/*************************************************************************/ /* renderer_scene_sky_rd.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef RENDERING_SERVER_SCENE_SKY_RD_H #define RENDERING_SERVER_SCENE_SKY_RD_H #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" // Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound class RendererSceneRenderRD; class RendererSceneSkyRD { private: RendererStorageRD *storage; public: enum SkySet { SKY_SET_UNIFORMS, SKY_SET_MATERIAL, SKY_SET_TEXTURES, SKY_SET_FOG, SKY_SET_MAX }; enum SkyTextureSetVersion { SKY_TEXTURE_SET_BACKGROUND, SKY_TEXTURE_SET_HALF_RES, SKY_TEXTURE_SET_QUARTER_RES, SKY_TEXTURE_SET_CUBEMAP, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, SKY_TEXTURE_SET_MAX }; enum SkyVersion { SKY_VERSION_BACKGROUND, SKY_VERSION_HALF_RES, SKY_VERSION_QUARTER_RES, SKY_VERSION_CUBEMAP, SKY_VERSION_CUBEMAP_HALF_RES, SKY_VERSION_CUBEMAP_QUARTER_RES, SKY_VERSION_BACKGROUND_MULTIVIEW, SKY_VERSION_HALF_RES_MULTIVIEW, SKY_VERSION_QUARTER_RES_MULTIVIEW, SKY_VERSION_MAX }; // Skys need less info from Directional Lights than the normal shaders struct SkyDirectionalLightData { float direction[3]; float energy; float color[3]; float size; uint32_t enabled; uint32_t pad[3]; }; struct SkySceneState { struct UBO { uint32_t volumetric_fog_enabled; float volumetric_fog_inv_length; float volumetric_fog_detail_spread; float fog_aerial_perspective; float fog_light_color[3]; float fog_sun_scatter; uint32_t fog_enabled; float fog_density; float z_far; uint32_t directional_light_count; }; UBO ubo; SkyDirectionalLightData *directional_lights; SkyDirectionalLightData *last_frame_directional_lights; uint32_t max_directional_lights; uint32_t last_frame_directional_light_count; RID directional_light_buffer; RID uniform_set; RID uniform_buffer; RID fog_uniform_set; RID default_fog_uniform_set; RID fog_shader; RID fog_material; RID fog_only_texture_uniform_set; } sky_scene_state; struct ReflectionData { struct Layer { struct Mipmap { RID framebuffers[6]; RID views[6]; Size2i size; }; Vector mipmaps; //per-face view Vector views; // per-cubemap view }; struct DownsampleLayer { struct Mipmap { RID view; Size2i size; }; Vector mipmaps; }; RID radiance_base_cubemap; //cubemap for first layer, first cubemap RID downsampled_radiance_cubemap; DownsampleLayer downsampled_layer; RID coefficient_buffer; bool dirty = true; Vector layers; void clear_reflection_data(); void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers); void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays); void 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); void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end); }; struct SkyShaderData : public RendererStorageRD::ShaderData { bool valid; RID version; PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map uniforms; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String path; String code; Map default_texture_params; bool uses_time; bool uses_position; bool uses_half_res; bool uses_quarter_res; bool uses_light; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture); virtual void get_param_list(List *p_param_list) const; virtual void get_instance_param_list(List *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; SkyShaderData(); virtual ~SkyShaderData(); }; /* Sky shader */ struct SkyShader { SkyShaderRD shader; ShaderCompilerRD compiler; RID default_shader; RID default_material; RID default_shader_rd; } sky_shader; struct SkyMaterialData : public RendererStorageRD::MaterialData { uint64_t last_frame; SkyShaderData *shader_data; RID uniform_buffer; RID uniform_set; Vector texture_cache; Vector ubo_data; bool uniform_set_updated; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual void update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~SkyMaterialData(); }; struct Sky { RID radiance; RID half_res_pass; RID half_res_framebuffer; RID quarter_res_pass; RID quarter_res_framebuffer; Size2i screen_size; RID texture_uniform_sets[SKY_TEXTURE_SET_MAX]; RID uniform_set; RID material; RID uniform_buffer; int radiance_size = 256; RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC; ReflectionData reflection; bool dirty = false; int processing_layer = 0; Sky *dirty_list = nullptr; //State to track when radiance cubemap needs updating SkyMaterialData *prev_material; Vector3 prev_position; float prev_time; void free(RendererStorageRD *p_storage); RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd); bool set_radiance_size(int p_radiance_size); bool set_mode(RS::SkyMode p_mode); bool set_material(RID p_material); Ref bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size); }; uint32_t sky_ggx_samples_quality; bool sky_use_cubemap_array; Sky *dirty_sky_list = nullptr; mutable RID_Owner sky_owner; int roughness_layers; RendererStorageRD::ShaderData *_create_sky_shader_func(); static RendererStorageRD::ShaderData *_create_sky_shader_funcs(); RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader); RendererSceneSkyRD(); void init(RendererStorageRD *p_storage); void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time); void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); void invalidate_sky(Sky *p_sky); void update_dirty_skys(); RID sky_get_material(RID p_sky) const; RID allocate_sky_rid(); void initialize_sky_rid(RID p_rid); Sky *get_sky(RID p_sky) const; void free_sky(RID p_sky); void sky_set_radiance_size(RID p_sky, int p_radiance_size); void sky_set_mode(RID p_sky, RS::SkyMode p_mode); void sky_set_material(RID p_sky, RID p_material); Ref sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size); RID sky_get_radiance_texture_rd(RID p_sky) const; }; #endif /* RENDERING_SERVER_SCENE_SKY_RD_H */