Path: blob/master/servers/rendering/renderer_rd/environment/sky.cpp
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/**************************************************************************/1/* sky.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "sky.h"31#include "core/config/project_settings.h"32#include "core/math/math_defs.h"33#include "servers/rendering/renderer_rd/effects/copy_effects.h"34#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"35#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"36#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"37#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"38#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"39#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"40#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"41#include "servers/rendering/rendering_server_default.h"42#include "servers/rendering/rendering_server_globals.h"4344using namespace RendererRD;4546#define RB_SCOPE_SKY SNAME("sky_buffers")47#define RB_HALF_TEXTURE SNAME("half_texture")48#define RB_QUARTER_TEXTURE SNAME("quarter_texture")4950////////////////////////////////////////////////////////////////////////////////51// SKY SHADER5253void SkyRD::SkyShaderData::set_code(const String &p_code) {54//compile5556code = p_code;57valid = false;58ubo_size = 0;59uniforms.clear();6061if (code.is_empty()) {62return; //just invalid, but no error63}6465ShaderCompiler::GeneratedCode gen_code;66ShaderCompiler::IdentifierActions actions;67actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;6869uses_time = false;70uses_half_res = false;71uses_quarter_res = false;72uses_position = false;73uses_light = false;7475actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;76actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;7778actions.usage_flag_pointers["TIME"] = &uses_time;79actions.usage_flag_pointers["POSITION"] = &uses_position;80actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;81actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;82actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;83actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;84actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;85actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;86actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;87actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;88actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;89actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;90actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;91actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;92actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;93actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;94actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;95actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;96actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;97actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;98actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;99actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;100101actions.uniforms = &uniforms;102103// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.104RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);105106Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);107ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");108109if (version.is_null()) {110version = scene_singleton->sky.sky_shader.shader.version_create();111}112113#if 0114print_line("**compiling shader:");115print_line("**defines:\n");116for (int i = 0; i < gen_code.defines.size(); i++) {117print_line(gen_code.defines[i]);118}119120HashMap<String, String>::Iterator el = gen_code.code.begin();121while (el) {122print_line("\n**code " + el->key + ":\n" + el->value);123++el;124}125126print_line("\n**uniforms:\n" + gen_code.uniforms);127print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);128print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);129#endif130131scene_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);132ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));133134ubo_size = gen_code.uniform_total_size;135ubo_offsets = gen_code.uniform_offsets;136texture_uniforms = gen_code.texture_uniforms;137138//update pipelines139140for (int i = 0; i < SKY_VERSION_MAX; i++) {141RD::PipelineDepthStencilState depth_stencil_state;142depth_stencil_state.enable_depth_test = true;143depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;144145if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {146RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);147pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);148} else {149pipelines[i].clear();150}151}152153valid = true;154}155156bool SkyRD::SkyShaderData::is_animated() const {157return false;158}159160bool SkyRD::SkyShaderData::casts_shadows() const {161return false;162}163164RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {165RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);166167return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);168}169170Pair<ShaderRD *, RID> SkyRD::SkyShaderData::get_native_shader_and_version() const {171RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);172return { &scene_singleton->sky.sky_shader.shader, version };173}174175SkyRD::SkyShaderData::~SkyShaderData() {176RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);177ERR_FAIL_NULL(scene_singleton);178//pipeline variants will clear themselves if shader is gone179if (version.is_valid()) {180scene_singleton->sky.sky_shader.shader.version_free(version);181}182}183184////////////////////////////////////////////////////////////////////////////////185// Sky material186187bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {188RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);189190uniform_set_updated = true;191192return 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);193}194195SkyRD::SkyMaterialData::~SkyMaterialData() {196free_parameters_uniform_set(uniform_set);197}198199////////////////////////////////////////////////////////////////////////////////200// Render sky201202static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {203p_array[0] = p_basis.rows[0][0];204p_array[1] = p_basis.rows[1][0];205p_array[2] = p_basis.rows[2][0];206p_array[3] = 0;207p_array[4] = p_basis.rows[0][1];208p_array[5] = p_basis.rows[1][1];209p_array[6] = p_basis.rows[2][1];210p_array[7] = 0;211p_array[8] = p_basis.rows[0][2];212p_array[9] = p_basis.rows[1][2];213p_array[10] = p_basis.rows[2][2];214p_array[11] = 0;215}216217void 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) {218SkyPushConstant sky_push_constant;219220memset(&sky_push_constant, 0, sizeof(SkyPushConstant));221222// We only need key components of our projection