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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, float p_border_size) {
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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.border_size[0] = p_border_size;
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sky_push_constant.border_size[1] = 1.0f - p_border_size * 2.0;
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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_octmap = RID();
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if (downsampled_radiance_octmap.is_valid()) {
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RD::get_singleton()->free_rid(downsampled_radiance_octmap);
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}
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downsampled_radiance_octmap = 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, float p_border_size) {
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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 use_raster_effect = RendererRD::CopyEffects::get_singleton()->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
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uv_border_size = p_border_size;
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if (p_use_array) {
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int num_layers = p_low_quality ? Sky::REAL_TIME_ROUGHNESS_LAYERS : 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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for (int j = 0; j < mipmaps; j++) {
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ReflectionData::Layer::Mipmap &mm = layer.mipmaps[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(), p_base_cube, p_base_layer + i, j);
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Vector<RID> fbtex;
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fbtex.append(mm.view);
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mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);
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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 ? Sky::REAL_TIME_ROUGHNESS_LAYERS : mipmaps;
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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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for (int j = 0; j < mipmaps; j++) {
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ReflectionData::Layer::Mipmap &mm = layer.mipmaps[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(), p_base_cube, p_base_layer, j);
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Vector<RID> fbtex;
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fbtex.push_back(mm.view);
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mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);
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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_octmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0);
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RD::get_singleton()->set_resource_name(radiance_base_octmap, "Radiance Base Octmap");
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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 ? 160 : p_size >> 1; // Always 160x160 when using REALTIME.
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tf.height = p_low_quality ? 160 : p_size >> 1;
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tf.mipmaps = p_low_quality ? 5 : 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 (!use_raster_effect) {
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tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
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}
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downsampled_radiance_octmap = RD::get_singleton()->texture_create(tf, RD::TextureView());
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RD::get_singleton()->set_resource_name(downsampled_radiance_octmap, "Downsampled Radiance Octmap");
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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 (uint32_t j = 0; j < downsampled_layer.mipmaps.size(); j++) {
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ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps[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_octmap, 0, j);
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RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Octmap Mip " + itos(j) + " ");
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if (use_raster_effect) {
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// We need a framebuffer for the octmap.
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Vector<RID> fbtex;
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fbtex.push_back(mm.view);
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mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);
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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 use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
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if (use_raster_effect) {
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RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
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copy_effects->octmap_downsample_raster(radiance_base_octmap, downsampled_layer.mipmaps[0].framebuffer, downsampled_layer.mipmaps[0].size, uv_border_size);
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for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
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copy_effects->octmap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffer, downsampled_layer.mipmaps[i].size, uv_border_size);
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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 (uint32_t i = 0; i < layers.size(); i++) {
