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-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp177
-rw-r--r--servers/rendering/renderer_rd/environment/fog.h75
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp81
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h58
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp553
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h134
6 files changed, 384 insertions, 694 deletions
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 74082906c4..4253ea8610 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* fog.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* fog.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 "fog.h"
@@ -82,11 +82,11 @@ void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
-void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
+void Fog::fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) {
FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
ERR_FAIL_COND(!fog_volume);
- fog_volume->extents = p_extents;
+ fog_volume->size = p_size;
fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
@@ -120,8 +120,8 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
case RS::FOG_VOLUME_SHAPE_CYLINDER:
case RS::FOG_VOLUME_SHAPE_BOX: {
AABB aabb;
- aabb.position = -fog_volume->extents;
- aabb.size = fog_volume->extents * 2;
+ aabb.position = -fog_volume->size / 2;
+ aabb.size = fog_volume->size;
return aabb;
}
default: {
@@ -131,10 +131,10 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
}
}
-Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
+Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const {
const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
ERR_FAIL_COND_V(!fog_volume, Vector3());
- return fog_volume->extents;
+ return fog_volume->size;
}
////////////////////////////////////////////////////////////////////////////////
@@ -210,7 +210,7 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
actions.renames["WORLD_POSITION"] = "world.xyz";
actions.renames["OBJECT_POSITION"] = "params.position";
actions.renames["UVW"] = "uvw";
- actions.renames["EXTENTS"] = "params.extents";
+ actions.renames["SIZE"] = "params.size";
actions.renames["ALBEDO"] = "albedo";
actions.renames["DENSITY"] = "density";
actions.renames["EMISSION"] = "emission";
@@ -319,10 +319,6 @@ void Fog::free_fog_shader() {
material_storage->material_free(volumetric_fog.default_material);
}
-void Fog::FogShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
void Fog::FogShaderData::set_code(const String &p_code) {
//compile
@@ -366,83 +362,6 @@ void Fog::FogShaderData::set_code(const String &p_code) {
valid = true;
}
-void Fog::FogShaderData::set_default_texture_parameter(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 Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
- RBMap<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 Fog::FogShaderData::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 Fog::FogShaderData::is_parameter_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
bool Fog::FogShaderData::is_animated() const {
return false;
}
@@ -451,15 +370,6 @@ bool Fog::FogShaderData::casts_shadows() const {
return false;
}
-Variant Fog::FogShaderData::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 Fog::FogShaderData::get_native_source_code() const {
Fog *fog_singleton = Fog::get_singleton();
@@ -727,13 +637,13 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
any_uses_time |= shader_data->uses_time;
- Vector3i min = Vector3i();
- Vector3i max = Vector3i();
- Vector3i kernel_size = Vector3i();
+ Vector3i min;
+ Vector3i max;
+ Vector3i kernel_size;
Vector3 position = fog_volume_instance->transform.get_origin();
RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
- Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
+ Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_size(fog_volume) / 2;
if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
// Local fog volume.
@@ -773,9 +683,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
push_constant.position[0] = position.x;
push_constant.position[1] = position.y;
push_constant.position[2] = position.z;
- push_constant.extents[0] = extents.x;
- push_constant.extents[1] = extents.y;
- push_constant.extents[2] = extents.z;
+ push_constant.size[0] = extents.x * 2;
+ push_constant.size[1] = extents.y * 2;
+ push_constant.size[2] = extents.z * 2;
push_constant.corner[0] = min.x;
push_constant.corner[1] = min.y;
push_constant.corner[2] = min.z;
@@ -789,6 +699,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ material->set_as_used();
}
RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
index 0ade995758..0b6bcc29fb 100644
--- a/servers/rendering/renderer_rd/environment/fog.h
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* fog.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* fog.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef FOG_RD_H
#define FOG_RD_H
@@ -53,7 +53,7 @@ private:
struct FogVolume {
RID material;
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
@@ -83,7 +83,7 @@ private:
float position[3];
float pad;
- float extents[3];
+ float size[3];
float pad2;
int32_t corner[3];
@@ -188,27 +188,18 @@ private:
RID version;
RID pipeline;
- 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;
- virtual void set_path_hint(const String &p_hint);
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_parameter(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_parameter_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;
FogShaderData() {}
@@ -248,12 +239,12 @@ public:
Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
- virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override;
+ virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
- Vector3 fog_volume_get_extents(RID p_fog_volume) const;
+ Vector3 fog_volume_get_size(RID p_fog_volume) const;
/* FOG VOLUMES INSTANCE */
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index f4a27144d9..08133bf8d6 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gi.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gi.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 "gi.h"
@@ -540,9 +540,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
}
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
-
+ for (SDFGI::Cascade &cascade : cascades) {
/* 3D Textures */
cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