matrix223sky_push_constant.projection[0] = p_projection.columns[2][0];224sky_push_constant.projection[1] = p_projection.columns[0][0];225sky_push_constant.projection[2] = p_projection.columns[2][1];226sky_push_constant.projection[3] = p_projection.columns[1][1];227228sky_push_constant.position[0] = p_position.x;229sky_push_constant.position[1] = p_position.y;230sky_push_constant.position[2] = p_position.z;231sky_push_constant.time = p_time;232sky_push_constant.luminance_multiplier = p_luminance_multiplier;233sky_push_constant.brightness_multiplier = p_brightness_multiplier;234store_transform_3x3(p_orientation, sky_push_constant.orientation);235236RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);237238RD::DrawListID draw_list = p_list;239240RD::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()));241242// Update uniform sets.243{244RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);245if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.246RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);247}248RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);249// Fog uniform set can be invalidated before drawing, so validate at draw time250if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {251RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);252} else {253RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);254}255}256257RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));258259RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);260}261262////////////////////////////////////////////////////////////////////////////////263// ReflectionData264265void SkyRD::ReflectionData::clear_reflection_data() {266layers.clear();267radiance_base_cubemap = RID();268if (downsampled_radiance_cubemap.is_valid()) {269RD::get_singleton()->free(downsampled_radiance_cubemap);270}271downsampled_radiance_cubemap = RID();272downsampled_layer.mipmaps.clear();273coefficient_buffer = RID();274}275276void 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) {277//recreate radiance and all data278279int mipmaps = p_mipmaps;280uint32_t w = p_size, h = p_size;281282bool render_buffers_can_be_storage = RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage();283284if (p_use_array) {285int num_layers = p_low_quality ? 8 : p_roughness_layers;286287for (int i = 0; i < num_layers; i++) {288ReflectionData::Layer layer;289uint32_t mmw = w;290uint32_t mmh = h;291layer.mipmaps.resize(mipmaps);292layer.views.resize(mipmaps);293for (int j = 0; j < mipmaps; j++) {294ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];295mm.size.width = mmw;296mm.size.height = mmh;297for (int k = 0; k < 6; k++) {298mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);299Vector<RID> fbtex;300fbtex.push_back(mm.views[k]);301mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);302}303304layer.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);305306mmw = MAX(1u, mmw >> 1);307mmh = MAX(1u, mmh >> 1);308}309310layers.push_back(layer);311}312313} else {314mipmaps = p_low_quality ? 8 : mipmaps;315//regular cubemap, lower quality (aliasing, less memory)316ReflectionData::Layer layer;317uint32_t mmw = w;318uint32_t mmh = h;319layer.mipmaps.resize(mipmaps);320layer.views.resize(mipmaps);321for (int j = 0; j < mipmaps; j++) {322ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];323mm.size.width = mmw;324mm.size.height = mmh;325for (int k = 0; k < 6; k++) {326mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);327Vector<RID> fbtex;328fbtex.push_back(mm.views[k]);329mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);330}331332layer.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);333334mmw = MAX(1u, mmw >> 1);335mmh = MAX(1u, mmh >> 1);336}337338layers.push_back(layer);339}340341radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);342RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");343344RD::TextureFormat tf;345tf.format = p_texture_format;346tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.347tf.height = p_low_quality ? 64 : p_size >> 1;348tf.texture_type = RD::TEXTURE_TYPE_CUBE;349tf.array_layers = 6;350tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;351tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;352if (render_buffers_can_be_storage) {353tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;354}355356downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());357RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");358{359uint32_t mmw = tf.width;360uint32_t mmh = tf.height;361downsampled_layer.mipmaps.resize(tf.mipmaps);362for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {363ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];364mm.size.width = mmw;365mm.size.height = mmh;366mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);367RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");368if (!render_buffers_can_be_storage) {369// we need a framebuffer for each side of our cubemap370371for (int k = 0; k < 6; k++) {372mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);373RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");374Vector<RID> fbtex;375fbtex.push_back(mm.views[k]);376mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);377}378}379380mmw = MAX(1u, mmw >> 1);381mmh = MAX(1u, mmh >> 1);382}383}384}385386void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {387RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();388ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");389bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();390391if (prefer_raster_effects) {392RD::get_singleton()->draw_command_begin_label("Downsample radiance map");393for (int k = 0; k < 6; k++) {394copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);395}396397for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {398for (int k = 0; k < 6; k++) {399copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);400}401}402RD::get_singleton()->draw_command_end_label(); // Downsample Radiance403404if (p_use_arrays) {405RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");406for (int i = 0; i < layers.size(); i++) {407for (int k = 0; k < 6; k++) {408copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);409}410}411} else {412RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");413for (int j = 0; j < layers[0].mipmaps.size(); j++) {414for (int k = 0; k < 6; k++) {415copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);416}417}418}419RD::get_singleton()->draw_command_end_label(); // Filter radiance420} else {421RD::get_singleton()->draw_command_begin_label("Downsample radiance map");422copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);423424for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {425copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);426}427RD::get_singleton()->draw_command_end_label(); // Downsample Radiance428Vector<RID> views;429if (p_use_arrays) {430for (int i = 1; i < layers.size(); i++) {431views.push_back(layers[i].views[0]);432}433} else {434for (int i = 1; i < layers[0].views.size(); i++) {435views.push_back(layers[0].views[i]);436}437}438RD::get_singleton()->draw_command_begin_label("Fast filter