/*************************************************************************/ /* renderer_scene_sky_rd.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "renderer_scene_sky_rd.h" #include "core/config/project_settings.h" #include "core/math/math_defs.h" #include "renderer_scene_render_rd.h" #include "servers/rendering/rendering_server_default.h" //////////////////////////////////////////////////////////////////////////////// // SKY SHADER void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { //compile code = p_code; valid = false; ubo_size = 0; uniforms.clear(); if (code == String()) { return; //just invalid, but no error } ShaderCompilerRD::GeneratedCode gen_code; ShaderCompilerRD::IdentifierActions actions; actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT; uses_time = false; uses_half_res = false; uses_quarter_res = false; uses_position = false; uses_light = false; actions.render_mode_flags["use_half_res_pass"] = &uses_half_res; actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["POSITION"] = &uses_position; actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light; actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light; actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light; actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light; actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light; actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light; actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light; actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light; actions.uniforms = &uniforms; // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code); ERR_FAIL_COND(err != OK); if (version.is_null()) { version = scene_singleton->sky.sky_shader.shader.version_create(); } #if 0 print_line("**compiling shader:"); print_line("**defines:\n"); for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } print_line("\n**uniforms:\n" + gen_code.uniforms); // print_line("\n**vertex_globals:\n" + gen_code.vertex_global); // print_line("\n**vertex_code:\n" + gen_code.vertex); print_line("\n**fragment_globals:\n" + gen_code.fragment_global); print_line("\n**fragment_code:\n" + gen_code.fragment); print_line("\n**light_code:\n" + gen_code.light); #endif scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; ubo_offsets = gen_code.uniform_offsets; texture_uniforms = gen_code.texture_uniforms; //update pipelines for (int i = 0; i < SKY_VERSION_MAX; i++) { RD::PipelineDepthStencilState depth_stencil_state; depth_stencil_state.enable_depth_test = true; depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i); pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0); } valid = true; } void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { if (!p_texture.is_valid()) { default_texture_params.erase(p_name); } else { default_texture_params[p_name] = p_texture; } } void RendererSceneSkyRD::SkyShaderData::get_param_list(List *p_param_list) const { Map order; for (Map::Element *E = uniforms.front(); E; E = E->next()) { if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } if (E->get().texture_order >= 0) { order[E->get().texture_order + 100000] = E->key(); } else { order[E->get().order] = E->key(); } } for (Map::Element *E = order.front(); E; E = E->next()) { PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]); pi.name = E->get(); p_param_list->push_back(pi); } } void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List *p_param_list) const { for (Map::Element *E = uniforms.front(); E; E = E->next()) { if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } RendererStorage::InstanceShaderParam p; p.info = ShaderLanguage::uniform_to_property_info(E->get()); p.info.name = E->key(); //supply name p.index = E->get().instance_index; p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint); p_param_list->push_back(p); } } bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } return uniforms[p_param].texture_order >= 0; } bool RendererSceneSkyRD::SkyShaderData::is_animated() const { return false; } bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const { return false; } Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const { if (uniforms.has(p_parameter)) { ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; Vector default_value = uniform.default_value; return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); } return Variant(); } RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const { RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version); } RendererSceneSkyRD::SkyShaderData::SkyShaderData() { valid = false; } RendererSceneSkyRD::SkyShaderData::~SkyShaderData() { RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; ERR_FAIL_COND(!scene_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { scene_singleton->sky.sky_shader.shader.version_free(version); } } //////////////////////////////////////////////////////////////////////////////// // Sky material void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; uniform_set_updated = true; if ((uint32_t)ubo_data.size() != shader_data->ubo_size) { p_uniform_dirty = true; if (uniform_buffer.is_valid()) { RD::get_singleton()->free(uniform_buffer); uniform_buffer = RID(); } ubo_data.resize(shader_data->ubo_size); if (ubo_data.size()) { uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size()); memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear } //clear previous uniform set if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { RD::get_singleton()->free(uniform_set); uniform_set = RID(); } } //check whether buffer changed if (p_uniform_dirty && ubo_data.size()) { update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false); RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw()); } uint32_t tex_uniform_count = shader_data->texture_uniforms.size(); if ((uint32_t)texture_cache.size() != tex_uniform_count) { texture_cache.resize(tex_uniform_count); p_textures_dirty = true; //clear previous uniform set if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { RD::get_singleton()->free(uniform_set); uniform_set = RID(); } } if (p_textures_dirty && tex_uniform_count) { update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true); } if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) { // This material does not require an uniform set, so don't create it. return; } if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { //no reason to update uniform set, only UBO (or