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-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp647
1 files changed, 223 insertions, 424 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 228d2673f2..7e02f98ce9 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1,53 +1,56 @@
-/*************************************************************************/
-/* sky.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* sky.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "sky.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/rendering_server_globals.h"
using namespace RendererRD;
+#define RB_SCOPE_SKY SNAME("sky_buffers")
+#define RB_HALF_TEXTURE SNAME("half_texture")
+#define RB_QUARTER_TEXTURE SNAME("quarter_texture")
+
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
-void SkyRD::SkyShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
void SkyRD::SkyShaderData::set_code(const String &p_code) {
//compile
@@ -114,12 +117,16 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- // print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
@@ -147,82 +154,6 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
- if (!p_texture.is_valid()) {
- if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
- default_texture_params[p_name].erase(p_index);
-
- if (default_texture_params[p_name].is_empty()) {
- default_texture_params.erase(p_name);
- }
- }
- } else {
- if (!default_texture_params.has(p_name)) {
- default_texture_params[p_name] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void SkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- HashMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
- String last_group;
- for (const KeyValue<int, StringName> &E : order) {
- String group = uniforms[E.value].group;
- if (!uniforms[E.value].subgroup.is_empty()) {
- group += "::" + uniforms[E.value].subgroup;
- }
-
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
-
- last_group = group;
- }
-
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- RendererMaterialStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E.value);
- p.info.name = E.key; //supply name
- p.index = E.value.instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
- p_param_list->push_back(p);
- }
-}
-
-bool SkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
bool SkyRD::SkyShaderData::is_animated() const {
return false;
}
@@ -231,15 +162,6 @@ bool SkyRD::SkyShaderData::casts_shadows() const {
return false;
}
-Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
- }
- return Variant();
-}
-
RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
@@ -263,7 +185,7 @@ bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant
uniform_set_updated = true;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+ 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);
}
SkyRD::SkyMaterialData::~SkyMaterialData() {
@@ -288,22 +210,20 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
+void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
- for (uint32_t v = 0; v < p_view_count; v++) {
- // We only need key components of our projection matrix
- sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
- sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
- sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
- sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
- }
+ // We only need key components of our projection matrix
+ sky_push_constant.projection[0] = p_projection.columns[2][0];
+ sky_push_constant.projection[1] = p_projection.columns[0][0];
+ sky_push_constant.projection[2] = p_projection.columns[2][1];
+ sky_push_constant.projection[3] = p_projection.columns[1][1];
+
sky_push_constant.position[0] = p_position.x;
sky_push_constant.position[1] = p_position.y;
sky_push_constant.position[2] = p_position.z;
- sky_push_constant.multiplier = p_multiplier;
sky_push_constant.time = p_time;
sky_push_constant.luminance_multiplier = p_luminance_multiplier;
store_transform_3x3(p_orientation, sky_push_constant.orientation);
@@ -357,7 +277,7 @@ void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bo
uint32_t w = p_size, h = p_size;
EffectsRD *effects = RendererCompositorRD::singleton->get_effects();
- ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialized");
bool prefer_raster_effects = effects->get_prefer_raster_effects();
if (p_use_array) {
@@ -461,7 +381,7 @@ void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bo
void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
+ ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
if (prefer_raster_effects) {
@@ -519,7 +439,7 @@ void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
+ ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
if (prefer_raster_effects) {
@@ -588,7 +508,7 @@ void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_array
void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
- ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
+ ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
@@ -625,28 +545,15 @@ void SkyRD::Sky::free() {
uniform_buffer = RID();
}
- if (half_res_pass.is_valid()) {
- RD::get_singleton()->free(half_res_pass);
- half_res_pass = RID();
- }
-
- if (quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(quarter_res_pass);
- quarter_res_pass = RID();
- }
-
if (material.is_valid()) {
RSG::material_storage->material_free(material);
material = RID();
}
}
-RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
- return texture_uniform_sets[p_version];
- }
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -655,7 +562,7 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
u.append_id(radiance);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
uniforms.push_back(u);
}
@@ -663,17 +570,18 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1; // half res
- if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ if (reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
u.append_id(reflection.layers[0].views[1]);
} else {
- u.append_id(half_res_pass);
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
} else {
- if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ RID half_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE) : RID();
+ if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
+ u.append_id(half_texture);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
}
}
uniforms.push_back(u);
@@ -682,24 +590,24 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2; // quarter res
- if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ if (reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
