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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/environment/sky.cpp
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/**************************************************************************/
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/* sky.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "sky.h"
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#include "core/config/project_settings.h"
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#include "core/math/math_defs.h"
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#include "servers/rendering/renderer_rd/effects/copy_effects.h"
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#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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#include "servers/rendering/rendering_server_default.h"
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#include "servers/rendering/rendering_server_globals.h"
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using namespace RendererRD;
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#define RB_SCOPE_SKY SNAME("sky_buffers")
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#define RB_HALF_TEXTURE SNAME("half_texture")
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#define RB_QUARTER_TEXTURE SNAME("quarter_texture")
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////////////////////////////////////////////////////////////////////////////////
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// SKY SHADER
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void SkyRD::SkyShaderData::set_code(const String &p_code) {
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//compile
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code = p_code;
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valid = false;
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ubo_size = 0;
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uniforms.clear();
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if (code.is_empty()) {
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return; //just invalid, but no error
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}
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ShaderCompiler::GeneratedCode gen_code;
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ShaderCompiler::IdentifierActions actions;
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actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
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uses_time = false;
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uses_half_res = false;
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uses_quarter_res = false;
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uses_position = false;
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uses_light = false;
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actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
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actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
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actions.usage_flag_pointers["TIME"] = &uses_time;
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actions.usage_flag_pointers["POSITION"] = &uses_position;
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actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
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actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
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actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
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actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
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actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
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actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
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actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
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actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
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actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
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actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
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actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
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actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
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actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
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actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
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actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
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actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
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actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
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actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
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actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
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actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
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actions.uniforms = &uniforms;
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// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
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ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
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if (version.is_null()) {
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version = scene_singleton->sky.sky_shader.shader.version_create();
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}
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#if 0
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print_line("**compiling shader:");
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print_line("**defines:\n");
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for (int i = 0; i < gen_code.defines.size(); i++) {
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print_line(gen_code.defines[i]);
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}
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HashMap<String, String>::Iterator el = gen_code.code.begin();
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while (el) {
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print_line("\n**code " + el->key + ":\n" + el->value);
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++el;
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}
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print_line("\n**uniforms:\n" + gen_code.uniforms);
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print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
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print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
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#endif
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scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
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ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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ubo_offsets = gen_code.uniform_offsets;
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texture_uniforms = gen_code.texture_uniforms;
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//update pipelines
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for (int i = 0; i < SKY_VERSION_MAX; i++) {
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RD::PipelineDepthStencilState depth_stencil_state;
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depth_stencil_state.enable_depth_test = true;
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depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
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if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
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RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
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pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
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} else {
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pipelines[i].clear();
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}
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}
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valid = true;
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}
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bool SkyRD::SkyShaderData::is_animated() const {
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return false;
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}
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bool SkyRD::SkyShaderData::casts_shadows() const {
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return false;
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}
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RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
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}
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Pair<ShaderRD *, RID> SkyRD::SkyShaderData::get_native_shader_and_version() const {
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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return { &scene_singleton->sky.sky_shader.shader, version };
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}
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SkyRD::SkyShaderData::~SkyShaderData() {
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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ERR_FAIL_NULL(scene_singleton);
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//pipeline variants will clear themselves if shader is gone
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if (version.is_valid()) {
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scene_singleton->sky.sky_shader.shader.version_free(version);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Sky material
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bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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uniform_set_updated = true;
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return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true, true);
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}
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SkyRD::SkyMaterialData::~SkyMaterialData() {
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free_parameters_uniform_set(uniform_set);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Render sky
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static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
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p_array[0] = p_basis.rows[0][0];
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p_array[1] = p_basis.rows[1][0];
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p_array[2] = p_basis.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_basis.rows[0][1];
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p_array[5] = p_basis.rows[1][1];
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p_array[6] = p_basis.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_basis.rows[0][2];
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p_array[9] = p_basis.rows[1][2];
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p_array[10] = p_basis.rows[2][2];
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p_array[11] = 0;
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}
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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, float p_brightness_multiplier) {
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SkyPushConstant sky_push_constant;
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memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
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// We only need key components of our projection matrix
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sky_push_constant.projection[0] = p_projection.columns[2][0];
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sky_push_constant.projection[1] = p_projection.columns[0][0];
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sky_push_constant.projection[2] = p_projection.columns[2][1];
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sky_push_constant.projection[3] = p_projection.columns[1][1];
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sky_push_constant.position[0] = p_position.x;
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sky_push_constant.position[1] = p_position.y;
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sky_push_constant.position[2] = p_position.z;
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sky_push_constant.time = p_time;
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sky_push_constant.luminance_multiplier = p_luminance_multiplier;
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sky_push_constant.brightness_multiplier = p_brightness_multiplier;
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store_transform_3x3(p_orientation, sky_push_constant.orientation);
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RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
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RD::DrawListID draw_list = p_list;
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
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// Update uniform sets.
