this runs before the depth prepass. |
1056 | for (int i = 0; i < (int)p_lights.size(); i++) { |
1057 | if (!light_storage->owns_light_instance(p_lights[i])) { |
1058 | continue; |
1059 | } |
1060 | RID base = light_storage->light_instance_get_base_light(p_lights[i]); |
1061 | |
1062 | ERR_CONTINUE(base.is_null()); |
1063 | |
1064 | RS::LightType type = light_storage->light_get_type(base); |
1065 | if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { |
1066 | SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; |
1067 | Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]); |
1068 | Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); |
1069 | |
1070 | sky_light_data.direction[0] = world_direction.x; |
1071 | sky_light_data.direction[1] = world_direction.y; |
1072 | sky_light_data.direction[2] = world_direction.z; |
1073 | |
1074 | float sign = light_storage->light_is_negative(base) ? -1 : 1; |
1075 | sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); |
1076 | |
1077 | if (p_scene_render->is_using_physical_light_units()) { |
1078 | sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); |
1079 | } |
1080 | |
1081 | if (p_camera_attributes.is_valid()) { |
1082 | sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); |
1083 | } |
1084 | |
1085 | Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); |
1086 | sky_light_data.color[0] = linear_col.r; |
1087 | sky_light_data.color[1] = linear_col.g; |
1088 | sky_light_data.color[2] = linear_col.b; |
1089 | |
1090 | sky_light_data.enabled = true; |
1091 | |
1092 | float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); |
1093 | if (angular_diameter > 0.0) { |
1094 | // I know tan(0) is 0, but let's not risk it with numerical precision. |
1095 | // Technically this will keep expanding until reaching the sun, but all we care about |
1096 | // is expanding until we reach the radius of the near plane. There can't be more occluders than that. |
1097 | angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter)); |
1098 | } else { |
1099 | angular_diameter = 0.0; |
1100 | } |
1101 | sky_light_data.size = angular_diameter; |
1102 | sky_scene_state.ubo.directional_light_count++; |
1103 | if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) { |
1104 | break; |
1105 | } |
1106 | } |
1107 | } |
1108 | // Check whether the directional_light_buffer changes. |
1109 | bool light_data_dirty = false; |
1110 | |
1111 | // Light buffer is dirty if we have fewer or more lights. |
1112 | // If we have fewer lights, make sure that old lights are disabled. |
1113 | if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) { |
1114 | light_data_dirty = true; |
1115 | for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { |
1116 | sky_scene_state.directional_lights[i].enabled = false; |
1117 | sky_scene_state.last_frame_directional_lights[i].enabled = false; |
1118 | } |
1119 | } |
1120 | |
1121 | if (!light_data_dirty) { |
1122 | for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) { |
1123 | if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] || |
1124 | sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] || |
1125 | sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] || |
1126 | sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy || |
1127 | sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] || |
1128 | sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] || |
1129 | sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] || |
1130 | sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled || |
1131 | sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) { |
1132 | light_data_dirty = true; |
1133 | break; |
1134 | } |
1135 | } |
1136 | } |
1137 | |
1138 | if (light_data_dirty) { |
1139 | 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); |
1140 | |
1141 | SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights; |
1142 | sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights; |
1143 | sky_scene_state.directional_lights = temp; |
1144 | sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count; |
1145 | if (sky) { |
1146 | sky->reflection.dirty = true; |
1147 | } |
1148 | } |
1149 | } |
1150 | |
1151 | // Setup fog variables. |