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copy_effects->octmap_filter_raster(downsampled_radiance_octmap, layers[i].mipmaps[0].framebuffer, i, uv_border_size);
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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 (uint32_t j = 0; j < layers[0].mipmaps.size(); j++) {
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copy_effects->octmap_filter_raster(downsampled_radiance_octmap, layers[0].mipmaps[j].framebuffer, j, uv_border_size);
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}
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}
399
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->octmap_downsample(radiance_base_octmap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size, uv_border_size);
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for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
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copy_effects->octmap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size, uv_border_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 (uint32_t i = 1; i < layers.size(); i++) {
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views.push_back(layers[i].mipmaps[0].view);
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}
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} else {
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for (uint32_t i = 1; i < layers[0].mipmaps.size(); i++) {
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views.push_back(layers[0].mipmaps[i].view);
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}
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}
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RD::get_singleton()->draw_command_begin_label("Fast Filter Radiance");
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copy_effects->octmap_filter(downsampled_radiance_octmap, views, p_use_arrays, uv_border_size);
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RD::get_singleton()->draw_command_end_label(); // Filter radiance
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}
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}
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void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
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RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
426
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
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bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
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if (use_raster_effect) {
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if (p_base_layer == 1) {
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RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
432
copy_effects->octmap_downsample_raster(radiance_base_octmap, downsampled_layer.mipmaps[0].framebuffer, downsampled_layer.mipmaps[0].size, uv_border_size);
433
434
for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
435
copy_effects->octmap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffer, downsampled_layer.mipmaps[i].size, uv_border_size);
436
}
437
RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
438
}
439
440
RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");
441
if (p_use_arrays) {
442
copy_effects->octmap_roughness_raster(
443
downsampled_radiance_octmap,
444
layers[p_base_layer].mipmaps[0].framebuffer,
445
p_sky_ggx_samples_quality,
446
float(p_base_layer) / (layers.size() - 1.0),
447
downsampled_layer.mipmaps[0].size.x,
448
layers[p_base_layer].mipmaps[0].size.x,
449
uv_border_size);
450
} else {
451
copy_effects->octmap_roughness_raster(
452
downsampled_radiance_octmap,
453
layers[0].mipmaps[p_base_layer].framebuffer,
454
p_sky_ggx_samples_quality,
455
float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
456
downsampled_layer.mipmaps[0].size.x,
457
layers[0].mipmaps[p_base_layer].size.x,
458
uv_border_size);
459
}
460
} else {
461
if (p_base_layer == 1) {
462
RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");
463
copy_effects->octmap_downsample(radiance_base_octmap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size, uv_border_size);
464
465
for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {
466
copy_effects->octmap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size, uv_border_size);
467
}
468
RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
469
}
470
471
RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");
472
if (p_use_arrays) {
473
copy_effects->octmap_roughness(downsampled_radiance_octmap, layers[p_base_layer].mipmaps[0].view, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), downsampled_layer.mipmaps[0].size.x, layers[p_base_layer].mipmaps[0].size.x, uv_border_size);
474
} else {
475
copy_effects->octmap_roughness(downsampled_radiance_octmap, layers[0].mipmaps[p_base_layer].view, p_sky_ggx_samples_quality, float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), downsampled_layer.mipmaps[0].size.x, layers[0].mipmaps[p_base_layer].size.x, uv_border_size);
476
}
477
}
478
RD::get_singleton()->draw_command_end_label(); // Filter radiance
479
}
480
481
void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
482
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
483
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");
484
bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
485
486
RD::get_singleton()->draw_command_begin_label("Update Radiance Octmap Array Mipmaps");
487
for (int i = p_start; i < p_end; i++) {
488
for (uint32_t j = 0; j < layers[i].mipmaps.size() - 1; j++) {
489
RID view = layers[i].mipmaps[j].view;
490
Size2i size = layers[i].mipmaps[j + 1].size;
491
if (use_raster_effect) {
492
RID framebuffer = layers[i].mipmaps[j + 1].framebuffer;
493
copy_effects->octmap_downsample_raster(view, framebuffer, size, uv_border_size);
494
} else {
495