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{
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);
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if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);
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}
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);
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// Fog uniform set can be invalidated before drawing, so validate at draw time
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if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);
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} else {
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);
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}
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}
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
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}
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////////////////////////////////////////////////////////////////////////////////
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// ReflectionData
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void SkyRD::ReflectionData::clear_reflection_data() {
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layers.clear();
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radiance_base_cubemap = RID();
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if (downsampled_radiance_cubemap.is_valid()) {
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RD::get_singleton()->free(downsampled_radiance_cubemap);
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}
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downsampled_radiance_cubemap = RID();
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downsampled_layer.mipmaps.clear();
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coefficient_buffer = RID();
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}
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void SkyRD::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, RD::DataFormat p_texture_format) {
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//recreate radiance and all data
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int mipmaps = p_mipmaps;
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uint32_t w = p_size, h = p_size;
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bool render_buffers_can_be_storage = RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage();
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if (p_use_array) {
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int num_layers = p_low_quality ? 8 : p_roughness_layers;
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for (int i = 0; i < num_layers; i++) {
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ReflectionData::Layer layer;
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uint32_t mmw = w;
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uint32_t mmh = h;
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layer.mipmaps.resize(mipmaps);
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layer.views.resize(mipmaps);
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for (int j = 0; j < mipmaps; j++) {
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ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
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mm.size.width = mmw;
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mm.size.height = mmh;
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for (int k = 0; k < 6; k++) {
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mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
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Vector<RID> fbtex;
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fbtex.push_back(mm.views[k]);
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mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
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}
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layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
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mmw = MAX(1u, mmw >> 1);
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mmh = MAX(1u, mmh >> 1);
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}
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layers.push_back(layer);
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}
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} else {
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mipmaps = p_low_quality ? 8 : mipmaps;
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//regular cubemap, lower quality (aliasing, less memory)
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ReflectionData::Layer layer;
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uint32_t mmw = w;
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uint32_t mmh = h;
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layer.mipmaps.resize(mipmaps);
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layer.views.resize(mipmaps);
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for (int j = 0; j < mipmaps; j++) {
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ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
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mm.size.width = mmw;
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mm.size.height = mmh;
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for (int k = 0; k < 6; k++) {
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mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
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Vector<RID> fbtex;
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fbtex.push_back(mm.views[k]);
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mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
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}
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layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
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mmw = MAX(1u, mmw >> 1);
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mmh = MAX(1u, mmh >> 1);
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}
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layers.push_back(layer);
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}
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radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
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RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
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RD::TextureFormat tf;
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tf.format = p_texture_format;
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tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
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tf.height = p_low_quality ? 64 : p_size >> 1;
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tf.texture_type = RD::TEXTURE_TYPE_CUBE;
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tf.array_layers = 6;
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tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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if (render_buffers_can_be_storage) {
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tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
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}
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downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
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RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
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{
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uint32_t mmw = tf.width;
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uint32_t mmh = tf.height;
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downsampled_layer.mipmaps.resize(tf.mipmaps);
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for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
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ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
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mm.size.width = mmw;
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mm.size.height = mmh;
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mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
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RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
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if (!render_buffers_can_be_storage) {
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// we need a framebuffer for each side of our cubemap
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for (int k = 0; k < 6; k++) {
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mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
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RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
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Vector<RID> fbtex;
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fbtex.push_back(mm.views[k]);
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mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
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}
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}
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mmw = MAX(1u, mmw >> 1);
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mmh = MAX(1u, mmh >> 1);
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}
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}
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}
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void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
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RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
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ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
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bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
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if (prefer_raster_effects) {
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RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
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for (int k = 0; k < 6; k++) {
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copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
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}
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for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
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for (int k = 0; k < 6; k++) {
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copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
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}
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}