radiance");439copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);440RD::get_singleton()->draw_command_end_label(); // Filter radiance441}442}443444void 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) {445RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();446ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");447bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();448449if (prefer_raster_effects) {450if (p_base_layer == 1) {451RD::get_singleton()->draw_command_begin_label("Downsample radiance map");452for (int k = 0; k < 6; k++) {453copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);454}455456for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {457for (int k = 0; k < 6; k++) {458copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);459}460}461RD::get_singleton()->draw_command_end_label(); // Downsample Radiance462}463464RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");465if (p_use_arrays) {466for (int k = 0; k < 6; k++) {467copy_effects->cubemap_roughness_raster(468downsampled_radiance_cubemap,469layers[p_base_layer].mipmaps[0].framebuffers[k],470k,471p_sky_ggx_samples_quality,472float(p_base_layer) / (layers.size() - 1.0),473layers[p_base_layer].mipmaps[0].size.x);474}475} else {476for (int k = 0; k < 6; k++) {477copy_effects->cubemap_roughness_raster(478downsampled_radiance_cubemap,479layers[0].mipmaps[p_base_layer].framebuffers[k],480k,481p_sky_ggx_samples_quality,482float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),483layers[0].mipmaps[p_base_layer].size.x);484}485}486} else {487if (p_base_layer == 1) {488RD::get_singleton()->draw_command_begin_label("Downsample radiance map");489copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);490491for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {492copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);493}494RD::get_singleton()->draw_command_end_label(); // Downsample Radiance495}496497RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");498if (p_use_arrays) {499copy_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);500} else {501copy_effects->cubemap_roughness(502downsampled_radiance_cubemap,503layers[0].views[p_base_layer],504p_cube_side,505p_sky_ggx_samples_quality,506float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),507layers[0].mipmaps[p_base_layer].size.x);508}509}510RD::get_singleton()->draw_command_end_label(); // Filter radiance511}512513void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {514RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();515ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");516bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();517518RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");519for (int i = p_start; i < p_end; i++) {520for (int j = 0; j < layers[i].views.size() - 1; j++) {521RID view = layers[i].views[j];522Size2i size = layers[i].mipmaps[j + 1].size;523if (prefer_raster_effects) {524for (int k = 0; k < 6; k++) {525RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];526copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);527}528} else {529RID texture = layers[i].views[j + 1];530copy_effects->cubemap_downsample(view, texture, size);531}532}533}534RD::get_singleton()->draw_command_end_label();535}536537////////////////////////////////////////////////////////////////////////////////538// SkyRD::Sky539540void SkyRD::Sky::free() {541if (radiance.is_valid()) {542RD::get_singleton()->free(radiance);543radiance = RID();544}545reflection.clear_reflection_data();546547if (uniform_buffer.is_valid()) {548RD::get_singleton()->free(uniform_buffer);549uniform_buffer = RID();550}551552if (material.is_valid()) {553material = RID();554}555}556557RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {558RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();559560thread_local LocalVector<RD::Uniform> uniforms;561uniforms.clear();562563{564RD::Uniform u;565u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;566u.binding = 0;567if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {568u.append_id(radiance);569} else {570u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));571}572uniforms.push_back(u);573}574{575RD::Uniform u;576u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;577u.binding = 1; // half res578if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {579if (reflection.layers.size() && reflection.layers[0].views.size() >= 2 && reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {580u.append_id(reflection.layers[0].views[1]);581} else {582u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));583}584} else {585RID 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();586if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {587u.append_id(half_texture);588} else {589u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));590}591}592uniforms.push_back(u);593}594{595RD::Uniform u;596u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;597u.binding = 2; // quarter res598if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {599if (reflection.layers.size() && reflection.layers[0].views.size() >= 3 && reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {600u.append_id(reflection.layers[0].views[2]);601} else {602u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));603}604} else {605RID 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();606if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {607u.append_id(quarter_texture);608} else {609u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));610}611}612uniforms.push_back(u);613}614615return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);616}617618bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {619ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);620if (radiance_size == p_radiance_size) {621return false;622}623radiance_size = p_radiance_size;624625if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {626WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");627radiance_size = 256;628}629630if (radiance.is_valid()) {631RD::get_singleton()->free(radiance);632radiance = RID();633}634reflection.clear_reflection_data();635636return true;637}638639bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {640if (mode == p_mode) {641return false;642}643644mode = p_mode;645646if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {647WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");648set_radiance_size(256);649}650651if (radiance.is_valid()) {652RD::get_singleton()->free(radiance);653radiance = RID();654}655reflection.clear_reflection_data();656657return true;658}659660bool SkyRD::Sky::set_material(RID p_material) {661if (material == p_material) {662return false;663}664665material = p_material;666return true;667}668669Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {670if (radiance.is_valid()) {671RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();672673RD::TextureFormat