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Diffstat (limited to 'servers/rendering/renderer_rd/environment/sky.h')
-rw-r--r-- | servers/rendering/renderer_rd/environment/sky.h | 324 |
1 files changed, 324 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h new file mode 100644 index 0000000000..080165c112 --- /dev/null +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -0,0 +1,324 @@ +/*************************************************************************/ +/* sky.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef SKY_RD_H +#define SKY_RD_H + +#include "core/templates/rid_owner.h" +#include "servers/rendering/renderer_compositor.h" +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" + +// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound +class RendererSceneRenderRD; + +namespace RendererRD { + +class SkyRD { +public: + enum SkySet { + SKY_SET_UNIFORMS, + SKY_SET_MATERIAL, + SKY_SET_TEXTURES, + SKY_SET_FOG, + SKY_SET_MAX + }; + + // Skys need less info from Directional Lights than the normal shaders + struct SkyDirectionalLightData { + float direction[3]; + float energy; + float color[3]; + float size; + uint32_t enabled; + uint32_t pad[3]; + }; + +private: + RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + + RID index_buffer; + RID index_array; + + enum SkyTextureSetVersion { + SKY_TEXTURE_SET_BACKGROUND, + SKY_TEXTURE_SET_HALF_RES, + SKY_TEXTURE_SET_QUARTER_RES, + SKY_TEXTURE_SET_CUBEMAP, + SKY_TEXTURE_SET_CUBEMAP_HALF_RES, + SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, + SKY_TEXTURE_SET_MAX + }; + + enum SkyVersion { + SKY_VERSION_BACKGROUND, + SKY_VERSION_HALF_RES, + SKY_VERSION_QUARTER_RES, + SKY_VERSION_CUBEMAP, + SKY_VERSION_CUBEMAP_HALF_RES, + SKY_VERSION_CUBEMAP_QUARTER_RES, + + SKY_VERSION_BACKGROUND_MULTIVIEW, + SKY_VERSION_HALF_RES_MULTIVIEW, + SKY_VERSION_QUARTER_RES_MULTIVIEW, + + SKY_VERSION_MAX + }; + + struct SkyPushConstant { + float orientation[12]; // 48 - 48 + float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80 + float position[3]; // 12 - 92 + float multiplier; // 4 - 96 + float time; // 4 - 100 + float luminance_multiplier; // 4 - 104 + float pad[2]; // 8 - 112 // Using pad to align on 16 bytes + // 128 is the max size of a push constant. We can replace "pad" but we can't add any more. + }; + + struct SkyShaderData : public RendererRD::MaterialStorage::ShaderData { + bool valid = false; + RID version; + + PipelineCacheRD pipelines[SKY_VERSION_MAX]; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; + + Vector<uint32_t> ubo_offsets; + uint32_t ubo_size = 0; + + String path; + String code; + HashMap<StringName, HashMap<int, RID>> default_texture_params; + + bool uses_time = false; + bool uses_position = false; + bool uses_half_res = false; + bool uses_quarter_res = false; + bool uses_light = false; + + virtual void set_code(const String &p_Code); + virtual void set_path_hint(const String &p_hint); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; + virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_animated() const; + virtual bool casts_shadows() const; + virtual Variant get_default_parameter(const StringName &p_parameter) const; + virtual RS::ShaderNativeSourceCode get_native_source_code() const; + + SkyShaderData() {} + virtual ~SkyShaderData(); + }; + + void _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); + +public: + struct SkySceneState { + struct UBO { + uint32_t volumetric_fog_enabled; + float volumetric_fog_inv_length; + float volumetric_fog_detail_spread; + + float fog_aerial_perspective; + + float fog_light_color[3]; + float fog_sun_scatter; + + uint32_t fog_enabled; + float fog_density; + + float z_far; + uint32_t directional_light_count; + }; + + UBO ubo; + + SkyDirectionalLightData *directional_lights = nullptr; + SkyDirectionalLightData *last_frame_directional_lights = nullptr; + uint32_t max_directional_lights; + uint32_t last_frame_directional_light_count; + RID directional_light_buffer; + RID uniform_set; + RID uniform_buffer; + RID fog_uniform_set; + RID default_fog_uniform_set; + + RID fog_shader; + RID fog_material; + RID fog_only_texture_uniform_set; + } sky_scene_state; + + struct ReflectionData { + struct Layer { + struct Mipmap { + RID framebuffers[6]; + RID views[6]; + Size2i size; + }; + Vector<Mipmap> mipmaps; //per-face view + Vector<RID> views; // per-cubemap view + }; + + struct DownsampleLayer { + struct Mipmap { + RID view; + Size2i size; + + // for mobile only + RID views[6]; + RID framebuffers[6]; + }; + Vector<Mipmap> mipmaps; + }; + + RID radiance_base_cubemap; //cubemap for first layer, first cubemap + RID downsampled_radiance_cubemap; + DownsampleLayer downsampled_layer; + RID coefficient_buffer; + + bool dirty = true; + + Vector<Layer> layers; + + void clear_reflection_data(); + void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format); + void create_reflection_fast_filter(bool p_use_arrays); + void create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality); + void update_reflection_mipmaps(int p_start, int p_end); + }; + + /* Sky shader */ + + struct SkyShader { + SkyShaderRD shader; + ShaderCompiler compiler; + + RID default_shader; + RID default_material; + RID default_shader_rd; + } sky_shader; + + struct SkyMaterialData : public RendererRD::MaterialStorage::MaterialData { + SkyShaderData *shader_data = nullptr; + RID uniform_set; + bool uniform_set_updated; + + virtual void set_render_priority(int p_priority) {} + virtual void set_next_pass(RID p_pass) {} + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual ~SkyMaterialData(); + }; + + struct Sky { + RID radiance; + RID half_res_pass; + RID half_res_framebuffer; + RID quarter_res_pass; + RID quarter_res_framebuffer; + Size2i screen_size; + + RID texture_uniform_sets[SKY_TEXTURE_SET_MAX]; + RID uniform_set; + + RID material; + RID uniform_buffer; + + int radiance_size = 256; + + RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC; + + ReflectionData reflection; + bool dirty = false; + int processing_layer = 0; + Sky *dirty_list = nullptr; + + //State to track when radiance cubemap needs updating + SkyMaterialData *prev_material = nullptr; + Vector3 prev_position; + float prev_time; + + void free(); + + RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd); + bool set_radiance_size(int p_radiance_size); + bool set_mode(RS::SkyMode p_mode); + bool set_material(RID p_material); + Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size); + }; + + uint32_t sky_ggx_samples_quality; + bool sky_use_cubemap_array; + Sky *dirty_sky_list = nullptr; + mutable RID_Owner<Sky, true> sky_owner; + int roughness_layers; + + RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs(); + + RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader); + + SkyRD(); + void init(); + void set_texture_format(RD::DataFormat p_texture_format); + ~SkyRD(); + + void 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 update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); + void 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); // only called by clustered renderer + void 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 = 1.0); + void 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 = 1.0); + + void invalidate_sky(Sky *p_sky); + void update_dirty_skys(); + + RID sky_get_material(RID p_sky) const; + + RID allocate_sky_rid(); + void initialize_sky_rid(RID p_rid); + Sky *get_sky(RID p_sky) const; + void free_sky(RID p_sky); + void sky_set_radiance_size(RID p_sky, int p_radiance_size); + void sky_set_mode(RID p_sky, RS::SkyMode p_mode); + void sky_set_material(RID p_sky, RID p_material); + Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size); + + RID sky_get_radiance_texture_rd(RID p_sky) const; +}; + +} // namespace RendererRD + +#endif // SKY_RD_H |