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RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
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if (p_use_arrays) {
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RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
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for (int i = 0; i < layers.size(); i++) {
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for (int k = 0; k < 6; k++) {
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copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
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}
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}
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} else {
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RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
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for (int j = 0; j < layers[0].mipmaps.size(); j++) {
415
for (int k = 0; k < 6; k++) {
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copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
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}
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}
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}
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RD::get_singleton()->draw_command_end_label(); // Filter radiance
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} else {
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RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
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copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
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for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
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copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
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}
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RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
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Vector<RID> views;
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if (p_use_arrays) {
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for (int i = 1; i < layers.size(); i++) {
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views.push_back(layers[i].views[0]);
433
}
434
} else {
435
for (int i = 1; i < layers[0].views.size(); i++) {
436
views.push_back(layers[0].views[i]);
437
}
438
}
439
RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
440
copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
441
RD::get_singleton()->draw_command_end_label(); // Filter radiance
442
}
443
}
444
445
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) {
446
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
447
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
448
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
449
450
if (prefer_raster_effects) {
451
if (p_base_layer == 1) {
452
RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
453
for (int k = 0; k < 6; k++) {
454
copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
455
}
456
457
for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
458
for (int k = 0; k < 6; k++) {
459
copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
460
}
461
}
462
RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
463
}
464
465
RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
466
if (p_use_arrays) {
467
for (int k = 0; k < 6; k++) {
468
copy_effects->cubemap_roughness_raster(
469
downsampled_radiance_cubemap,
470
layers[p_base_layer].mipmaps[0].framebuffers[k],
471
k,
472
p_sky_ggx_samples_quality,
473
float(p_base_layer) / (layers.size() - 1.0),
474
layers[p_base_layer].mipmaps[0].size.x);
475
}
476
} else {
477
for (int k = 0; k < 6; k++) {
478
copy_effects->cubemap_roughness_raster(
479
downsampled_radiance_cubemap,
480
layers[0].mipmaps[p_base_layer].framebuffers[k],
481
k,
482
p_sky_ggx_samples_quality,
483
float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
484
layers[0].mipmaps[p_base_layer].size.x);
485
}
486
}
487
} else {
488
if (p_base_layer == 1) {
489
RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
490
copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
491
492
for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
493
copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
494
}
495
RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
496
}
497
498
RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
499
if (p_use_arrays) {
500
copy_effects->cubemap_roughness(downsampled_radiance_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);
501
} else {
502
copy_effects->cubemap_roughness(
503
downsampled_radiance_cubemap,
504
layers[0].views[p_base_layer],
505
p_cube_side,
506
p_sky_ggx_samples_quality,
507
float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
508
layers[0].mipmaps[p_base_layer].size.x);
509
}
510
}
511
RD::get_singleton()->draw_command_end_label(); // Filter radiance
512
}
513
514
void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
515
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
516
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
517
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
518
519
RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
520
for (int i = p_start; i < p_end; i++) {
521
for (int j = 0; j < layers[i].views.size() - 1; j++) {
522
RID view = layers[i].views[j];
523
Size2i size = layers[i].mipmaps[j + 1].size;
524
if (prefer_raster_effects) {
525
for (int k = 0; k < 6; k++) {
526
RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
527
copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);
528
}
529
} else {
530
RID texture = layers[i].views[j + 1];
531
copy_effects->cubemap_downsample(view, texture, size);
532
}
533
}
534
}
535
RD::get_singleton()->draw_command_end_label();
536
}
537
538
////////////////////////////////////////////////////////////////////////////////
539
// SkyRD::Sky
540
541
void SkyRD::Sky::free() {
542
if (radiance.is_valid()) {
543
RD::get_singleton()->free(radiance);
544
radiance = RID();
545
}
546
reflection.clear_reflection_data();
547
548
if (uniform_buffer.is_valid()) {
549
RD::get_singleton()->free(uniform_buffer);
550
uniform_buffer = RID();
551
}
552
553
if (material.is_valid()) {
554
material = RID();
555
}
556
}
557
558
RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
559
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
560
561
thread_local LocalVector<RD::Uniform> uniforms;
562
uniforms.clear();
563
564
{
565
RD::Uniform u;
566
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
567
u.binding = 0;
568
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
569
u.append_id(radiance);
570
} else {
571
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
572
}
573
uniforms.push_back(u);
574
}
575
{
576
RD::Uniform u;
577
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
578
u.binding = 1; // half res
579
if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
580
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) {
581
u.append_id(reflection.layers[0].views[1]);
582
} else {
583
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
584
}
585
} else {
586
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();
587
if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
588
u.append_id(half_texture);
589
} else {
590
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
591
}
592
}
593
uniforms.push_back(u);
594
}
595
{
596
RD::Uniform u;
597
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
598
u.binding = 2; // quarter res
599
if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
600
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) {
601
u.append_id(reflection.layers[0].views[2]);
602
} else {
603
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
604
}
605
} else {
606
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();
607
if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
608
u.append_id(quarter_texture);
609
} else {
610
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
611
}
612
}
613
uniforms.push_back(u);
614
}
615
616
return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
617
}
618
619
bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
620
ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
621
if (radiance_size == p_radiance_size) {
622
return false;
623
}
624
radiance_size = p_radiance_size;
625
626
if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
627
WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
628
radiance_size = 256;
629
}
630
631
if (radiance.is_valid()) {
632
RD::get_singleton()->free(radiance);
633
radiance = RID();
634
}
635
reflection.clear_reflection_data();
636
637
return true;
638
}
639
640
bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
641
if (mode == p_mode) {
642
return false;
643
}
644
645
mode = p_mode;
646
647
if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
648
WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
649
set_radiance_size(256);
650
}
651
652
if (radiance.is_valid()) {
653
RD::get_singleton()->free(radiance);
654
radiance = RID();
655
}
656
reflection.clear_reflection_data();
657
658
return true;
659
}
660
661
bool SkyRD::Sky::set_material(RID p_material) {
662
if (material == p_material) {
663
return false;
664
}
665
666
material = p_material;
667
return true;
668
}
669
670
Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
671
if (radiance.is_valid()) {
672
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
673
674
RD::TextureFormat tf;
675
tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
676
tf.width = p_size.width;
677
tf.height = p_size.height;
678
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
679
680
RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
681
copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
682
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
683
RD::get_singleton()->free(rad_tex);
684
685
Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
686
for (int i = 0; i < p_size.width; i++) {
687
for (int j = 0; j < p_size.height; j++) {
688
Color c = img->get_pixel(i, j);
689
c.r *= p_energy;
690
c.g *= p_energy;
691
c.b *= p_energy;
692
img->set_pixel(i, j, c);
693
}
694
}
695
return img;
696
}
697
698
return Ref<Image>();
699
}
700
701
////////////////////////////////////////////////////////////////////////////////
702
// SkyRD
703
704
RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
705
SkyShaderData *shader_data = memnew(SkyShaderData);
706
return shader_data;
707
}
708
709
RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
710
// !BAS! Why isn't _create_sky_shader_func not just static too?
711
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
712
}
713
714
RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
715
SkyMaterialData *material_data = memnew(SkyMaterialData);
716
material_data->shader_data = p_shader;
717
//update will happen later anyway so do nothing.
718
return material_data;
719
}
720
721
RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
722
// !BAS! same here, we could just make _create_sky_material_func static?