1152 | sky_scene_state.ubo.volumetric_fog_enabled = false; |
1153 | if (p_render_buffers.is_valid()) { |
1154 | if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { |
1155 | Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); |
1156 | sky_scene_state.ubo.volumetric_fog_enabled = true; |
1157 | |
1158 | float fog_end = fog->length; |
1159 | if (fog_end > 0.0) { |
1160 | sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; |
1161 | } else { |
1162 | sky_scene_state.ubo.volumetric_fog_inv_length = 1.0; |
1163 | } |
1164 | |
1165 | float fog_detail_spread = fog->spread; // Reverse lookup. |
1166 | if (fog_detail_spread > 0.0) { |
1167 | sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; |
1168 | } else { |
1169 | sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; |
1170 | } |
1171 | |
1172 | sky_scene_state.fog_uniform_set = fog->sky_uniform_set; |
1173 | } |
1174 | } |
1175 | |
1176 | sky_scene_state.view_count = p_view_count; |
1177 | sky_scene_state.cam_transform = p_cam_transform; |
1178 | sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view. |
1179 | |
1180 | // Our info in our UBO is only used if we're rendering stereo. |
1181 | for (uint32_t i = 0; i < p_view_count; i++) { |
1182 | Projection view_inv_projection = p_view_projections[i].inverse(); |
1183 | if (p_view_count > 1) { |
1184 | RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]); |
1185 | } else { |
1186 | Projection ident; |
1187 | RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]); |
1188 | } |
1189 | |
1190 | RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]); |
1191 | sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x; |
1192 | sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y; |
1193 | sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z; |
1194 | sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0; |
1195 | } |
1196 | |
1197 | sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection. |
1198 | sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env); |
1199 | sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env); |
1200 | sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env); |
1201 | Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear(); |
1202 | float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env); |
1203 | sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; |
1204 | sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; |
1205 | sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; |
1206 | sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env); |
1207 | |
1208 | sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env); |
1209 | sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env); |
1210 | |
1211 | RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); |
1212 | } |
1213 | |
1214 | void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier) { |
1215 | ERR_FAIL_COND(p_render_buffers.is_null()); |
1216 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
1217 | ERR_FAIL_COND(p_env.is_null()); |
1218 | |
1219 | Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
1220 | ERR_FAIL_COND(!sky); |
1221 | |
1222 | RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
1223 | |
1224 | SkyMaterialData *material = nullptr; |
1225 | |
1226 | if (sky_material.is_valid()) { |
1227 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1228 | if (!material || !material->shader_data->valid) { |
1229 | material = nullptr; |
1230 | } |
1231 | } |
1232 | |
1233 | if (!material) { |
1234 | sky_material = sky_shader.default_material; |
1235 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1236 | } |
1237 | |
1238 | ERR_FAIL_COND(!material); |
1239 | |
1240 | SkyShaderData *shader_data = material->shader_data; |
1241 | |
1242 | ERR_FAIL_COND(!shader_data); |
1243 | |
1244 | bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; |
1245 | RS::SkyMode sky_mode = sky->mode; |
1246 | |
1247 | if (sky_mode == RS::SKY_MODE_AUTOMATIC) { |
1248 | if (shader_data->uses_time || shader_data->uses_position) { |
1249 | update_single_frame = true; |
1250 | sky_mode = RS::SKY_MODE_REALTIME; |
1251 | } else if (shader_data->uses_light || shader_data->ubo_size > 0) { |