RID texture = layers[i].mipmaps[j + 1].view;
496
copy_effects->octmap_downsample(view, texture, size, uv_border_size);
497
}
498
}
499
}
500
RD::get_singleton()->draw_command_end_label();
501
}
502
503
////////////////////////////////////////////////////////////////////////////////
504
// SkyRD::Sky
505
506
void SkyRD::Sky::free() {
507
if (radiance.is_valid()) {
508
RD::get_singleton()->free_rid(radiance);
509
radiance = RID();
510
}
511
reflection.clear_reflection_data();
512
513
if (uniform_buffer.is_valid()) {
514
RD::get_singleton()->free_rid(uniform_buffer);
515
uniform_buffer = RID();
516
}
517
518
if (material.is_valid()) {
519
material = RID();
520
}
521
}
522
523
RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
524
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
525
526
thread_local LocalVector<RD::Uniform> uniforms;
527
uniforms.clear();
528
529
{
530
RD::Uniform u;
531
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
532
u.binding = 0;
533
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
534
u.append_id(radiance);
535
} else {
536
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
537
}
538
uniforms.push_back(u);
539
}
540
{
541
RD::Uniform u;
542
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
543
u.binding = 1; // half res
544
if (p_version >= SKY_TEXTURE_SET_OCTMAP) {
545
if (reflection.layers.size() && reflection.layers[0].mipmaps.size() >= 2 && reflection.layers[0].mipmaps[1].view.is_valid() && p_version != SKY_TEXTURE_SET_OCTMAP_HALF_RES) {
546
u.append_id(reflection.layers[0].mipmaps[1].view);
547
} else {
548
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
549
}
550
} else {
551
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();
552
if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {
553
u.append_id(half_texture);
554
} else {
555
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
556
}
557
}
558
uniforms.push_back(u);
559
}
560
{
561
RD::Uniform u;
562
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
563
u.binding = 2; // quarter res
564
if (p_version >= SKY_TEXTURE_SET_OCTMAP) {
565
if (reflection.layers.size() && reflection.layers[0].mipmaps.size() >= 3 && reflection.layers[0].mipmaps[2].view.is_valid() && p_version != SKY_TEXTURE_SET_OCTMAP_QUARTER_RES) {
566
u.append_id(reflection.layers[0].mipmaps[2].view);
567
} else {
568
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
569
}
570
} else {
571
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();
572
if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {
573
u.append_id(quarter_texture);
574
} else {
575
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
576
}
577
}
578
uniforms.push_back(u);
579
}
580
581
return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);
582
}
583
584
bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
585
ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
586
if (radiance_size == p_radiance_size) {
587
return false;
588
}
589
radiance_size = p_radiance_size;
590
591
if (mode == RS::SKY_MODE_REALTIME && radiance_size != REAL_TIME_SIZE) {
592
WARN_PRINT(vformat("Realtime Skies can only use a radiance size of %d. Radiance size will be set to %d internally.", REAL_TIME_SIZE, REAL_TIME_SIZE));
593
radiance_size = REAL_TIME_SIZE;
594
}
595
596
if (radiance.is_valid()) {
597
RD::get_singleton()->free_rid(radiance);
598
radiance = RID();
599
}
600
reflection.clear_reflection_data();
601
602
return true;
603
}
604
605
int SkyRD::Sky::get_radiance_size() const {
606
return radiance_size;
607
}
608
609
bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
610
if (mode == p_mode) {
611
return false;
612
}
613
614
mode = p_mode;
615
616
if (mode == RS::SKY_MODE_REALTIME && radiance_size != REAL_TIME_SIZE) {
617
WARN_PRINT(vformat("Realtime Skies can only use a radiance size of %d. Radiance size will be set to %d internally.", REAL_TIME_SIZE, REAL_TIME_SIZE));
618
set_radiance_size(REAL_TIME_SIZE);
619
}
620
621
if (radiance.is_valid()) {
622
RD::get_singleton()->free_rid(radiance);
623
radiance = RID();
624
}
625
reflection.clear_reflection_data();
626
627
return true;
628
}
629
630
bool SkyRD::Sky::set_material(RID p_material) {
631
if (material == p_material) {
632
return false;
633
}
634
635
material = p_material;
636
return true;
637
}
638
639
Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
640
if (radiance.is_valid()) {
641
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
642
643
RD::TextureFormat tf;
644
tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
645
tf.width = p_size.width;
646
tf.height = p_size.height;
647
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
648
649
RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
650
copy_effects->copy_octmap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1, Size2(uv_border_size, 1.0f - uv_border_size * 2.0));
651
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
652
RD::get_singleton()->free_rid(rad_tex);
653
654
Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
655
for (int i = 0; i < p_size.width; i++) {
656
for (int j = 0; j < p_size.height; j++) {
657
Color c = img->get_pixel(i, j);
658
c.r *= p_energy;
659
c.g *= p_energy;
660
c.b *= p_energy;
661
img->set_pixel(i, j, c);
662
}
663
}
664
return img;
665
}
666
667
return Ref<Image>();
668
}
669
670
////////////////////////////////////////////////////////////////////////////////
671
// SkyRD
672
673
RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
674
SkyShaderData *shader_data = memnew(SkyShaderData);
675
return shader_data;
676
}
677
678
RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
679
// !BAS! Why isn't _create_sky_shader_func not just static too?
680
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
681
}
682
683
RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
684
SkyMaterialData *material_data = memnew(SkyMaterialData);
685
material_data->shader_data = p_shader;
686
//update will happen later anyway so do nothing.