723
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
724
}
725
726
SkyRD::SkyRD() {
727
roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
728
sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
729
sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
730
}
731
732
void SkyRD::init() {
733
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
734
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
735
736
{
737
// Start with the directional lights for the sky
738
sky_scene_state.max_directional_lights = 4;
739
uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
740
sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
741
sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
742
sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
743
sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
744
745
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
746
defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
747
748
// Initialize sky
749
Vector<String> sky_modes;
750
sky_modes.push_back(""); // Full size
751
sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
752
sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
753
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
754
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
755
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
756
757
sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
758
sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
759
sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
760
761
sky_shader.shader.initialize(sky_modes, defines);
762
763
if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
764
sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
765
sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
766
sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
767
}
768
}
769
770
// register our shader funds
771
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
772
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
773
774
{
775
ShaderCompiler::DefaultIdentifierActions actions;
776
777
actions.renames["COLOR"] = "color";
778
actions.renames["ALPHA"] = "alpha";
779
actions.renames["EYEDIR"] = "cube_normal";
780
actions.renames["POSITION"] = "params.position";
781
actions.renames["SKY_COORDS"] = "panorama_coords";
782
actions.renames["SCREEN_UV"] = "uv";
783
actions.renames["FRAGCOORD"] = "gl_FragCoord";
784
actions.renames["TIME"] = "params.time";
785
actions.renames["PI"] = String::num(Math::PI);
786
actions.renames["TAU"] = String::num(Math::TAU);
787
actions.renames["E"] = String::num(Math::E);
788
actions.renames["HALF_RES_COLOR"] = "half_res_color";
789
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
790
actions.renames["RADIANCE"] = "radiance";
791
actions.renames["FOG"] = "custom_fog";
792
actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
793
actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
794
actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
795
actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
796
actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
797
actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
798
actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
799
actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
800
actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
801
actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
802
actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
803
actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
804
actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
805
actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
806
actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
807
actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
808
actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
809
actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
810
actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
811
actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
812
actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
813
actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
814
actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
815
actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";
816
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
817
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
818
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
819
actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
820
821
actions.base_texture_binding_index = 1;
822
actions.texture_layout_set = 1;
823
actions.base_uniform_string = "material.";
824
actions.base_varying_index = 10;
825
826
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
827
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
828
actions.global_buffer_array_variable = "global_shader_uniforms.data";
829
830
sky_shader.compiler.initialize(actions);
831
}
832
833
{
834
// default material and shader for sky shader
835
sky_shader.default_shader = material_storage->shader_allocate();
836
material_storage->shader_initialize(sky_shader.default_shader);
837
838
material_storage->shader_set_code(sky_shader.default_shader, R"(
839
// Default sky shader.
840
841
shader_type sky;
842
843
void sky() {
844
COLOR = vec3(0.0);
845
}
846
)");
847
848
sky_shader.default_material = material_storage->material_allocate();
849
material_storage->material_initialize(sky_shader.default_material);
850
851
material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
852
853
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
854
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
855
856
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
857
858
Vector<RD::Uniform> uniforms;
859
860
{
861
RD::Uniform u;
862
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
863
u.binding = 1;
864
u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
865
uniforms.push_back(u);
866
}
867
868
{
869
RD::Uniform u;
870
u.binding = 2;
871
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
872
u.append_id(sky_scene_state.uniform_buffer);
873
uniforms.push_back(u);
874
}
875
876
{
877
RD::Uniform u;
878
u.binding = 3;
879
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
880
u.append_id(sky_scene_state.directional_light_buffer);
881
uniforms.push_back(u);
882
}
883
884
material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
885
886
sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
887
}
888
889
{
890
Vector<RD::Uniform> uniforms;
891
{
892
RD::Uniform u;
893
u.binding = 0;
894
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
895
RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
896
u.append_id(vfog);
897
uniforms.push_back(u);
898
}
899
900
sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
901
}
902
903
{
904
// Need defaults for using fog with clear color
905
sky_scene_state.fog_shader = material_storage->shader_allocate();
906
material_storage->shader_initialize(sky_scene_state.fog_shader);
907
908
material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
909
// Default clear color sky shader.
910
911
shader_type sky;
912
913
uniform vec4 clear_color;
914
915
void sky() {
916
COLOR = clear_color.rgb;
917
}
918
)");
919
sky_scene_state.fog_material = material_storage->material_allocate();
920
material_storage->material_initialize(sky_scene_state.fog_material);
921
922
material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
923
924
Vector<RD::Uniform> uniforms;
925
{
926
RD::Uniform u;
927
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
928
u.binding = 0;
929
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
930
uniforms.push_back(u);
931
}
932
{
933
RD::Uniform u;
934
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
935
u.binding = 1;
936
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
937
uniforms.push_back(u);
938
}
939
{
940
RD::Uniform u;
941
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
942
u.binding = 2;
943
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
944
uniforms.push_back(u);
945
}
946
947
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
948
}
949
}
950
951
void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
952
texture_format = p_texture_format;
953
}
954
955
#if defined(MACOS_ENABLED) && defined(__x86_64__)
956
void SkyRD::check_cubemap_array() {
957
if (OS::get_singleton()->get_current_rendering_driver_name() == "vulkan" && RenderingServer::get_singleton()->get_video_adapter_name().contains("Intel")) {
958
// Disable texture array reflections on macOS on Intel GPUs due to driver bugs.