u.append_id(reflection.layers[0].views[2]);
} else {
- u.append_id(quarter_res_pass);
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
} else {
- if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ RID quarter_texture = p_render_buffers->has_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) ? p_render_buffers->get_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE) : RID();
+ if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
+ u.append_id(quarter_texture);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
}
}
uniforms.push_back(u);
}
- texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
- return texture_uniform_sets[p_version];
+ return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
}
bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
@@ -758,7 +666,7 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
tf.width = p_size.width;
tf.height = p_size.height;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
@@ -768,9 +676,7 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
RD::get_singleton()->free(rad_tex);
- Ref<Image> img;
- img.instantiate();
- img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
+ Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
for (int i = 0; i < p_size.width; i++) {
for (int j = 0; j < p_size.height; j++) {
Color c = img->get_pixel(i, j);
@@ -789,24 +695,24 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
////////////////////////////////////////////////////////////////////////////////
// SkyRD
-RendererRD::ShaderData *SkyRD::_create_sky_shader_func() {
+RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
-RendererRD::ShaderData *SkyRD::_create_sky_shader_funcs() {
+RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
// !BAS! Why isn't _create_sky_shader_func not just static too?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
};
-RendererRD::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
-RendererRD::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
// !BAS! same here, we could just make _create_sky_material_func static?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
@@ -855,8 +761,8 @@ void SkyRD::init() {
}
// register our shader funds
- material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
- material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+ material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
ShaderCompiler::DefaultIdentifierActions actions;
@@ -864,7 +770,7 @@ void SkyRD::init() {
actions.renames["COLOR"] = "color";
actions.renames["ALPHA"] = "alpha";
actions.renames["EYEDIR"] = "cube_normal";
- actions.renames["POSITION"] = "params.position_multiplier.xyz";
+ actions.renames["POSITION"] = "params.position";
actions.renames["SKY_COORDS"] = "panorama_coords";
actions.renames["SCREEN_UV"] = "uv";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
@@ -903,6 +809,7 @@ void SkyRD::init() {
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+ actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
@@ -937,7 +844,7 @@ void sky() {
material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
- SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
+ SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
@@ -999,7 +906,7 @@ void sky() {
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
u.append_id(vfog);
uniforms.push_back(u);
}
@@ -1033,21 +940,21 @@ void sky() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
@@ -1080,7 +987,7 @@ SkyRD::~SkyRD() {
// cleanup anything created in init...
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
+ SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
RD::get_singleton()->free(sky_scene_state.uniform_buffer);
@@ -1106,11 +1013,17 @@ SkyRD::~SkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+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 Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
+ ERR_FAIL_COND(p_render_buffers.is_null());
+
+ // make sure we support our view count
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
SkyMaterialData *material = nullptr;
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
@@ -1122,7 +1035,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1130,7 +1043,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1139,31 +1052,14 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
ERR_FAIL_COND(!shader_data);
- // Invalidate supbass buffers if screen size changes
- if (sky->screen_size != p_screen_size) {
- sky->screen_size = p_screen_size;
- sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
- sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
- if (shader_data->uses_half_res) {
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
- }
- invalidate_sky(sky);
- }
- if (shader_data->uses_quarter_res) {
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
- }
- invalidate_sky(sky);
- }
- }
+ material->set_as_used();
+
+ // Save our screen size, our buffers will already have been cleared
+ sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
+ sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
- // Create new subpass buffers if necessary
- if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
- (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
- sky->radiance.is_null()) {
+ // Trigger updating radiance buffers
+ if (sky->radiance.is_null()) {
invalidate_sky(sky);
update_dirty_skys();
}
@@ -1184,29 +1080,28 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
sky->reflection.dirty = true;
}
- if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_transform.origin;
+ if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_cam_transform.origin;
sky->reflection.dirty = true;
}
+ sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
- sky_scene_state.ubo.directional_light_count = 0;
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass
for (int i = 0; i < (int)p_lights.size(); i++) {
- RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
- if (!li) {
+ if (!light_storage->owns_light_instance(p_lights[i])) {
continue;
}
- RID base = li->light;
+ RID base = light_storage->light_instance_get_base_light(p_lights[i]);
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
- Transform3D light_transform = li->transform;
+ Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
@@ -1216,6 +1111,14 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+ if (p_scene_render->is_using_physical_light_units()) {
+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ }
+
+ if (p_camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ }
+
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
@@ -1228,7 +1131,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
@@ -1248,6 +1151,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false;
+ sky_scene_state.last_frame_directional_lights[i].enabled = false;
}
}
@@ -1283,28 +1187,42 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
//setup fog variables
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
- if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
+ if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
sky_scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
+ float fog_end = fog->length;
if (fog_end > 0.0) {
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
} else {
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ float fog_detail_spread = fog->spread; //reverse lookup
if (fog_detail_spread > 0.0) {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
- sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
+ sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
}
}
- sky_scene_state.ubo.z_far = p_projection.get_z_far();
+ sky_scene_state.view_count = p_view_count;
+ sky_scene_state.cam_transform = p_cam_transform;
+ sky_scene_state.cam_projection = p_view_projections[0]; // We only use this when rendering a single view
+
+ // Our info in our UBO is only used if we're rendering stereo
+ for (uint32_t i = 0; i < p_view_count; i++) {
+ RendererRD::MaterialStorage::store_camera(p_view_projections[i].inverse(), sky_scene_state.ubo.view_inv_projections[i]);
+ sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x;
+ sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y;
+ sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z;
+ sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
+ }
+
+ sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
@@ -1315,10 +1233,14 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
+ sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env);
+ sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env);
+
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
-void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+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) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@@ -1330,7 +1252,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1338,7 +1260,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1347,8 +1269,6 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
ERR_FAIL_COND(!shader_data);
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
-
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
RS::SkyMode sky_mode = sky->mode;
@@ -1398,6 +1318,8 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
correction.set_depth_correction(true);
cm = correction * cm;
+ // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
+
if (shader_data->uses_quarter_res) {
RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
@@ -1408,10 +1330,10 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1427,10 +1349,10 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1442,10 +1364,10 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1471,7 +1393,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
}
sky->processing_layer = 1;
}
-
+ sky->baked_exposure = p_luminance_multiplier;
sky->reflection.dirty = false;
} else {
@@ -1487,13 +1409,11 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
}
}
-void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) {
+void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
- ERR_FAIL_COND(p_view_count == 0);
- ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
-
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
SkyMaterialData *material = nullptr;
@@ -1506,7 +1426,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1514,178 +1434,94 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
SkyShaderData *shader_data = material->shader_data;
-
ERR_FAIL_COND(!shader_data);
- Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
- sky_transform.invert();
-
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
- float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
-
- // Camera
- Projection camera;
- uint32_t view_count = p_view_count;
- const Projection *projections = p_projections;
-
- if (custom_fov) {
- // With custom fov we don't support stereo...
- float near_plane = p_projections[0].get_z_near();
- float far_plane = p_projections[0].get_z_far();
- float aspect = p_projections[0].get_aspect();
-
- camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
-
- view_count = 1;
- projections = &camera;
- }
-
- sky_transform = sky_transform * p_transform.basis;
-
- if (shader_data->uses_quarter_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
-
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
- RD::get_singleton()->draw_list_end();
- }
-
- if (shader_data->uses_half_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
-
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
- RD::get_singleton()->draw_list_end();
- }
-
- PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
-
- RID texture_uniform_set;
- if (sky) {
- texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
- } else {
- texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
- }
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
- RD::get_singleton()->draw_list_end();
-}
-
-void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- ERR_FAIL_COND(p_env.is_null());
-
- ERR_FAIL_COND(p_view_count == 0);
- ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
-
- Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
- ERR_FAIL_COND(!sky);
-
- SkyMaterialData *material = nullptr;
- RID sky_material;
-
- sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
-
- if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
+ if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
+ return;
}
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
- }
-
- ERR_FAIL_COND(!material);
+ material->set_as_used();
- SkyShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
+ RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
+ RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
- Projection camera;
- uint32_t view_count = p_view_count;
- const Projection *projections = p_projections;
+ Projection projection = sky_scene_state.cam_projection;
- if (custom_fov) {
+ if (custom_fov && sky_scene_state.view_count == 1) {
// With custom fov we don't support stereo...