1252 | update_single_frame = false; |
1253 | sky_mode = RS::SKY_MODE_INCREMENTAL; |
1254 | } else { |
1255 | update_single_frame = true; |
1256 | sky_mode = RS::SKY_MODE_QUALITY; |
1257 | } |
1258 | } |
1259 | |
1260 | if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) { |
1261 | // On the first frame after creating sky, rebuild in single frame |
1262 | update_single_frame = true; |
1263 | sky_mode = RS::SKY_MODE_QUALITY; |
1264 | } |
1265 | |
1266 | int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size(); |
1267 | |
1268 | // Update radiance cubemap |
1269 | if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) { |
1270 | static const Vector3 view_normals[6] = { |
1271 | Vector3(+1, 0, 0), |
1272 | Vector3(-1, 0, 0), |
1273 | Vector3(0, +1, 0), |
1274 | Vector3(0, -1, 0), |
1275 | Vector3(0, 0, +1), |
1276 | Vector3(0, 0, -1) |
1277 | }; |
1278 | static const Vector3 view_up[6] = { |
1279 | Vector3(0, -1, 0), |
1280 | Vector3(0, -1, 0), |
1281 | Vector3(0, 0, +1), |
1282 | Vector3(0, 0, -1), |
1283 | Vector3(0, -1, 0), |
1284 | Vector3(0, -1, 0) |
1285 | }; |
1286 | |
1287 | Projection cm; |
1288 | cm.set_perspective(90, 1, 0.01, 10.0); |
1289 | Projection correction; |
1290 | correction.set_depth_correction(true); |
1291 | cm = correction * cm; |
1292 | |
1293 | // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader. |
1294 | |
1295 | if (shader_data->uses_quarter_res && roughness_layers >= 3) { |
1296 | RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap" ); |
1297 | PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES]; |
1298 | |
1299 | Vector<Color> clear_colors; |
1300 | clear_colors.push_back(Color(0.0, 0.0, 0.0)); |
1301 | RD::DrawListID cubemap_draw_list; |
1302 | |
1303 | for (int i = 0; i < 6; i++) { |
1304 | Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); |
1305 | RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers); |
1306 | |
1307 | 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); |
1308 | _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); |
1309 | RD::get_singleton()->draw_list_end(); |
1310 | } |
1311 | RD::get_singleton()->draw_command_end_label(); |
1312 | } else if (shader_data->uses_quarter_res && roughness_layers < 3) { |
1313 | 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." ); |
1314 | } |
1315 | |
1316 | if (shader_data->uses_half_res && roughness_layers >= 2) { |
1317 | RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap" ); |
1318 | PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES]; |
1319 | |
1320 | Vector<Color> clear_colors; |
1321 | clear_colors.push_back(Color(0.0, 0.0, 0.0)); |
1322 | RD::DrawListID cubemap_draw_list; |
1323 | |
1324 | for (int i = 0; i < 6; i++) { |
1325 | Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); |
1326 | RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers); |
1327 | |
1328 | 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); |
1329 | _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); |
1330 | RD::get_singleton()->draw_list_end(); |
1331 | } |
1332 | RD::get_singleton()->draw_command_end_label(); |
1333 | } else if (shader_data->uses_half_res && roughness_layers < 2) { |
1334 | 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." ); |
1335 | } |
1336 | |
1337 | RD::DrawListID cubemap_draw_list; |
1338 | PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP]; |
1339 | |
1340 | RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap" ); |
1341 | for (int i = 0; i < 6; i++) { |
1342 | Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); |
1343 | RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers); |
1344 | |
1345 | 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); |
1346 | _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); |
1347 | RD::get_singleton()->draw_list_end(); |
1348 | } |
1349 | RD::get_singleton()->draw_command_end_label(); |
1350 | |
1351 | if (sky_mode == RS::SKY_MODE_REALTIME) { |
1352 | sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array); |
1353 | if (sky_use_cubemap_array) { |
1354 | sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size()); |
1355 | } |
1356 | } else { |
1357 | if (update_single_frame) { |