tf;674tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16675tf.width = p_size.width;676tf.height = p_size.height;677tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;678679RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());680copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);681Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);682RD::get_singleton()->free(rad_tex);683684Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);685for (int i = 0; i < p_size.width; i++) {686for (int j = 0; j < p_size.height; j++) {687Color c = img->get_pixel(i, j);688c.r *= p_energy;689c.g *= p_energy;690c.b *= p_energy;691img->set_pixel(i, j, c);692}693}694return img;695}696697return Ref<Image>();698}699700////////////////////////////////////////////////////////////////////////////////701// SkyRD702703RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {704SkyShaderData *shader_data = memnew(SkyShaderData);705return shader_data;706}707708RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {709// !BAS! Why isn't _create_sky_shader_func not just static too?710return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();711}712713RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {714SkyMaterialData *material_data = memnew(SkyMaterialData);715material_data->shader_data = p_shader;716//update will happen later anyway so do nothing.717return material_data;718}719720RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {721// !BAS! same here, we could just make _create_sky_material_func static?722return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));723}724725SkyRD::SkyRD() {726roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");727sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");728sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");729}730731void SkyRD::init() {732RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();733RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();734735{736// Start with the directional lights for the sky737sky_scene_state.max_directional_lights = 4;738uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);739sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);740sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);741sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;742sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);743744String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";745defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";746747// Initialize sky748Vector<String> sky_modes;749sky_modes.push_back(""); // Full size750sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res751sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res752sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap753sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap754sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap755756sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview757sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview758sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview759760sky_shader.shader.initialize(sky_modes, defines);761762if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {763sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);764sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);765sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);766}767}768769// register our shader funds770material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);771material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);772773{774ShaderCompiler::DefaultIdentifierActions actions;775776actions.renames["COLOR"] = "color";777actions.renames["ALPHA"] = "alpha";778actions.renames["EYEDIR"] = "cube_normal";779actions.renames["POSITION"] = "params.position";780actions.renames["SKY_COORDS"] = "panorama_coords";781actions.renames["SCREEN_UV"] = "uv";782actions.renames["FRAGCOORD"] = "gl_FragCoord";783actions.renames["TIME"] = "params.time";784actions.renames["PI"] = String::num(Math::PI);785actions.renames["TAU"] = String::num(Math::TAU);786actions.renames["E"] = String::num(Math::E);787actions.renames["HALF_RES_COLOR"] = "half_res_color";788actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";789actions.renames["RADIANCE"] = "radiance";790actions.renames["FOG"] = "custom_fog";791actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";792actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";793actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";794actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";795actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";796actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";797actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";798actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";799actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";800actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";801actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";802actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";803actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";804actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";805actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";806actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";807actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";808actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";809actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";810actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";811actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";812actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";813actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";814actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";815actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";816actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";817actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";818actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";819820actions.base_texture_binding_index = 1;821actions.texture_layout_set = 1;822actions.base_uniform_string = "material.";823actions.base_varying_index = 10;824825actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;826actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;827actions.global_buffer_array_variable = "global_shader_uniforms.data";828829sky_shader.compiler.initialize(actions);830}831832{833// default material and shader for sky shader834sky_shader.default_shader = material_storage->shader_allocate();835material_storage->shader_initialize(sky_shader.default_shader);836837material_storage->shader_set_code(sky_shader.default_shader, R"(838// Default sky shader.839840shader_type sky;841842void sky() {843COLOR = vec3(0.0);844}845)");846847sky_shader.default_material = material_storage->material_allocate();848material_storage->material_initialize(sky_shader.default_material);849850material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);851852SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));853sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);854855sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));856857Vector<RD::Uniform> uniforms;858859{860RD::Uniform u;861u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;862u.binding = 1;863u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());864uniforms.push_back(u);865}866867{868RD::Uniform u;869u.binding = 2;870u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;871u.append_id(sky_scene_state.uniform_buffer);872uniforms.push_back(u);873}874875{876RD::Uniform u;877u.binding = 3;878u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;879u.append_id(sky_scene_state.directional_light_buffer);880uniforms.push_back(u);881}882883material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);884885sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);886}887888{889Vector<RD::Uniform> uniforms;890{891RD::Uniform u;892u.binding = 0;893u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;894RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);895u.append_id(vfog);896uniforms.push_back(u);897}898899sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);900}901902{903// Need defaults for using fog with clear color904sky_scene_state.fog_shader = material_storage->shader_allocate();905material_storage->shader_initialize(sky_scene_state.fog_shader);906907material_storage->shader_set_code(sky_scene_state.fog_shader, R"(908// Default clear color sky shader.909910shader_type sky;911912uniform vec4 clear_color;913914void sky() {915COLOR = clear_color.rgb;916}917)");918sky_scene_state.fog_material = material_storage->material_allocate();919material_storage->material_initialize(sky_scene_state.fog_material);920921material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);922923Vector<RD::Uniform> uniforms;924{925RD::Uniform u;926u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;927u.binding = 0;928u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));929uniforms.push_back(u);930}931{932RD::Uniform u;933u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;934u.binding = 1;935u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));936uniforms.push_back(u);937}938{939RD::Uniform u;940u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;941u.binding = 2;942u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));943uniforms.push_back(u);944}945946sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);947}948}949950void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {951texture_format = p_texture_format;952}953954#if defined(MACOS_ENABLED) && defined(__x86_64__)955void SkyRD::check_cubemap_array() {956if (OS::get_singleton()->get_current_rendering_driver_name() == "vulkan" && RenderingServer::get_singleton()->get_video_adapter_name().contains("Intel")) {957// Disable texture array reflections on macOS on Intel GPUs due to driver bugs.958sky_use_cubemap_array = false;959}960}961#endif962963SkyRD::~SkyRD() {964// cleanup anything created in init...965RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();966967SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));968sky_shader.shader.version_free(md->shader_data->version);969RD::get_singleton()->free(sky_scene_state.directional_light_buffer);970RD::get_singleton()->free(sky_scene_state.uniform_buffer);971memdelete_arr(sky_scene_state.directional_lights);972memdelete_arr(sky_scene_state.last_frame_directional_lights);973material_storage->shader_free(sky_shader.default_shader);974material_storage->material_free(sky_shader.default_material);975material_storage->shader_free(sky_scene_state.fog_shader);976material_storage->material_free(sky_scene_state.fog_material);977978if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {979RD::get_singleton()->free(sky_scene_state.uniform_set);980}981982if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {983RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);984}985986if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {987RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);988}989}990991void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {992RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();993RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();994ERR_FAIL_COND(p_render_data->environment.is_null());995996ERR_FAIL_COND(p_render_data->render_buffers.is_null());997998// make sure we support our view count999ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);1000ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);10011002SkyMaterialData *material = nullptr;1003Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));10041005RID sky_material;10061007SkyShaderData *shader_data = nullptr;10081009if (sky) {1010sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));10111012if (sky_material.is_valid()) {1013material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1014if (!material || !material->shader_data->valid) {1015material = nullptr;1016}1017}1018}10191020if (!material) {1021sky_material = sky_shader.default_material;1022material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1023}10241025ERR_FAIL_NULL(material);10261027shader_data = material->shader_data;10281029ERR_FAIL_NULL(shader_data);10301031material->set_as_used();10321033if (sky) {1034// Save our screen size; our buffers will already have been cleared.1035sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;1036sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;10371038// Trigger updating radiance buffers.1039if (sky->radiance.is_null()) {1040invalidate_sky(sky);1041update_dirty_skys();1042}10431044if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {1045sky->prev_time = p_render_data->scene_data->time;1046sky->reflection.dirty = true;1047RenderingServerDefault::redraw_request();1048}10491050if (material != sky->prev_material) {1051sky->prev_material = material;1052sky->reflection.dirty = true;1053}10541055if (material->uniform_set_updated) {1056material->uniform_set_updated = false;1057sky->reflection.dirty = true;1058}10591060if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {1061sky->prev_position = p_render_data->scene_data->cam_transform.origin;1062sky->reflection.dirty = true;1063}1064}10651066sky_scene_state.ubo.directional_light_count = 0;1067if (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)) {1068const PagedArray<RID> &lights = *p_render_data->lights;1069// Run through the list of lights in the scene and pick out the Directional Lights.1070// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called1071// after the depth prepass, but this runs before the depth prepass.1072for (int i = 0; i < (int)lights.size(); i++) {1073if (!light_storage->owns_light_instance(lights[i])) {1074continue;1075}1076RID base = light_storage->light_instance_get_base_light(lights[i]);10771078ERR_CONTINUE(base.is_null());10791080RS::LightType type = light_storage->light_get_type(base);1081if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {1082SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];1083Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);1084Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();10851086sky_light_data.direction[0] = world_direction.x;1087sky_light_data.direction[1] = world_direction.y;1088sky_light_data.direction[2] = world_direction.z;10891090float sign = light_storage->light_is_negative(base) ? -1 : 1;1091sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);10921093if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {1094sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);1095}10961097if (p_render_data->camera_attributes.is_valid()) {1098sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);1099}11001101Color linear_col = light_storage->light_get_color(base).srgb_to_linear();1102sky_light_data.color[0] = linear_col.r;1103sky_light_data.color[1] = linear_col.g;1104sky_light_data.color[2] = linear_col.b;11051106sky_light_data.enabled = true;11071108float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);1109sky_light_data.size = Math::deg_to_rad(angular_diameter);1110sky_scene_state.ubo.directional_light_count++;1111if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {1112break;1113}1114}1115}1116// Check whether the directional_light_buffer changes.1117bool light_data_dirty = false;11181119// Light buffer is dirty if we have fewer or more lights.1120// If we have fewer lights, make sure that old lights are disabled.1121if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {1122light_data_dirty = true;1123for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {1124sky_scene_state.directional_lights[i].enabled = false;1125sky_scene_state.last_frame_directional_lights[i].enabled = false;1126}1127}11281129if (!light_data_dirty) {1130for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {1131if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||1132sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||1133sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||1134sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||1135sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||1136sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||1137sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||1138sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||1139sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {1140light_data_dirty = true;1141break;1142}1143}1144}11451146if (light_data_dirty) {1147RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);11481149SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;1150sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;1151sky_scene_state.directional_lights = temp;1152sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;1153if (sky) {1154sky->reflection.dirty = true;1155}1156}1157}11581159// Setup fog variables.1160sky_scene_state.ubo.volumetric_fog_enabled = false;1161if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {1162Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);1163sky_scene_state.ubo.volumetric_fog_enabled = true;11641165float fog_end = fog->length;1166if (fog_end > 0.0) {1167sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;1168} else {1169sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;1170}11711172float fog_detail_spread = fog->spread; // Reverse lookup.1173if (fog_detail_spread > 0.0) {1174sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;1175} else {1176sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;1177}11781179sky_scene_state.fog_uniform_set = fog->sky_uniform_set;1180}11811182sky_scene_state.view_count = p_render_data->scene_data->view_count;1183sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;11841185Projection correction;1186correction.set_depth_correction(p_render_data->scene_data->flip_y, true);1187correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);11881189Projection projection = p_render_data->scene_data->cam_projection;1190if (p_render_data->scene_data->cam_frustum) {1191// We don't use a full projection matrix for the sky, this is enough to make up for it.1192projection[2].y = -projection[2].y;1193}11941195float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);11961197if (custom_fov && sky_scene_state.view_count == 1) {1198// With custom fov we don't support stereo...1199float near_plane = projection.get_z_near();1200float far_plane = projection.get_z_far();1201float aspect = projection.get_aspect();12021203projection.set_perspective(custom_fov, aspect, near_plane, far_plane);1204}12051206sky_scene_state.cam_projection = correction * projection;12071208// Our info in our UBO is only used if we're rendering stereo.1209for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {1210Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();1211if (p_render_data->scene_data->view_count > 1) {1212// Reprojection is used when we need to have things in combined space.1213RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);1214} else {1215// This is unused so just reset to identity.1216Projection ident;1217RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);1218}12191220RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);1221sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;1222sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;1223sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;1224sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;1225}12261227sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.1228sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);1229sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);1230sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);1231Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();1232float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);1233sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;1234sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;1235sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;1236sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);12371238sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);1239sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);12401241RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);1242}12431244void 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) {1245ERR_FAIL_COND(p_render_buffers.is_null());1246RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();1247ERR_FAIL_COND(p_env.is_null());12481249Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));1250ERR_FAIL_NULL(sky);12511252RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));12531254SkyMaterialData *material = nullptr;12551256if (sky_material.is_valid()) {1257material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1258if (!material || !material->shader_data->valid) {1259material = nullptr;1260}1261}12621263if (!material) {1264sky_material = sky_shader.default_material;1265material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1266}12671268ERR_FAIL_NULL(material);12691270SkyShaderData *shader_data = material->shader_data;12711272ERR_FAIL_NULL(shader_data);12731274bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;1275RS::SkyMode sky_mode = sky->mode;12761277if (sky_mode == RS::SKY_MODE_AUTOMATIC) {1278if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == 256) {1279update_single_frame = true;1280sky_mode = RS::SKY_MODE_REALTIME;1281} else if (shader_data->uses_light || shader_data->ubo_size > 0) {1282update_single_frame = false;1283sky_mode = RS::SKY_MODE_INCREMENTAL;1284} else {1285update_single_frame = true;1286sky_mode = RS::SKY_MODE_QUALITY;1287}1288}12891290if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {1291// On the first frame after creating sky, rebuild in single frame1292update_single_frame = true;1293sky_mode = RS::SKY_MODE_QUALITY;1294}12951296int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();12971298// Update radiance cubemap1299if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {1300static const Vector3 view_normals[6] = {1301Vector3(+1, 0, 0),1302Vector3(-1, 0, 0),1303Vector3(0, +1, 0),1304Vector3(0, -1, 0),1305Vector3(0, 0, +1),1306Vector3(0, 0, -1)1307};1308static const Vector3 view_up[6] = {1309Vector3(0, -1, 0),1310Vector3(0, -1, 0),1311Vector3(0, 0, +1),1312Vector3(0, 0, -1),1313Vector3(0, -1, 0),1314Vector3(0, -1, 0)1315};13161317Projection cm;1318cm.set_perspective(90, 1, 0.01, 10.0);1319Projection correction;1320correction.set_depth_correction(false);1321cm = correction * cm;13221323// Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.13241325if (shader_data->uses_quarter_res && roughness_layers >= 3) {1326RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");1327PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];13281329Vector<Color> clear_colors;1330clear_colors.push_back(Color(0.0, 0.0, 0.0));1331RD::DrawListID cubemap_draw_list;13321333for (int i = 0; i < 6; i++) {1334Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);1335RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);13361337cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i]);1338_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);1339RD::get_singleton()->draw_list_end();1340}1341RD::get_singleton()->draw_command_end_label();1342} else if (shader_data->uses_quarter_res && roughness_layers < 3) {1343ERR_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.");1344}13451346if (shader_data->uses_half_res && roughness_layers >= 2) {1347RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");1348PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];13491350Vector<Color> clear_colors;1351clear_colors.push_back(Color(0.0, 0.0, 0.0));1352RD::DrawListID cubemap_draw_list;13531354for (int i = 0; i < 6; i++) {1355Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);1356RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);13571358cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i]);1359_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);1360RD::get_singleton()->draw_list_end();1361}1362RD::get_singleton()->draw_command_end_label();1363} else if (shader_data->uses_half_res && roughness_layers < 2) {1364ERR_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.");1365}13661367RD::DrawListID cubemap_draw_list;1368PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];13691370RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");1371for (int i = 0; i < 6; i++) {1372Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);1373RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);13741375cubemap_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));1376_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);1377RD::get_singleton()->draw_list_end();1378}1379RD::get_singleton()->draw_command_end_label();13801381if (sky_mode == RS::SKY_MODE_REALTIME) {1382sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);1383if (sky_use_cubemap_array) {1384sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());1385}1386} else {1387if (update_single_frame) {1388for (int i = 1; i < max_processing_layer; i++) {1389sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);1390}1391if (sky_use_cubemap_array) {1392sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());1393}1394} else {1395if (sky_use_cubemap_array) {1396// Multi-Frame so just update the first array level1397sky->reflection.update_reflection_mipmaps(0, 1);1398}1399}1400sky->processing_layer = 1;1401}1402sky->baked_exposure = p_luminance_multiplier;1403sky->reflection.dirty = false;14041405} else {1406if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {1407sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);14081409if (sky_use_cubemap_array) {1410sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);1411}14121413sky->processing_layer++;1414}1415}1416}14171418void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {1419ERR_FAIL_COND(p_render_buffers.is_null());1420RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();1421ERR_FAIL_COND(p_env.is_null());14221423Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));14241425SkyMaterialData *material = nullptr;1426RID sky_material;14271428RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);14291430if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {1431ERR_FAIL_NULL(sky);1432sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));14331434if (sky_material.is_valid()) {1435material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1436if (!material || !material->shader_data->valid) {1437material = nullptr;1438}1439}14401441if (!material) {1442sky_material = sky_shader.default_material;1443material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1444}1445}14461447if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {1448sky_material = sky_scene_state.fog_material;1449material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1450}14511452ERR_FAIL_NULL(material);14531454SkyShaderData *shader_data = material->shader_data;1455ERR_FAIL_NULL(shader_data);14561457if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {1458return;1459}14601461material->set_as_used();14621463RENDER_TIMESTAMP("Setup Sky Resolution Buffers");1464RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");14651466Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);1467sky_transform.invert();14681469// Camera1470Projection projection = sky_scene_state.cam_projection;14711472sky_transform = sky_transform * sky_scene_state.cam_transform.basis;14731474if (shader_data->uses_quarter_res) {1475PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];14761477// Grab texture and framebuffer from cache, create if needed...1478uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;1479Size2i quarter_size = sky->screen_size / 