- float near_plane = p_projections[0].get_z_near();
- float far_plane = p_projections[0].get_z_far();
- float aspect = p_projections[0].get_aspect();
+ float near_plane = projection.get_z_near();
+ float far_plane = projection.get_z_far();
+ float aspect = projection.get_aspect();
- camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
-
- view_count = 1;
- projections = &camera;
+ projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
}
- sky_transform = p_transform.basis * sky_transform;
+ sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
if (shader_data->uses_quarter_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
+ PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
+
+ // Grab texture and framebuffer from cache, create if needed...
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ Size2i quarter_size = sky->screen_size / 4;
+ RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
+ RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ 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);
+ _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
if (shader_data->uses_half_res) {
- PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
+ PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
- RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+ // Grab texture and framebuffer from cache, create if needed...
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ Size2i half_size = sky->screen_size / 2;
+ RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
+ RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
+
+ RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ 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);
+ _render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
+
+ RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
-void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+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) {
+ ERR_FAIL_COND(p_render_buffers.is_null());
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
- ERR_FAIL_COND(p_view_count == 0);
- ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
-
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
SkyMaterialData *material = nullptr;
@@ -1698,7 +1534,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1706,56 +1542,51 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
SkyShaderData *shader_data = material->shader_data;
-
ERR_FAIL_COND(!shader_data);
+ material->set_as_used();
+
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
- Projection camera;
- uint32_t view_count = p_view_count;
- const Projection *projections = p_projections;
+ Projection projection = sky_scene_state.cam_projection;
- if (custom_fov) {
+ if (custom_fov && sky_scene_state.view_count == 1) {
// With custom fov we don't support stereo...
- float near_plane = p_projections[0].get_z_near();
- float far_plane = p_projections[0].get_z_far();
- float aspect = p_projections[0].get_aspect();
-
- camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+ float near_plane = projection.get_z_near();
+ float far_plane = projection.get_z_far();
+ float aspect = projection.get_aspect();
- view_count = 1;
- projections = &camera;
+ projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
}
- sky_transform = p_transform.basis * sky_transform;
+ sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
- PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
+ PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
RID texture_uniform_set;
if (sky) {
- texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
} else {
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
- _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
}
void SkyRD::invalidate_sky(Sky *p_sky) {
@@ -1770,9 +1601,11 @@ void SkyRD::update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
- bool texture_set_dirty = false;
//update sky configuration if texture is missing
+ // TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
+ // As this is basically a duplicate of the logic in reflection probes we could move this logic
+ // into RenderSceneBuffersRD and use that from both places.
if (sky->radiance.is_null()) {
int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
@@ -1815,47 +1648,6 @@ void SkyRD::update_dirty_skys() {
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);
}
- texture_set_dirty = true;
- }
-
- // Create subpass buffers if they haven't been created already
- if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
- RD::TextureFormat tformat;
- tformat.format = texture_format;
- tformat.width = sky->screen_size.x / 2;
- tformat.height = sky->screen_size.y / 2;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- Vector<RID> texs;
- texs.push_back(sky->half_res_pass);
- sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
- texture_set_dirty = true;
- }
-
- if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
- RD::TextureFormat tformat;
- tformat.format = texture_format;
- tformat.width = sky->screen_size.x / 4;
- tformat.height = sky->screen_size.y / 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.texture_type = RD::TEXTURE_TYPE_2D;
-
- sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- Vector<RID> texs;
- texs.push_back(sky->quarter_res_pass);
- sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
- texture_set_dirty = true;
- }
-
- if (texture_set_dirty) {
- for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
- if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
- RD::get_singleton()->free(sky->texture_uniform_sets[i]);
- sky->texture_uniform_sets[i] = RID();
- }
- }
}
sky->reflection.dirty = true;
@@ -1877,6 +1669,13 @@ RID SkyRD::sky_get_material(RID p_sky) const {
return sky->material;
}
+float SkyRD::sky_get_baked_exposure(RID p_sky) const {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, 1.0);
+
+ return sky->baked_exposure;
+}
+
RID SkyRD::allocate_sky_rid() {
return sky_owner.allocate_rid();
}