@@ -743,9 +741,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
}
//direct light
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
-
+ for (SDFGI::Cascade &cascade : cascades) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -1134,8 +1130,7 @@ void GI::SDFGI::free_data() {
}
GI::SDFGI::~SDFGI() {
- for (uint32_t i = 0; i < cascades.size(); i++) {
- const SDFGI::Cascade &c = cascades[i];
+ for (const SDFGI::Cascade &c : cascades) {
RD::get_singleton()->free(c.light_data);
RD::get_singleton()->free(c.light_aniso_0_tex);
RD::get_singleton()->free(c.light_aniso_1_tex);
@@ -1198,8 +1193,7 @@ void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
+ for (SDFGI::Cascade &cascade : cascades) {
cascade.dirty_regions = Vector3i();
Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
@@ -2866,7 +2860,8 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
{
Transform3D to_cell = gi->voxel_gi_get_to_cell_xform(probe);
- Transform3D to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
+ Transform3D to_probe_xform = to_cell * transform.affine_inverse();
+
//update lights
for (uint32_t i = 0; i < light_count; i++) {
@@ -3495,6 +3490,10 @@ void GI::init(SkyRD *p_sky) {
{
//calculate tables
String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ if (RendererSceneRenderRD::get_singleton()->is_vrs_supported()) {
+ defines += "\n#define USE_VRS\n";
+ }
+
Vector<String> gi_modes;
gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_VOXEL_GI
@@ -4010,7 +4009,7 @@ void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_nor
u.append_id(rbgi->scene_data_ubo);
uniforms.push_back(u);
}
- {
+ if (RendererSceneRenderRD::get_singleton()->is_vrs_supported()) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 19;
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index 2182ca6a20..651a660f5c 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gi.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gi.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef GI_RD_H
#define GI_RD_H
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 6940276040..7fff349b3c 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1,54 +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
@@ -152,82 +154,6 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void SkyRD::SkyShaderData::set_default_texture_parameter(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_shader_uniform_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_parameter_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;
}
@@ -236,15 +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);
@@ -293,18 +210,17 @@ 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, 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].columns[2][0];
- sky_push_constant.projections[v][1] = p_projections[v].columns[0][0];
- sky_push_constant.projections[v][2] = p_projections[v].columns[2][1];
- sky_push_constant.projections[v][3] = p_projections[v].columns[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;
@@ -361,7 +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) {
@@ -431,7 +347,10 @@ void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bo
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
tf.array_layers = 6;
tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
+ }
downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
@@ -465,7 +384,7 @@ 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) {
@@ -523,7 +442,7 @@ 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) {
@@ -592,7 +511,7 @@ 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");
@@ -629,28 +548,15 @@ 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;
@@ -667,17 +573,18 @@ 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.size() && reflection.layers[0].views.size() >= 2 && reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
u.append_id(reflection.layers[0].views[1]);
} else {
- u.append_id(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::TextureStorage::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::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
}
}
uniforms.push_back(u);
@@ -686,24 +593,24 @@ 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.size() && reflection.layers[0].views.size() >= 3 && reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
u.append_id(reflection.layers[0].views[2]);
} else {
- u.append_id(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::TextureStorage::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::TextureStorage::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) {
@@ -1109,11 +1016,17 @@ SkyRD::~SkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, 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));
@@ -1142,31 +1055,14 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
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();
- // 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()) {
+ // Save our screen size, our buffers will already have been cleared
+ sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
+ sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
+
+ // Trigger updating radiance buffers
+ if (sky->radiance.is_null()) {
invalidate_sky(sky);
update_dirty_skys();
}
@@ -1187,13 +1083,13 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
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
@@ -1316,7 +1212,20 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
}
}
- 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);
@@ -1333,7 +1242,8 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
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());
@@ -1411,7 +1321,9 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
correction.set_depth_correction(true);
cm = correction * cm;
- if (shader_data->uses_quarter_res) {
+ // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
+
+ if (shader_data->uses_quarter_res && roughness_layers >= 3) {
RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
@@ -1421,16 +1333,18 @@ 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, 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();
+ } else if (shader_data->uses_quarter_res && roughness_layers < 3) {
+ ERR_PRINT_ED("Cannot use quarter res buffer in sky shader when roughness layers is less than 3. Please increase rendering/reflections/sky_reflections/roughness_layers.");
}
- if (shader_data->uses_half_res) {