4;1480RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);1481RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);14821483RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);14841485Vector<Color> clear_colors;1486clear_colors.push_back(Color(0.0, 0.0, 0.0));14871488RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);1489_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);1490RD::get_singleton()->draw_list_end();1491}14921493if (shader_data->uses_half_res) {1494PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];14951496// Grab texture and framebuffer from cache, create if needed...1497uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;1498Size2i half_size = sky->screen_size / 2;1499RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);1500RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);15011502RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);15031504Vector<Color> clear_colors;1505clear_colors.push_back(Color(0.0, 0.0, 0.0));15061507RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);1508_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);1509RD::get_singleton()->draw_list_end();1510}15111512RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers1513}15141515void 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) {1516ERR_FAIL_COND(p_render_buffers.is_null());1517RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();1518ERR_FAIL_COND(p_env.is_null());15191520Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));15211522SkyMaterialData *material = nullptr;1523RID sky_material;15241525RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);15261527if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {1528ERR_FAIL_NULL(sky);1529sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));15301531if (sky_material.is_valid()) {1532material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1533if (!material || !material->shader_data->valid) {1534material = nullptr;1535}1536}15371538if (!material) {1539sky_material = sky_shader.default_material;1540material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1541}1542}15431544if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {1545sky_material = sky_scene_state.fog_material;1546material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1547}15481549ERR_FAIL_NULL(material);15501551SkyShaderData *shader_data = material->shader_data;1552ERR_FAIL_NULL(shader_data);15531554material->set_as_used();15551556Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);1557sky_transform.invert();15581559// Camera1560Projection projection = sky_scene_state.cam_projection;15611562sky_transform = sky_transform * sky_scene_state.cam_transform.basis;15631564PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];15651566RID texture_uniform_set;1567if (sky) {1568texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);1569} else {1570texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;1571}15721573_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);1574}15751576void SkyRD::invalidate_sky(Sky *p_sky) {1577if (!p_sky->dirty) {1578p_sky->dirty = true;1579p_sky->dirty_list = dirty_sky_list;1580dirty_sky_list = p_sky;1581}1582}15831584void SkyRD::update_dirty_skys() {1585Sky *sky = dirty_sky_list;15861587while (sky) {1588//update sky configuration if texture is missing15891590// TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.1591// As this is basically a duplicate of the logic in reflection probes we could move this logic1592// into RenderSceneBuffersRD and use that from both places.1593if (sky->radiance.is_null()) {1594int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;15951596uint32_t w = sky->radiance_size, h = sky->radiance_size;1597int layers = roughness_layers;1598if (sky->mode == RS::SKY_MODE_REALTIME) {1599layers = 8;1600if (roughness_layers != 8) {1601WARN_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.");1602}1603}16041605if (sky_use_cubemap_array) {1606//array (higher quality, 6 times more memory)1607RD::TextureFormat tf;1608tf.array_layers = layers * 6;1609tf.format = texture_format;1610tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;1611tf.mipmaps = mipmaps;1612tf.width = w;1613tf.height = h;1614tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;1615if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {1616tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;1617}16181619sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());16201621sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);16221623} else {1624//regular cubemap, lower quality (aliasing, less memory)1625RD::TextureFormat tf;1626tf.array_layers = 6;1627tf.format = texture_format;1628tf.texture_type = RD::TEXTURE_TYPE_CUBE;1629tf.mipmaps = MIN(mipmaps, layers);1630tf.width = w;1631tf.height = h;1632tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;1633if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {1634tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;1635}16361637sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());16381639sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);1640}1641}16421643sky->reflection.dirty = true;1644sky->processing_layer = 0;16451646Sky *next = sky->dirty_list;1647sky->dirty_list = nullptr;1648sky->dirty = false;1649sky = next;1650}16511652dirty_sky_list = nullptr;1653}16541655RID SkyRD::sky_get_material(RID p_sky) const {1656Sky *sky = get_sky(p_sky);1657ERR_FAIL_NULL_V(sky, RID());16581659return sky->material;1660}16611662float SkyRD::sky_get_baked_exposure(RID p_sky) const {1663Sky *sky = get_sky(p_sky);1664ERR_FAIL_NULL_V(sky, 1.0);16651666return sky->baked_exposure;1667}16681669RID SkyRD::allocate_sky_rid() {1670return sky_owner.allocate_rid();1671}16721673void SkyRD::initialize_sky_rid(RID p_rid) {1674sky_owner.initialize_rid(p_rid, Sky());1675}16761677SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {1678return sky_owner.get_or_null(p_sky);1679}16801681void SkyRD::free_sky(RID p_sky) {1682Sky *sky = get_sky(p_sky);1683ERR_FAIL_NULL(sky);16841685sky->free();1686sky_owner.free(p_sky);1687}16881689void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {1690Sky *sky = get_sky(p_sky);1691ERR_FAIL_NULL(sky);16921693if (sky->set_radiance_size(p_radiance_size)) {1694invalidate_sky(sky);1695}1696}16971698void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {1699Sky *sky = get_sky(p_sky);1700ERR_FAIL_NULL(sky);17011702if (sky->set_mode(p_mode)) {1703invalidate_sky(sky);1704}1705}17061707void SkyRD::sky_set_material(RID p_sky, RID p_material) {1708Sky *sky = get_sky(p_sky);1709ERR_FAIL_NULL(sky);17101711if (sky->set_material(p_material)) {1712invalidate_sky(sky);1713}1714}17151716Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {1717Sky *sky = get_sky(p_sky);1718ERR_FAIL_NULL_V(sky, Ref<Image>());17191720update_dirty_skys();17211722return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);1723}17241725RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {1726Sky *sky = get_sky(p_sky);1727ERR_FAIL_NULL_V(sky, RID());17281729return sky->radiance;1730}173117321733