1358 | for (int i = 1; i < max_processing_layer; i++) { |
1359 | sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality); |
1360 | } |
1361 | if (sky_use_cubemap_array) { |
1362 | sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size()); |
1363 | } |
1364 | } else { |
1365 | if (sky_use_cubemap_array) { |
1366 | // Multi-Frame so just update the first array level |
1367 | sky->reflection.update_reflection_mipmaps(0, 1); |
1368 | } |
1369 | } |
1370 | sky->processing_layer = 1; |
1371 | } |
1372 | sky->baked_exposure = p_luminance_multiplier; |
1373 | sky->reflection.dirty = false; |
1374 | |
1375 | } else { |
1376 | if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { |
1377 | sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality); |
1378 | |
1379 | if (sky_use_cubemap_array) { |
1380 | sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1); |
1381 | } |
1382 | |
1383 | sky->processing_layer++; |
1384 | } |
1385 | } |
1386 | } |
1387 | |
1388 | void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) { |
1389 | ERR_FAIL_COND(p_render_buffers.is_null()); |
1390 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
1391 | ERR_FAIL_COND(p_env.is_null()); |
1392 | |
1393 | Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
1394 | |
1395 | SkyMaterialData *material = nullptr; |
1396 | RID sky_material; |
1397 | |
1398 | RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); |
1399 | |
1400 | if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { |
1401 | ERR_FAIL_COND(!sky); |
1402 | sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
1403 | |
1404 | if (sky_material.is_valid()) { |
1405 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1406 | if (!material || !material->shader_data->valid) { |
1407 | material = nullptr; |
1408 | } |
1409 | } |
1410 | |
1411 | if (!material) { |
1412 | sky_material = sky_shader.default_material; |
1413 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1414 | } |
1415 | } |
1416 | |
1417 | if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { |
1418 | sky_material = sky_scene_state.fog_material; |
1419 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1420 | } |
1421 | |
1422 | ERR_FAIL_COND(!material); |
1423 | |
1424 | SkyShaderData *shader_data = material->shader_data; |
1425 | ERR_FAIL_COND(!shader_data); |
1426 | |
1427 | if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) { |
1428 | return; |
1429 | } |
1430 | |
1431 | material->set_as_used(); |
1432 | |
1433 | RENDER_TIMESTAMP("Setup Sky Resolution Buffers" ); |
1434 | RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers" ); |
1435 | |
1436 | Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); |
1437 | sky_transform.invert(); |
1438 | |
1439 | float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); |
1440 | |
1441 | // Camera |
1442 | Projection projection = sky_scene_state.cam_projection; |
1443 | |
1444 | if (custom_fov && sky_scene_state.view_count == 1) { |
1445 | // With custom fov we don't support stereo... |
1446 | float near_plane = projection.get_z_near(); |
1447 | float far_plane = projection.get_z_far(); |
1448 | float aspect = projection.get_aspect(); |
1449 | |
1450 | projection.set_perspective(custom_fov, aspect, near_plane, far_plane); |
1451 | } |
1452 | |
1453 | sky_transform = sky_transform * sky_scene_state.cam_transform.basis; |
1454 | |
1455 | if (shader_data->uses_quarter_res) { |
1456 | PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES]; |
1457 | |
1458 | // Grab texture and framebuffer from cache, create if needed... |
1459 | uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; |
1460 | Size2i quarter_size = sky->screen_size / 4; |
1461 | RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size); |
1462 | RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture); |
1463 | |
1464 | RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers); |
1465 | |
1466 | Vector<Color> clear_colors; |
1467 | clear_colors.push_back(Color(0.0, 0.0, 0.0)); |
1468 | |
1469 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); |
1470 | _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); |
1471 | RD::get_singleton()->draw_list_end(); |
1472 | } |
1473 | |