959
sky_use_cubemap_array = false;
960
}
961
}
962
#endif
963
964
SkyRD::~SkyRD() {
965
// cleanup anything created in init...
966
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
967
968
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
969
sky_shader.shader.version_free(md->shader_data->version);
970
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
971
RD::get_singleton()->free(sky_scene_state.uniform_buffer);
972
memdelete_arr(sky_scene_state.directional_lights);
973
memdelete_arr(sky_scene_state.last_frame_directional_lights);
974
material_storage->shader_free(sky_shader.default_shader);
975
material_storage->material_free(sky_shader.default_material);
976
material_storage->shader_free(sky_scene_state.fog_shader);
977
material_storage->material_free(sky_scene_state.fog_material);
978
979
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
980
RD::get_singleton()->free(sky_scene_state.uniform_set);
981
}
982
983
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
984
RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
985
}
986
987
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
988
RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
989
}
990
}
991
992
void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {
993
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
994
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
995
ERR_FAIL_COND(p_render_data->environment.is_null());
996
997
ERR_FAIL_COND(p_render_data->render_buffers.is_null());
998
999
// make sure we support our view count
1000
ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);
1001
ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);
1002
1003
SkyMaterialData *material = nullptr;
1004
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
1005
1006
RID sky_material;
1007
1008
SkyShaderData *shader_data = nullptr;
1009
1010
if (sky) {
1011
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
1012
1013
if (sky_material.is_valid()) {
1014
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1015
if (!material || !material->shader_data->valid) {
1016
material = nullptr;
1017
}
1018
}
1019
}
1020
1021
if (!material) {
1022
sky_material = sky_shader.default_material;
1023
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1024
}
1025
1026
ERR_FAIL_NULL(material);
1027
1028
shader_data = material->shader_data;
1029
1030
ERR_FAIL_NULL(shader_data);
1031
1032
material->set_as_used();
1033
1034
if (sky) {
1035
// Save our screen size; our buffers will already have been cleared.
1036
sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
1037
sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
1038
1039
// Trigger updating radiance buffers.
1040
if (sky->radiance.is_null()) {
1041
invalidate_sky(sky);
1042
update_dirty_skys();
1043
}
1044
1045
if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {
1046
sky->prev_time = p_render_data->scene_data->time;
1047
sky->reflection.dirty = true;
1048
RenderingServerDefault::redraw_request();
1049
}
1050
1051
if (material != sky->prev_material) {
1052
sky->prev_material = material;
1053
sky->reflection.dirty = true;
1054
}
1055
1056
if (material->uniform_set_updated) {
1057
material->uniform_set_updated = false;
1058
sky->reflection.dirty = true;
1059
}
1060
1061
if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
1062
sky->prev_position = p_render_data->scene_data->cam_transform.origin;
1063
sky->reflection.dirty = true;
1064
}
1065
}
1066
1067
sky_scene_state.ubo.directional_light_count = 0;
1068
if (shader_data->uses_light || (RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment) && RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment) > 0.001)) {
1069
const PagedArray<RID> &lights = *p_render_data->lights;
1070
// Run through the list of lights in the scene and pick out the Directional Lights.
1071
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
1072
// after the depth prepass, but this runs before the depth prepass.
1073
for (int i = 0; i < (int)lights.size(); i++) {
1074
if (!light_storage->owns_light_instance(lights[i])) {
1075
continue;
1076
}
1077
RID base = light_storage->light_instance_get_base_light(lights[i]);
1078
1079
ERR_CONTINUE(base.is_null());
1080
1081
RS::LightType type = light_storage->light_get_type(base);
1082
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
1083
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
1084
Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);
1085
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
1086
1087
sky_light_data.direction[0] = world_direction.x;
1088
sky_light_data.direction[1] = world_direction.y;
1089
sky_light_data.direction[2] = world_direction.z;
1090
1091
float sign = light_storage->light_is_negative(base) ? -1 : 1;
1092
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
1093
1094
if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
1095
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
1096
}
1097
1098
if (p_render_data->camera_attributes.is_valid()) {
1099
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
1100
}
1101
1102
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
1103
sky_light_data.color[0] = linear_col.r;
1104
sky_light_data.color[1] = linear_col.g;
1105
sky_light_data.color[2] = linear_col.b;
1106
1107
sky_light_data.enabled = true;
1108
1109
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
1110
sky_light_data.size = Math::deg_to_rad(angular_diameter);
1111
sky_scene_state.ubo.directional_light_count++;
1112
if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
1113
break;
1114
}
1115
}
1116
}
1117
// Check whether the directional_light_buffer changes.
1118
bool light_data_dirty = false;
1119
1120
// Light buffer is dirty if we have fewer or more lights.
1121
// If we have fewer lights, make sure that old lights are disabled.
1122
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
1123
light_data_dirty = true;
1124
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
1125
sky_scene_state.directional_lights[i].enabled = false;
1126
sky_scene_state.last_frame_directional_lights[i].enabled = false;
1127
}
1128
}
1129
1130
if (!light_data_dirty) {
1131
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
1132
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
1133
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
1134
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
1135
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
1136
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
1137
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
1138
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
1139
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
1140
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
1141
light_data_dirty = true;
1142
break;
1143
}
1144
}
1145
}
1146
1147
if (light_data_dirty) {
1148
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);
1149
1150
SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
1151
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
1152
sky_scene_state.directional_lights = temp;
1153
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
1154
if (sky) {
1155
sky->reflection.dirty = true;
1156
}
1157
}
1158
}
1159
1160
// Setup fog variables.