nothing) was needed to update return; } Vector uniforms; { if (shader_data->ubo_size) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 0; u.ids.push_back(uniform_buffer); uniforms.push_back(u); } const RID *textures = texture_cache.ptrw(); for (uint32_t i = 0; i < tex_uniform_count; i++) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1 + i; u.ids.push_back(textures[i]); uniforms.push_back(u); } } uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL); } RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() { if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { RD::get_singleton()->free(uniform_set); } if (uniform_buffer.is_valid()) { RD::get_singleton()->free(uniform_buffer); } } //////////////////////////////////////////////////////////////////////////////// // ReflectionData void RendererSceneSkyRD::ReflectionData::clear_reflection_data() { layers.clear(); radiance_base_cubemap = RID(); if (downsampled_radiance_cubemap.is_valid()) { RD::get_singleton()->free(downsampled_radiance_cubemap); } downsampled_radiance_cubemap = RID(); downsampled_layer.mipmaps.clear(); coefficient_buffer = RID(); } void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers) { //recreate radiance and all data int mipmaps = p_mipmaps; uint32_t w = p_size, h = p_size; if (p_use_array) { int num_layers = p_low_quality ? 8 : p_roughness_layers; for (int i = 0; i < num_layers; i++) { ReflectionData::Layer layer; uint32_t mmw = w; uint32_t mmh = h; layer.mipmaps.resize(mipmaps); layer.views.resize(mipmaps); for (int j = 0; j < mipmaps; j++) { ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; for (int k = 0; k < 6; k++) { mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j); Vector fbtex; fbtex.push_back(mm.views[k]); mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); } layers.push_back(layer); } } else { mipmaps = p_low_quality ? 8 : mipmaps; //regular cubemap, lower quality (aliasing, less memory) ReflectionData::Layer layer; uint32_t mmw = w; uint32_t mmh = h; layer.mipmaps.resize(mipmaps); layer.views.resize(mipmaps); for (int j = 0; j < mipmaps; j++) { ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; for (int k = 0; k < 6; k++) { mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j); Vector fbtex; fbtex.push_back(mm.views[k]); mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); } layers.push_back(layer); } radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP); RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = 64; // Always 64x64 tf.height = 64; tf.texture_type = RD::TEXTURE_TYPE_CUBE; tf.array_layers = 6; tf.mipmaps = 7; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); { uint32_t mmw = 64; uint32_t mmh = 64; downsampled_layer.mipmaps.resize(7); for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) { ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); } } } void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) { p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); } Vector views; if (p_use_arrays) { for (int i = 1; i < layers.size(); i++) { views.push_back(layers[i].views[0]); } } else { for (int i = 1; i < layers[0].views.size(); i++) { views.push_back(layers[0].views[i]); } } p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays); } void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { if (p_use_arrays) { //render directly to the layers p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x); } else { p_storage->get_effects()->cubemap_roughness( layers[0].views[p_base_layer - 1], layers[0].views[p_base_layer], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), layers[0].mipmaps[p_base_layer].size.x); } } void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) { for (int i = p_start; i < p_end; i++) { for (int j = 0; j < layers[i].views.size() - 1; j++) { RID view = layers[i].views[j]; RID texture = layers[i].views[j + 1]; Size2i size = layers[i].mipmaps[j + 1].size; p_storage->get_effects()->cubemap_downsample(view, texture, size); } } } //////////////////////////////////////////////////////////////////////////////// // RendererSceneSkyRD::Sky void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) { if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); } reflection.clear_reflection_data(); if (uniform_buffer.is_valid()) { RD::get_singleton()->free(uniform_buffer); 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()) { p_storage->free(material); } } RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) { 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 uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) { u.ids.push_back(radiance); } else { u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } uniforms.push_back(u); } { 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) { u.ids.push_back(reflection.layers[0].views[1]); } else { u.ids.push_back(half_res_pass); } } else { if (p_version < SKY_TEXTURE_SET_CUBEMAP) { u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); } else { u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } uniforms.push_back(u); } { 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) { u.ids.push_back(reflection.layers[0].views[2]); } else { u.ids.push_back(quarter_res_pass); } } else { if (p_version < SKY_TEXTURE_SET_CUBEMAP) { u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); } else { u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } 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]; } bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) { ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false); if (radiance_size == p_radiance_size) { return false; } radiance_size = p_radiance_size; if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally."); radiance_size = 256; } if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); } reflection.clear_reflection_data(); return true; } bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) { if (mode == p_mode) { return false; } mode = p_mode; if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally."); set_radiance_size(256); } if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); } reflection.clear_reflection_data(); return true; } bool RendererSceneSkyRD::Sky::set_material(RID p_material) { if (material == p_material) { return false; } material = p_material; return true; } Ref RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) { if (radiance.