1474 | if (shader_data->uses_half_res) { |
1475 | PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES]; |
1476 | |
1477 | // Grab texture and framebuffer from cache, create if needed... |
1478 | uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; |
1479 | Size2i half_size = sky->screen_size / 2; |
1480 | RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size); |
1481 | RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture); |
1482 | |
1483 | RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers); |
1484 | |
1485 | Vector<Color> clear_colors; |
1486 | clear_colors.push_back(Color(0.0, 0.0, 0.0)); |
1487 | |
1488 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); |
1489 | _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); |
1490 | RD::get_singleton()->draw_list_end(); |
1491 | } |
1492 | |
1493 | RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers |
1494 | } |
1495 | |
1496 | void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier) { |
1497 | ERR_FAIL_COND(p_render_buffers.is_null()); |
1498 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
1499 | ERR_FAIL_COND(p_env.is_null()); |
1500 | |
1501 | Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
1502 | |
1503 | SkyMaterialData *material = nullptr; |
1504 | RID sky_material; |
1505 | |
1506 | RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); |
1507 | |
1508 | if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { |
1509 | ERR_FAIL_COND(!sky); |
1510 | sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); |
1511 | |
1512 | if (sky_material.is_valid()) { |
1513 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1514 | if (!material || !material->shader_data->valid) { |
1515 | material = nullptr; |
1516 | } |
1517 | } |
1518 | |
1519 | if (!material) { |
1520 | sky_material = sky_shader.default_material; |
1521 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1522 | } |
1523 | } |
1524 | |
1525 | if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { |
1526 | sky_material = sky_scene_state.fog_material; |
1527 | material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); |
1528 | } |
1529 | |
1530 | ERR_FAIL_COND(!material); |
1531 | |
1532 | SkyShaderData *shader_data = material->shader_data; |
1533 | ERR_FAIL_COND(!shader_data); |
1534 | |
1535 | material->set_as_used(); |
1536 | |
1537 | Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); |
1538 | sky_transform.invert(); |
1539 | |
1540 | float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); |
1541 | |
1542 | // Camera |
1543 | Projection projection = sky_scene_state.cam_projection; |
1544 | |
1545 | if (custom_fov && sky_scene_state.view_count == 1) { |
1546 | // With custom fov we don't support stereo... |
1547 | float near_plane = projection.get_z_near(); |
1548 | float far_plane = projection.get_z_far(); |
1549 | float aspect = projection.get_aspect(); |
1550 | |
1551 | projection.set_perspective(custom_fov, aspect, near_plane, far_plane); |
1552 | } |
1553 | |
1554 | sky_transform = sky_transform * sky_scene_state.cam_transform.basis; |
1555 | |
1556 | PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND]; |
1557 | |
1558 | RID texture_uniform_set; |
1559 | if (sky) { |
1560 | texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers); |
1561 | } else { |
1562 | texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set; |
1563 | } |
1564 | |
1565 | _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); |
1566 | } |
1567 | |
1568 | void SkyRD::invalidate_sky(Sky *p_sky) { |
1569 | if (!p_sky->dirty) { |
1570 | p_sky->dirty = true; |
1571 | p_sky->dirty_list = dirty_sky_list; |
1572 | dirty_sky_list = p_sky; |
1573 | } |
1574 | } |
1575 | |
1576 | void SkyRD::update_dirty_skys() { |
1577 | Sky *sky = dirty_sky_list; |
1578 | |
1579 | while (sky) { |
1580 | //update sky configuration if texture is missing |
1581 | |
1582 | // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic. |
1583 | // As this is basically a duplicate of the logic in reflection probes we could move this logic |
1584 | // into RenderSceneBuffersRD and use that from both places. |
1585 | if (sky->radiance.is_null()) { |
1586 | int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1; |