687
return material_data;
688
}
689
690
RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
691
// !BAS! same here, we could just make _create_sky_material_func static?
692
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
693
}
694
695
SkyRD::SkyRD() {
696
roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
697
sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
698
sky_use_octmap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
699
}
700
701
void SkyRD::init() {
702
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
703
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
704
705
{
706
// Start with the directional lights for the sky
707
sky_scene_state.max_directional_lights = 4;
708
uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
709
sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
710
sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
711
sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
712
sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
713
714
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
715
defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
716
717
// Initialize sky
718
Vector<String> sky_modes;
719
sky_modes.push_back(""); // Full size
720
sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
721
sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
722
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
723
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
724
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
725
726
sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
727
sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
728
sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
729
730
sky_shader.shader.initialize(sky_modes, defines);
731
732
if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
733
sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
734
sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
735
sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
736
}
737
}
738
739
// register our shader funds
740
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
741
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
742
743
{
744
ShaderCompiler::DefaultIdentifierActions actions;
745
746
actions.renames["COLOR"] = "color";
747
actions.renames["ALPHA"] = "alpha";
748
actions.renames["EYEDIR"] = "cube_normal";
749
actions.renames["POSITION"] = "params.position";
750
actions.renames["SKY_COORDS"] = "panorama_coords";
751
actions.renames["SCREEN_UV"] = "uv";
752
actions.renames["FRAGCOORD"] = "gl_FragCoord";
753
actions.renames["TIME"] = "params.time";
754
actions.renames["PI"] = String::num(Math::PI);
755
actions.renames["TAU"] = String::num(Math::TAU);
756
actions.renames["E"] = String::num(Math::E);
757
actions.renames["HALF_RES_COLOR"] = "half_res_color";
758
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
759
actions.renames["RADIANCE"] = "radiance";
760
actions.renames["FOG"] = "custom_fog";
761
actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
762
actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
763
actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
764
actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
765
actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
766
actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
767
actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
768
actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
769
actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
770
actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
771
actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
772
actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
773
actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
774
actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
775
actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
776
actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
777
actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
778
actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
779
actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
780
actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
781
actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
782
actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
783
actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
784
actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";
785
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
786
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
787
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
788
actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
789
790
actions.base_texture_binding_index = 1;
791
actions.texture_layout_set = 1;
792
actions.base_uniform_string = "material.";
793
actions.base_varying_index = 10;
794
795
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
796
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
797
actions.global_buffer_array_variable = "global_shader_uniforms.data";
798
799
sky_shader.compiler.initialize(actions);
800
}
801
802
{
803
// default material and shader for sky shader
804
sky_shader.default_shader = material_storage->shader_allocate();
805
material_storage->shader_initialize(sky_shader.default_shader);
806
807
material_storage->shader_set_code(sky_shader.default_shader, R"(
808
// Default sky shader.
809
810
shader_type sky;
811
812
void sky() {
813
COLOR = vec3(0.0);
814
}
815
)");
816
817
sky_shader.default_material = material_storage->material_allocate();
818
material_storage->material_initialize(sky_shader.default_material);
819
820
material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
821
822
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
823
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
824
825
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
826
827
Vector<RD::Uniform> uniforms;
828
829
{
830
RD::Uniform u;
831
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
832
u.binding = 1;
833
u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
834
uniforms.push_back(u);
835
}
836
837
{
838
RD::Uniform u;
839
u.binding = 2;
840
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
841
u.append_id(sky_scene_state.uniform_buffer);
842
uniforms.push_back(u);
843
}
844
845
{
846
RD::Uniform u;
847
u.binding = 3;
848
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
849
u.append_id(sky_scene_state.directional_light_buffer);
850
uniforms.push_back(u);
851
}
852
853
material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
854
855
sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
856
}
857
858
{
859
Vector<RD::Uniform> uniforms;
860
{
861
RD::Uniform u;
862
u.binding = 0;
863
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
864
RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
865
u.append_id(vfog);
866
uniforms.push_back(u);
867
}
868
869
sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
870
}
871
872
{
873
// Need defaults for using fog with clear color
874
sky_scene_state.fog_shader = material_storage->shader_allocate();
875
material_storage->shader_initialize(sky_scene_state.fog_shader);
876
877
material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
878
// Default clear color sky shader.