+ if (shader_data->uses_half_res && roughness_layers >= 2) {
RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
@@ -1440,13 +1354,15 @@ 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, 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();
+ } else if (shader_data->uses_half_res && roughness_layers < 2) {
+ ERR_PRINT_ED("Cannot use half res buffer in sky shader when roughness layers is less than 2. Please increase rendering/reflections/sky_reflections/roughness_layers.");
}
RD::DrawListID cubemap_draw_list;
@@ -1455,10 +1371,10 @@ 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, 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();
@@ -1500,13 +1416,11 @@ 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, float p_luminance_multiplier) {
+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;
@@ -1539,105 +1453,16 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
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 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, p_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];
-
- 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, p_transform.origin, p_luminance_multiplier);
- 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, p_transform.origin, p_luminance_multiplier);
- 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::MaterialStorage::SHADER_TYPE_SKY));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
+ if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
+ return;
}
- 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();
@@ -1645,58 +1470,65 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
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, 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];
+
+ // 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);
+ 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, 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;
@@ -1729,43 +1561,39 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
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 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, 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) {
@@ -1780,9 +1608,11 @@ 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;
@@ -1804,7 +1634,10 @@ void SkyRD::update_dirty_skys() {
tf.mipmaps = mipmaps;
tf.width = w;
tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
+ }
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -1819,53 +1652,15 @@ void SkyRD::update_dirty_skys() {
tf.mipmaps = MIN(mipmaps, layers);
tf.width = w;
tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
+ }
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
}
- 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;
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h
index 45c4f9bda7..4ace59dfa5 100644
--- a/servers/rendering/renderer_rd/environment/sky.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* sky.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SKY_RD_H
#define SKY_RD_H
@@ -99,11 +99,11 @@ private:
struct SkyPushConstant {
float orientation[12]; // 48 - 48
- float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80
- float position[3]; // 12 - 92
- float time; // 4 - 96
- float pad[3]; // 12 - 108
- float luminance_multiplier; // 4 - 112
+ float projection[4]; // 16 - 64
+ float position[3]; // 12 - 76
+ float time; // 4 - 80
+ float pad[3]; // 12 - 92
+ float luminance_multiplier; // 4 - 96
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
@@ -112,15 +112,12 @@ private:
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;
@@ -129,46 +126,47 @@ private:
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_parameter(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_parameter_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, const Vector3 &p_position, float p_luminance_multiplier);
+ void _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);
public:
struct SkySceneState {
struct UBO {
- uint32_t volumetric_fog_enabled; // 4 - 4
- float volumetric_fog_inv_length; // 4 - 8
- float volumetric_fog_detail_spread; // 4 - 12
- float volumetric_fog_sky_affect; // 4 - 16
-
- uint32_t fog_enabled; // 4 - 20
- float fog_sky_affect; // 4 - 24
- float fog_density; // 4 - 28
- float fog_sun_scatter; // 4 - 32
-
- float fog_light_color[3]; // 12 - 44
- float fog_aerial_perspective; // 4 - 48
-
- float z_far; // 4 - 52
- uint32_t directional_light_count; // 4 - 56
- uint32_t pad1; // 4 - 60
- uint32_t pad2; // 4 - 64
+ float view_inv_projections[RendererSceneRender::MAX_RENDER_VIEWS][16]; // 2 x 64 - 128
+ float view_eye_offsets[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 160
+
+ uint32_t volumetric_fog_enabled; // 4 - 164
+ float volumetric_fog_inv_length; // 4 - 168
+ float volumetric_fog_detail_spread; // 4 - 172
+ float volumetric_fog_sky_affect; // 4 - 176
+
+ uint32_t fog_enabled; // 4 - 180
+ float fog_sky_affect; // 4 - 184
+ float fog_density; // 4 - 188
+ float fog_sun_scatter; // 4 - 192
+
+ float fog_light_color[3]; // 12 - 204
+ float fog_aerial_perspective; // 4 - 208
+
+ float z_far; // 4 - 212
+ uint32_t directional_light_count; // 4 - 216
+ uint32_t pad1; // 4 - 220
+ uint32_t pad2; // 4 - 224
};
UBO ubo;
+ uint32_t view_count = 1;
+ Transform3D cam_transform;
+ Projection cam_projection;
+
SkyDirectionalLightData *directional_lights = nullptr;
SkyDirectionalLightData *last_frame_directional_lights = nullptr;
uint32_t max_directional_lights;
@@ -247,13 +245,10 @@ public:
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;
@@ -276,7 +271,7 @@ public:
void free();
- RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd);
+ RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers);
bool set_radiance_size(int p_radiance_size);
bool set_mode(RS::SkyMode p_mode);
bool set_material(RID p_material);
@@ -300,11 +295,10 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~SkyRD();
- void setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, 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, float p_luminance_multiplier = 1.0); // 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 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);
+ void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0);
+ void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0);
+ void 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 = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();