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; tf.width = p_size.width; tf.height = p_size.height; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView()); p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1); Vector data = RD::get_singleton()->texture_get_data(rad_tex, 0); RD::get_singleton()->free(rad_tex); Ref img; img.instance(); img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data); for (int i = 0; i < p_size.width; i++) { for (int j = 0; j < p_size.height; j++) { Color c = img->get_pixel(i, j); c.r *= p_energy; c.g *= p_energy; c.b *= p_energy; img->set_pixel(i, j, c); } } return img; } return Ref(); } //////////////////////////////////////////////////////////////////////////////// // RendererSceneSkyRD RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() { SkyShaderData *shader_data = memnew(SkyShaderData); return shader_data; } RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() { // !BAS! Why isn't _create_sky_shader_func not just static too? return static_cast(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func(); }; RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = p_shader; material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) { // !BAS! same here, we could just make _create_sky_material_func static? return static_cast(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast(p_shader)); }; RendererSceneSkyRD::RendererSceneSkyRD() { roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers"); sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections"); } void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { storage = p_storage; { // Start with the directional lights for the sky sky_scene_state.max_directional_lights = 4; uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData); sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1; sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n"; // Initialize sky Vector sky_modes; sky_modes.push_back(""); // Full size sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap sky_shader.shader.initialize(sky_modes, defines); } // register our shader funds storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs); storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs); { ShaderCompilerRD::DefaultIdentifierActions actions; actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; actions.renames["EYEDIR"] = "cube_normal"; actions.renames["POSITION"] = "params.position_multiplier.xyz"; actions.renames["SKY_COORDS"] = "panorama_coords"; actions.renames["SCREEN_UV"] = "uv"; actions.renames["TIME"] = "params.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); actions.renames["HALF_RES_COLOR"] = "half_res_color"; actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color"; actions.renames["RADIANCE"] = "radiance"; actions.renames["FOG"] = "custom_fog"; actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled"; actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz"; actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w"; actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz"; actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w"; actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled"; actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz"; actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w"; actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz"; actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w"; actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled"; actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz"; actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w"; actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz"; actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w"; actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled"; actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz"; actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w"; actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz"; actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w"; actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS"; actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS"; actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS"; actions.custom_samplers["RADIANCE"] = "material_samplers[3]"; actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n"; actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n"; actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n"; actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; actions.texture_layout_set = 1; actions.base_uniform_string = "material."; actions.base_varying_index = 10; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.global_buffer_array_variable = "global_variables.data"; sky_shader.compiler.initialize(actions); } { // default material and shader for sky shader sky_shader.default_shader = storage->shader_allocate(); storage->shader_initialize(sky_shader.default_shader); storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n"); sky_shader.default_material = storage->material_allocate(); storage->material_initialize(sky_shader.default_material); storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND); sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO)); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 0; u.ids.resize(12); RID *ids_ptr = u.ids.ptrw(); ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; u.ids.push_back(storage->global_variables_get_storage_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(sky_scene_state.uniform_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(sky_scene_state.directional_light_buffer); uniforms.push_back(u); } sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS); } { Vector uniforms; { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); u.ids.push_back(vfog); uniforms.push_back(u); } sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG); } { // Need defaults for using fog with clear color sky_scene_state.fog_shader = storage->shader_allocate(); storage->shader_initialize(sky_scene_state.fog_shader); storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n"); sky_scene_state.fog_material = storage->material_allocate(); storage->material_initialize(sky_scene_state.fog_material); storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES); } } void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky... SkyMaterialData *material = nullptr; Sky *sky = get_sky(p_env->sky); RID sky_material; SkyShaderData *shader_data = nullptr; RS::EnvironmentBG