1161
sky_scene_state.ubo.volumetric_fog_enabled = false;
1162
if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {
1163
Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);
1164
sky_scene_state.ubo.volumetric_fog_enabled = true;
1165
1166
float fog_end = fog->length;
1167
if (fog_end > 0.0) {
1168
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
1169
} else {
1170
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
1171
}
1172
1173
float fog_detail_spread = fog->spread; // Reverse lookup.
1174
if (fog_detail_spread > 0.0) {
1175
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
1176
} else {
1177
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
1178
}
1179
1180
sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
1181
}
1182
1183
sky_scene_state.view_count = p_render_data->scene_data->view_count;
1184
sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;
1185
1186
Projection correction;
1187
correction.set_depth_correction(p_render_data->scene_data->flip_y, true);
1188
correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);
1189
1190
Projection projection = p_render_data->scene_data->cam_projection;
1191
if (p_render_data->scene_data->cam_frustum) {
1192
// We don't use a full projection matrix for the sky, this is enough to make up for it.
1193
projection[2].y = -projection[2].y;
1194
}
1195
1196
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);
1197
1198
if (custom_fov && sky_scene_state.view_count == 1) {
1199
// With custom fov we don't support stereo...
1200
float near_plane = projection.get_z_near();
1201
float far_plane = projection.get_z_far();
1202
float aspect = projection.get_aspect();
1203
1204
projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
1205
}
1206
1207
sky_scene_state.cam_projection = correction * projection;
1208
1209
// Our info in our UBO is only used if we're rendering stereo.
1210
for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {
1211
Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();
1212
if (p_render_data->scene_data->view_count > 1) {
1213
// Reprojection is used when we need to have things in combined space.
1214
RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
1215
} else {
1216
// This is unused so just reset to identity.
1217
Projection ident;
1218
RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
1219
}
1220
1221
RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
1222
sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;
1223
sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;
1224
sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;
1225
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
1226
}
1227
1228
sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.
1229
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);
1230
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);
1231
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);
1232
Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
1233
float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);
1234
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
1235
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
1236
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
1237
sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);
1238
1239
sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);
1240
sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);
1241
1242
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
1243
}
1244
1245
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, float p_brightness_multiplier) {
1246
ERR_FAIL_COND(p_render_buffers.is_null());
1247
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1248
ERR_FAIL_COND(p_env.is_null());
1249
1250
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1251
ERR_FAIL_NULL(sky);
1252
1253
RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1254
1255
SkyMaterialData *material = nullptr;
1256
1257
if (sky_material.is_valid()) {
1258
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1259
if (!material || !material->shader_data->valid) {
1260
material = nullptr;
1261
}
1262
}
1263
1264
if (!material) {
1265
sky_material = sky_shader.default_material;
1266
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1267
}
1268
1269
ERR_FAIL_NULL(material);
1270
1271
SkyShaderData *shader_data = material->shader_data;
1272
1273
ERR_FAIL_NULL(shader_data);
1274
1275
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
1276
RS::SkyMode sky_mode = sky->mode;
1277
1278
if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
1279
if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == 256) {
1280
update_single_frame = true;
1281
sky_mode = RS::SKY_MODE_REALTIME;
1282
} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
1283
update_single_frame = false;
1284
sky_mode = RS::SKY_MODE_INCREMENTAL;
1285
} else {
1286
update_single_frame = true;
1287
sky_mode = RS::SKY_MODE_QUALITY;
1288
}
1289
}
1290
1291
if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
1292
// On the first frame after creating sky, rebuild in single frame
1293
update_single_frame = true;
1294
sky_mode = RS::SKY_MODE_QUALITY;
1295
}
1296
1297
int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
1298
1299
// Update radiance cubemap
1300
if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
1301
static const Vector3 view_normals[6] = {
1302
Vector3(+1, 0, 0),
1303
Vector3(-1, 0, 0),
1304
Vector3(0, +1, 0),
1305
Vector3(0, -1, 0),
1306
Vector3(0, 0, +1),
1307
Vector3(0, 0, -1)
1308
};
1309
static const Vector3 view_up[6] = {
1310
Vector3(0, -1, 0),
1311
Vector3(0, -1, 0),
1312
Vector3(0, 0, +1),
1313
Vector3(0, 0, -1),
1314
Vector3(0, -1, 0),
1315
Vector3(0, -1, 0)
1316
};
1317
1318
Projection cm;
1319
cm.set_perspective(90, 1, 0.01, 10.0);
1320
Projection correction;
1321
correction.set_depth_correction(false);
1322
cm = correction * cm;
1323
1324
// Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
1325
1326
if (shader_data->uses_quarter_res && roughness_layers >= 3) {
1327
RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
1328
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
1329
1330
Vector<Color> clear_colors;
1331
clear_colors.push_back(Color(0.0, 0.0, 0.0));
1332
RD::DrawListID cubemap_draw_list;
1333
1334
for (int i = 0; i < 6; i++) {
1335
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
1336
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
1337
1338
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i]);
1339
_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, p_brightness_multiplier);
1340
RD::get_singleton()->draw_list_end();
1341
}
1342
RD::get_singleton()->draw_command_end_label();
1343
} else if (shader_data->uses_quarter_res && roughness_layers < 3) {
1344
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.");
1345
}
1346
1347
if (shader_data->uses_half_res && roughness_layers >= 2) {
1348
RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
1349
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
1350
1351
Vector<Color> clear_colors;
1352
clear_colors.push_back(Color(0.0, 0.0, 0.0));
1353
RD::DrawListID cubemap_draw_list;
1354
1355
for (int i = 0; i < 6; i++) {
1356
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
1357
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
1358
1359
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i]);
1360
_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, p_brightness_multiplier);
1361
RD::get_singleton()->draw_list_end();
1362
}
1363
RD::get_singleton()->draw_command_end_label();