1587 | |
1588 | uint32_t w = sky->radiance_size, h = sky->radiance_size; |
1589 | int layers = roughness_layers; |
1590 | if (sky->mode == RS::SKY_MODE_REALTIME) { |
1591 | layers = 8; |
1592 | if (roughness_layers != 8) { |
1593 | 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." ); |
1594 | } |
1595 | } |
1596 | |
1597 | if (sky_use_cubemap_array) { |
1598 | //array (higher quality, 6 times more memory) |
1599 | RD::TextureFormat tf; |
1600 | tf.array_layers = layers * 6; |
1601 | tf.format = texture_format; |
1602 | tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; |
1603 | tf.mipmaps = mipmaps; |
1604 | tf.width = w; |
1605 | tf.height = h; |
1606 | tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; |
1607 | if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { |
1608 | tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; |
1609 | } |
1610 | |
1611 | sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
1612 | |
1613 | sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); |
1614 | |
1615 | } else { |
1616 | //regular cubemap, lower quality (aliasing, less memory) |
1617 | RD::TextureFormat tf; |
1618 | tf.array_layers = 6; |
1619 | tf.format = texture_format; |
1620 | tf.texture_type = RD::TEXTURE_TYPE_CUBE; |
1621 | tf.mipmaps = MIN(mipmaps, layers); |
1622 | tf.width = w; |
1623 | tf.height = h; |
1624 | tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; |
1625 | if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { |
1626 | tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; |
1627 | } |
1628 | |
1629 | sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
1630 | |
1631 | 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); |
1632 | } |
1633 | } |
1634 | |
1635 | sky->reflection.dirty = true; |
1636 | sky->processing_layer = 0; |
1637 | |
1638 | Sky *next = sky->dirty_list; |
1639 | sky->dirty_list = nullptr; |
1640 | sky->dirty = false; |
1641 | sky = next; |
1642 | } |
1643 | |
1644 | dirty_sky_list = nullptr; |
1645 | } |
1646 | |
1647 | RID SkyRD::sky_get_material(RID p_sky) const { |
1648 | Sky *sky = get_sky(p_sky); |
1649 | ERR_FAIL_COND_V(!sky, RID()); |
1650 | |
1651 | return sky->material; |
1652 | } |
1653 | |
1654 | float SkyRD::sky_get_baked_exposure(RID p_sky) const { |
1655 | Sky *sky = get_sky(p_sky); |
1656 | ERR_FAIL_COND_V(!sky, 1.0); |
1657 | |
1658 | return sky->baked_exposure; |
1659 | } |
1660 | |
1661 | RID SkyRD::allocate_sky_rid() { |
1662 | return sky_owner.allocate_rid(); |
1663 | } |
1664 | |
1665 | void SkyRD::initialize_sky_rid(RID p_rid) { |
1666 | sky_owner.initialize_rid(p_rid, Sky()); |
1667 | } |
1668 | |
1669 | SkyRD::Sky *SkyRD::get_sky(RID p_sky) const { |
1670 | return sky_owner.get_or_null(p_sky); |
1671 | } |
1672 | |
1673 | void SkyRD::free_sky(RID p_sky) { |
1674 | Sky *sky = get_sky(p_sky); |
1675 | ERR_FAIL_COND(!sky); |
1676 | |
1677 | sky->free(); |
1678 | sky_owner.free(p_sky); |
1679 | } |
1680 | |
1681 | void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { |
1682 | Sky *sky = get_sky(p_sky); |
1683 | ERR_FAIL_COND(!sky); |
1684 | |
1685 | if (sky->set_radiance_size(p_radiance_size)) { |
1686 | invalidate_sky(sky); |
1687 | } |
1688 | } |
1689 | |
1690 | void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { |
1691 | Sky *sky = get_sky(p_sky); |
1692 | ERR_FAIL_COND(!sky); |
1693 | |
1694 | if (sky->set_mode(p_mode)) { |
1695 | invalidate_sky(sky); |
1696 | } |
1697 | } |
1698 | |
1699 | void SkyRD::sky_set_material(RID p_sky, RID p_material) { |
1700 | Sky *sky = get_sky(p_sky); |
1701 | ERR_FAIL_COND(!sky); |
1702 | |
1703 | if (sky->set_material(p_material)) { |
1704 | invalidate_sky(sky); |
1705 | } |
1706 | } |
1707 | |
1708 | Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { |
1709 | Sky *sky = get_sky(p_sky); |
1710 | ERR_FAIL_COND_V(!sky, Ref<Image>()); |
1711 | |
1712 | update_dirty_skys(); |
1713 | |
1714 | return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); |
1715 | } |
1716 | |
1717 | RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const { |
1718 | Sky *sky = get_sky(p_sky); |
1719 | ERR_FAIL_COND_V(!sky, RID()); |
1720 | |
1721 | return sky->radiance; |
1722 | } |
1723 | |