background = p_env->background; if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet. ERR_FAIL_COND(!sky); sky_material = sky_get_material(p_env->sky); if (sky_material.is_valid()) { material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_shader.default_material; material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); } ERR_FAIL_COND(!material); shader_data = material->shader_data; ERR_FAIL_COND(!shader_data); } if (sky) { // 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); } } // 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()) { invalidate_sky(sky); update_dirty_skys(); } if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) { sky->prev_time = p_scene_render->time; sky->reflection.dirty = true; RenderingServerDefault::redraw_request(); } if (material != sky->prev_material) { sky->prev_material = material; sky->reflection.dirty = true; } if (material->uniform_set_updated) { material->uniform_set_updated = false; sky->reflection.dirty = true; } if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { sky->prev_position = p_transform.origin; sky->reflection.dirty = true; } if (shader_data->uses_light) { // Check whether the directional_light_buffer changes bool light_data_dirty = false; if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) { light_data_dirty = true; for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { sky_scene_state.directional_lights[i].enabled = false; } } if (!light_data_dirty) { for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) { if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] || sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] || sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] || sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy || sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] || sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] || sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] || sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled || sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) { light_data_dirty = true; break; } } } if (light_data_dirty) { RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights); SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights; sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights; sky_scene_state.directional_lights = temp; sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count; sky->reflection.dirty = true; } } } //setup fog variables sky_scene_state.ubo.volumetric_fog_enabled = false; if (p_render_buffers.is_valid()) { if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) { sky_scene_state.ubo.volumetric_fog_enabled = true; float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers); if (fog_end > 0.0) { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { sky_scene_state.ubo.volumetric_fog_inv_length = 1.0; } float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup if (fog_detail_spread > 0.0) { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; } } RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); if (fog_uniform_set != RID()) { sky_scene_state.fog_uniform_set = fog_uniform_set; } else { sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set; } } sky_scene_state.ubo.z_far = p_projection.get_z_far(); sky_scene_state.ubo.fog_enabled = p_env->fog_enabled; sky_scene_state.ubo.fog_density = p_env->fog_density; sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective; Color fog_color = p_env->fog_light_color.to_linear(); float fog_energy = p_env->fog_light_energy; sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter; RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); } void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) { ERR_FAIL_COND(!p_env); Sky *sky = get_sky(p_env->sky); ERR_FAIL_COND(!sky); RID sky_material = sky_get_material(p_env->sky); SkyMaterialData *material = nullptr; if (sky_material.is_valid()) { material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_shader.default_material; material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); } ERR_FAIL_COND(!material); SkyShaderData *shader_data = material->shader_data; ERR_FAIL_COND(!shader_data); float multiplier = p_env->bg_energy; bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; RS::SkyMode sky_mode = sky->mode; if (sky_mode == RS::SKY_MODE_AUTOMATIC) { if (shader_data->uses_time || shader_data->uses_position) { update_single_frame = true; sky_mode = RS::SKY_MODE_REALTIME; } else if (shader_data->uses_light || shader_data->ubo_size > 0) { update_single_frame = false; sky_mode = RS::SKY_MODE_INCREMENTAL; } else { update_single_frame = true; sky_mode = RS::SKY_MODE_QUALITY; } } if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) { // On the first frame after creating sky, rebuild in single frame update_single_frame = true; sky_mode = RS::SKY_MODE_QUALITY; } int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size(); // Update radiance cubemap if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) { static const Vector3 view_normals[6] = { Vector3(+1, 0, 0), Vector3(-1, 0, 0), Vector3(0, +1, 0), Vector3(0, -1, 0), Vector3(0, 0, +1), Vector3(0, 0, -1) }; static const Vector3 view_up[6] = { Vector3(0, -1, 0), Vector3(0, -1, 0), Vector3(0, 0, +1), Vector3(0, 0, -1), Vector3(0, -1, 0), Vector3(0, -1, 0) }; CameraMatrix cm; cm.set_perspective(90, 1, 0.01, 10.0); CameraMatrix correction; correction.set_depth_correction(true); cm = correction * cm; if (shader_data->uses_quarter_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES]; Vector clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID cubemap_draw_list; for (int i = 0; i < 6; i++) { Transform local_view; local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]); RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd); 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); storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin); RD::get_singleton()->draw_list_end(); } } if (shader_data->uses_half_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES]; Vector clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID cubemap_draw_list; for (int i = 0; i < 6; i++) { Transform local_view; local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]); RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd); 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); storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin); RD::get_singleton()->draw_list_end(); } } RD::DrawListID