1364
} else if (shader_data->uses_half_res && roughness_layers < 2) {
1365
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.");
1366
}
1367
1368
RD::DrawListID cubemap_draw_list;
1369
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
1370
1371
RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
1372
for (int i = 0; i < 6; i++) {
1373
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
1374
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
1375
1376
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS | uint32_t(i));
1377
_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, p_brightness_multiplier);
1378
RD::get_singleton()->draw_list_end();
1379
}
1380
RD::get_singleton()->draw_command_end_label();
1381
1382
if (sky_mode == RS::SKY_MODE_REALTIME) {
1383
sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
1384
if (sky_use_cubemap_array) {
1385
sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
1386
}
1387
} else {
1388
if (update_single_frame) {
1389
for (int i = 1; i < max_processing_layer; i++) {
1390
sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
1391
}
1392
if (sky_use_cubemap_array) {
1393
sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
1394
}
1395
} else {
1396
if (sky_use_cubemap_array) {
1397
// Multi-Frame so just update the first array level
1398
sky->reflection.update_reflection_mipmaps(0, 1);
1399
}
1400
}
1401
sky->processing_layer = 1;
1402
}
1403
sky->baked_exposure = p_luminance_multiplier;
1404
sky->reflection.dirty = false;
1405
1406
} else {
1407
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
1408
sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
1409
1410
if (sky_use_cubemap_array) {
1411
sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
1412
}
1413
1414
sky->processing_layer++;
1415
}
1416
}
1417
}
1418
1419
void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
1420
ERR_FAIL_COND(p_render_buffers.is_null());
1421
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1422
ERR_FAIL_COND(p_env.is_null());
1423
1424
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1425
1426
SkyMaterialData *material = nullptr;
1427
RID sky_material;
1428
1429
RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
1430
1431
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
1432
ERR_FAIL_NULL(sky);
1433
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1434
1435
if (sky_material.is_valid()) {
1436
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1437
if (!material || !material->shader_data->valid) {
1438
material = nullptr;
1439
}
1440
}
1441
1442
if (!material) {
1443
sky_material = sky_shader.default_material;
1444
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1445
}
1446
}
1447
1448
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
1449
sky_material = sky_scene_state.fog_material;
1450
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1451
}
1452
1453
ERR_FAIL_NULL(material);
1454
1455
SkyShaderData *shader_data = material->shader_data;
1456
ERR_FAIL_NULL(shader_data);
1457
1458
if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
1459
return;
1460
}
1461
1462
material->set_as_used();
1463
1464
RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
1465
RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
1466
1467
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
1468
sky_transform.invert();
1469
1470
// Camera
1471
Projection projection = sky_scene_state.cam_projection;
1472
1473
sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
1474
1475
if (shader_data->uses_quarter_res) {
1476
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
1477
1478
// Grab texture and framebuffer from cache, create if needed...
1479
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1480
Size2i quarter_size = sky->screen_size / 4;
1481
RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
1482
RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
1483
1484
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
1485
1486
Vector<Color> clear_colors;
1487
clear_colors.push_back(Color(0.0, 0.0, 0.0));
1488
1489
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
1490
_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, p_brightness_multiplier);
1491
RD::get_singleton()->draw_list_end();
1492
}
1493
1494
if (shader_data->uses_half_res) {
1495
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
1496
1497
// Grab texture and framebuffer from cache, create if needed...
1498
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1499
Size2i half_size = sky->screen_size / 2;
1500
RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
1501
RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
1502
1503
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
1504
1505
Vector<Color> clear_colors;
1506
clear_colors.push_back(Color(0.0, 0.0, 0.0));
1507
1508
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
1509
_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, p_brightness_multiplier);
1510
RD::get_singleton()->draw_list_end();
1511
}
1512
1513
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
1514
}
1515
1516
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, float p_brightness_multiplier) {
1517
ERR_FAIL_COND(p_render_buffers.is_null());
1518
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1519
ERR_FAIL_COND(p_env.is_null());
1520
1521
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1522
1523
SkyMaterialData *material = nullptr;
1524
RID sky_material;
1525
1526
RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
1527
1528
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
1529
ERR_FAIL_NULL(sky);
1530
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1531
1532
if (sky_material.is_valid()) {
1533
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1534
if (!material || !material->shader_data->valid) {
1535
material = nullptr;
1536
}
1537
}
1538
1539
if (!material) {
1540
sky_material = sky_shader.default_material;
1541
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1542
}
1543
}
1544
1545
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
1546
sky_material = sky_scene_state.fog_material;
1547
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1548
}
1549
1550
ERR_FAIL_NULL(material);
1551
1552
SkyShaderData *shader_data = material->shader_data;
1553
ERR_FAIL_NULL(shader_data);
1554
1555
material->set_as_used();
1556
1557
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
1558
sky_transform.invert();
1559
1560
// Camera
1561
Projection projection = sky_scene_state.cam_projection;
1562
1563
sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
1564
1565
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
1566
1567
RID texture_uniform_set;
1568
if (sky) {
1569
texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
1570
} else {
1571
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
1572
}
1573
1574
_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, p_brightness_multiplier);
1575
}
1576
1577
void SkyRD::invalidate_sky(Sky *p_sky) {
1578
if (!p_sky->dirty) {
1579
p_sky->dirty = true;
1580
p_sky->dirty_list = dirty_sky_list;
1581
dirty_sky_list = p_sky;
1582
}
1583
}
1584
1585
void SkyRD::update_dirty_skys() {
1586
Sky *sky = dirty_sky_list;
1587
1588
while (sky) {
1589
//update sky configuration if texture is missing
1590
1591
// TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
1592
// As this is basically a duplicate of the logic in reflection probes we could move this logic
1593
// into RenderSceneBuffersRD and use that from both places.