879
880
shader_type sky;
881
882
uniform vec4 clear_color;
883
884
void sky() {
885
COLOR = clear_color.rgb;
886
}
887
)");
888
sky_scene_state.fog_material = material_storage->material_allocate();
889
material_storage->material_initialize(sky_scene_state.fog_material);
890
891
material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
892
893
Vector<RD::Uniform> uniforms;
894
{
895
RD::Uniform u;
896
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
897
u.binding = 0;
898
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
899
uniforms.push_back(u);
900
}
901
{
902
RD::Uniform u;
903
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
904
u.binding = 1;
905
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
906
uniforms.push_back(u);
907
}
908
{
909
RD::Uniform u;
910
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
911
u.binding = 2;
912
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
913
uniforms.push_back(u);
914
}
915
916
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
917
}
918
}
919
920
void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
921
texture_format = p_texture_format;
922
}
923
924
SkyRD::~SkyRD() {
925
// cleanup anything created in init...
926
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
927
928
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
929
sky_shader.shader.version_free(md->shader_data->version);
930
RD::get_singleton()->free_rid(sky_scene_state.directional_light_buffer);
931
RD::get_singleton()->free_rid(sky_scene_state.uniform_buffer);
932
memdelete_arr(sky_scene_state.directional_lights);
933
memdelete_arr(sky_scene_state.last_frame_directional_lights);
934
material_storage->shader_free(sky_shader.default_shader);
935
material_storage->material_free(sky_shader.default_material);
936
material_storage->shader_free(sky_scene_state.fog_shader);
937
material_storage->material_free(sky_scene_state.fog_material);
938
939
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
940
RD::get_singleton()->free_rid(sky_scene_state.uniform_set);
941
}
942
943
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
944
RD::get_singleton()->free_rid(sky_scene_state.default_fog_uniform_set);
945
}
946
947
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
948
RD::get_singleton()->free_rid(sky_scene_state.fog_only_texture_uniform_set);
949
}
950
}
951
952
void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {
953
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
954
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
955
ERR_FAIL_COND(p_render_data->environment.is_null());
956
957
ERR_FAIL_COND(p_render_data->render_buffers.is_null());
958
959
// make sure we support our view count
960
ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);
961
ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);
962
963
SkyMaterialData *material = nullptr;
964
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
965
966
RID sky_material;
967
968
SkyShaderData *shader_data = nullptr;
969
970
if (sky) {
971
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
972
973
if (sky_material.is_valid()) {
974
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
975
if (!material || !material->shader_data->valid) {
976
material = nullptr;
977
}
978
}
979
}
980
981
if (!material) {
982
sky_material = sky_shader.default_material;
983
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
984
}
985
986
ERR_FAIL_NULL(material);
987
988
shader_data = material->shader_data;
989
990
ERR_FAIL_NULL(shader_data);
991
992
material->set_as_used();
993
994
if (sky) {
995
// Save our screen size; our buffers will already have been cleared.
996
sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
997
sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
998
999
// Trigger updating radiance buffers.
1000
if (sky->radiance.is_null()) {
1001
invalidate_sky(sky);
1002
update_dirty_skys();
1003
}
1004
1005
if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {
1006
sky->prev_time = p_render_data->scene_data->time;
1007
sky->reflection.dirty = true;
1008
RenderingServerDefault::redraw_request();
1009
}
1010
1011
if (material != sky->prev_material) {
1012
sky->prev_material = material;
1013
sky->reflection.dirty = true;
1014
}
1015
1016
if (material->uniform_set_updated) {
1017
material->uniform_set_updated = false;
1018
sky->reflection.dirty = true;
1019
}
1020
1021
if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
1022
sky->prev_position = p_render_data->scene_data->cam_transform.origin;
1023
sky->reflection.dirty = true;
1024
}
1025
}
1026
1027
bool sun_scatter_enabled = 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;
1028
sky_scene_state.ubo.directional_light_count = 0;
1029
if (shader_data->uses_light || sun_scatter_enabled) {
1030
const PagedArray<RID> &lights = *p_render_data->lights;
1031
// Run through the list of lights in the scene and pick out the Directional Lights.