cubemap_draw_list; PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP]; for (int i = 0; i < 6; i++) { Transform local_view; local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]); RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd); 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); storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin); RD::get_singleton()->draw_list_end(); } if (sky_mode == RS::SKY_MODE_REALTIME) { sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array); if (sky_use_cubemap_array) { sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size()); } } else { if (update_single_frame) { for (int i = 1; i < max_processing_layer; i++) { sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality); } if (sky_use_cubemap_array) { sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size()); } } else { if (sky_use_cubemap_array) { // Multi-Frame so just update the first array level sky->reflection.update_reflection_mipmaps(storage, 0, 1); } } sky->processing_layer = 1; } sky->reflection.dirty = false; } else { if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality); if (sky_use_cubemap_array) { sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1); } sky->processing_layer++; } } } void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) { ERR_FAIL_COND(!p_env); Sky *sky = get_sky(p_env->sky); ERR_FAIL_COND(!sky); SkyMaterialData *material = nullptr; RID sky_material; RS::EnvironmentBG background = p_env->background; if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_COND(!sky); sky_material = sky_get_material(p_env->sky); if (sky_material.is_valid()) { material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_shader.default_material; material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); } ERR_FAIL_COND(!material); SkyShaderData *shader_data = material->shader_data; ERR_FAIL_COND(!shader_data); Basis sky_transform = p_env->sky_orientation; sky_transform.invert(); float multiplier = p_env->bg_energy; float custom_fov = p_env->sky_custom_fov; // Camera CameraMatrix camera; if (custom_fov) { float near_plane = p_projection.get_z_near(); float far_plane = p_projection.get_z_far(); float aspect = p_projection.get_aspect(); camera.set_perspective(custom_fov, aspect, near_plane, far_plane); } else { camera = p_projection; } sky_transform = p_transform.basis * sky_transform; if (shader_data->uses_quarter_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES]; RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd); Vector 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); storage->get_effects()->render_sky(draw_list, p_time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin); RD::get_singleton()->draw_list_end(); } if (shader_data->uses_half_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES]; RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd); Vector 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); storage->get_effects()->render_sky(draw_list, p_time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin); RD::get_singleton()->draw_list_end(); } PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND]; RID texture_uniform_set; if (sky) { texture_uniform_set = sky->get_textures(storage, 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); storage->get_effects()->render_sky(draw_list, p_time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin); RD::get_singleton()->draw_list_end(); } void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) { if (!p_sky->dirty) { p_sky->dirty = true; p_sky->dirty_list = dirty_sky_list; dirty_sky_list = p_sky; } } void RendererSceneSkyRD::update_dirty_skys() { Sky *sky = dirty_sky_list; while (sky) { bool texture_set_dirty = false; //update sky configuration if texture is missing if (sky->radiance.is_null()) { int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1; uint32_t w = sky->radiance_size, h = sky->radiance_size; int layers = roughness_layers; if (sky->mode == RS::SKY_MODE_REALTIME) { layers = 8; if (roughness_layers != 8) { WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections"); } } if (sky_use_cubemap_array) { //array (higher quality, 6 times more memory) RD::TextureFormat tf; tf.array_layers = layers * 6; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; 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; sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers); } else { //regular cubemap, lower quality (aliasing, less memory) RD::TextureFormat tf; tf.array_layers = 6; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.texture_type = RD::TEXTURE_TYPE_CUBE; 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; 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_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 = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; 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 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 = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; 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 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; sky->processing_layer = 0; Sky *next = sky->dirty_list; sky->dirty_list = nullptr; sky->dirty = false; sky = next; } dirty_sky_list = nullptr; } RID RendererSceneSkyRD::sky_get_material(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, RID()); return sky->material; } RID RendererSceneSkyRD::allocate_sky_rid() { return sky_owner.allocate_rid(); } void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) { sky_owner.initialize_rid(p_rid, Sky()); } RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const { return sky_owner.getornull(p_sky); } void RendererSceneSkyRD::free_sky(RID p_sky) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); sky->free(storage); sky_owner.free(p_sky); } void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); if (sky->set_radiance_size(p_radiance_size)) { invalidate_sky(sky); } } void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); if (sky->set_mode(p_mode)) { invalidate_sky(sky); } } void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); if (sky->set_material(p_material)) { invalidate_sky(sky); } } Ref RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, Ref()); update_dirty_skys(); return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); } RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, RID()); return sky->radiance; }