1594
if (sky->radiance.is_null()) {
1595
int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
1596
1597
uint32_t w = sky->radiance_size, h = sky->radiance_size;
1598
int layers = roughness_layers;
1599
if (sky->mode == RS::SKY_MODE_REALTIME) {
1600
layers = 8;
1601
if (roughness_layers != 8) {
1602
WARN_PRINT("When using the Real-Time sky update mode (or Automatic with a sky shader using \"TIME\"), \"rendering/reflections/sky_reflections/roughness_layers\" should be set to 8 in the project settings for best quality reflections.");
1603
}
1604
}
1605
1606
if (sky_use_cubemap_array) {
1607
//array (higher quality, 6 times more memory)
1608
RD::TextureFormat tf;
1609
tf.array_layers = layers * 6;
1610
tf.format = texture_format;
1611
tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
1612
tf.mipmaps = mipmaps;
1613
tf.width = w;
1614
tf.height = h;
1615
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
1616
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
1617
tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
1618
}
1619
1620
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
1621
1622
sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
1623
1624
} else {
1625
//regular cubemap, lower quality (aliasing, less memory)
1626
RD::TextureFormat tf;
1627
tf.array_layers = 6;
1628
tf.format = texture_format;
1629
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
1630
tf.mipmaps = MIN(mipmaps, layers);
1631
tf.width = w;
1632
tf.height = h;
1633
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
1634
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
1635
tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
1636
}
1637
1638
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
1639
1640
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);
1641
}
1642
}
1643
1644
sky->reflection.dirty = true;
1645
sky->processing_layer = 0;
1646
1647
Sky *next = sky->dirty_list;
1648
sky->dirty_list = nullptr;
1649
sky->dirty = false;
1650
sky = next;
1651
}
1652
1653
dirty_sky_list = nullptr;
1654
}
1655
1656
RID SkyRD::sky_get_material(RID p_sky) const {
1657
Sky *sky = get_sky(p_sky);
1658
ERR_FAIL_NULL_V(sky, RID());
1659
1660
return sky->material;
1661
}
1662
1663
float SkyRD::sky_get_baked_exposure(RID p_sky) const {
1664
Sky *sky = get_sky(p_sky);
1665
ERR_FAIL_NULL_V(sky, 1.0);
1666
1667
return sky->baked_exposure;
1668
}
1669
1670
RID SkyRD::allocate_sky_rid() {
1671
return sky_owner.allocate_rid();
1672
}
1673
1674
void SkyRD::initialize_sky_rid(RID p_rid) {
1675
sky_owner.initialize_rid(p_rid, Sky());
1676
}
1677
1678
SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
1679
return sky_owner.get_or_null(p_sky);
1680
}
1681
1682
void SkyRD::free_sky(RID p_sky) {
1683
Sky *sky = get_sky(p_sky);
1684
ERR_FAIL_NULL(sky);
1685
1686
sky->free();
1687
sky_owner.free(p_sky);
1688
}
1689
1690
void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
1691
Sky *sky = get_sky(p_sky);
1692
ERR_FAIL_NULL(sky);
1693
1694
if (sky->set_radiance_size(p_radiance_size)) {
1695
invalidate_sky(sky);
1696
}
1697
}
1698
1699
void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
1700
Sky *sky = get_sky(p_sky);
1701
ERR_FAIL_NULL(sky);
1702
1703
if (sky->set_mode(p_mode)) {
1704
invalidate_sky(sky);
1705
}
1706
}
1707
1708
void SkyRD::sky_set_material(RID p_sky, RID p_material) {
1709
Sky *sky = get_sky(p_sky);
1710
ERR_FAIL_NULL(sky);
1711
1712
if (sky->set_material(p_material)) {
1713
invalidate_sky(sky);
1714
}
1715
}
1716
1717
Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
1718
Sky *sky = get_sky(p_sky);
1719
ERR_FAIL_NULL_V(sky, Ref<Image>());
1720
1721
update_dirty_skys();
1722
1723
return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
1724
}
1725
1726
RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
1727
Sky *sky = get_sky(p_sky);
1728
ERR_FAIL_NULL_V(sky, RID());
1729
1730
return sky->radiance;
1731
}
1732
1733