1032
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
1033
// after the depth prepass, but this runs before the depth prepass.
1034
for (int i = 0; i < (int)lights.size(); i++) {
1035
if (!light_storage->owns_light_instance(lights[i])) {
1036
continue;
1037
}
1038
RID base = light_storage->light_instance_get_base_light(lights[i]);
1039
1040
ERR_CONTINUE(base.is_null());
1041
1042
RS::LightType type = light_storage->light_get_type(base);
1043
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
1044
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
1045
Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);
1046
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
1047
1048
sky_light_data.direction[0] = world_direction.x;
1049
sky_light_data.direction[1] = world_direction.y;
1050
sky_light_data.direction[2] = world_direction.z;
1051
1052
float sign = light_storage->light_is_negative(base) ? -1 : 1;
1053
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
1054
1055
if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
1056
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
1057
}
1058
1059
if (p_render_data->camera_attributes.is_valid()) {
1060
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
1061
}
1062
1063
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
1064
sky_light_data.color[0] = linear_col.r;
1065
sky_light_data.color[1] = linear_col.g;
1066
sky_light_data.color[2] = linear_col.b;
1067
1068
sky_light_data.enabled = true;
1069
1070
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
1071
sky_light_data.size = Math::deg_to_rad(angular_diameter);
1072
sky_scene_state.ubo.directional_light_count++;
1073
if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
1074
break;
1075
}
1076
}
1077
}
1078
// Check whether the directional_light_buffer changes.
1079
bool light_data_dirty = false;
1080
1081
// Light buffer is dirty if we have fewer or more lights.
1082
// If we have fewer lights, make sure that old lights are disabled.
1083
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
1084
light_data_dirty = true;
1085
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
1086
sky_scene_state.directional_lights[i].enabled = false;
1087
sky_scene_state.last_frame_directional_lights[i].enabled = false;
1088
}
1089
}
1090
1091
if (!light_data_dirty) {
1092
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
1093
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
1094
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
1095
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
1096
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
1097
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
1098
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
1099
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
1100
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
1101
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
1102
light_data_dirty = true;
1103
break;
1104
}
1105
}
1106
}
1107
1108
if (light_data_dirty) {
1109
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);
1110
1111
SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
1112
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
1113
sky_scene_state.directional_lights = temp;
1114
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
1115
if (sky) {
1116
sky->reflection.dirty = true;
1117
}
1118
}
1119
}
1120
1121
// Setup fog variables.
1122
sky_scene_state.ubo.volumetric_fog_enabled = false;
1123
if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {
1124
Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);
1125
sky_scene_state.ubo.volumetric_fog_enabled = true;
1126
1127
float fog_end = fog->length;
1128
if (fog_end > 0.0) {
1129
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
1130
} else {
1131
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
1132
}
1133
1134
float fog_detail_spread = fog->spread; // Reverse lookup.
1135
if (fog_detail_spread > 0.0) {
1136
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
1137
} else {
1138
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
1139
}
1140
1141
sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
1142
}
1143
1144
sky_scene_state.view_count = p_render_data->scene_data->view_count;
1145
sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;
1146
1147
Projection correction;
1148
correction.set_depth_correction(p_render_data->scene_data->flip_y, true);
1149
correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);
1150
1151
Projection projection = p_render_data->scene_data->cam_projection;
1152
if (p_render_data->scene_data->cam_frustum) {
1153
// We don't use a full projection matrix for the sky, this is enough to make up for it.
1154
projection[2].y = -projection[2].y;
1155
}
1156
1157
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);
1158
1159
if (custom_fov && sky_scene_state.view_count == 1) {
1160
// With custom fov we don't support stereo...
1161
float near_plane = projection.get_z_near();
1162
float far_plane = projection.get_z_far();
1163
float aspect = projection.get_aspect();
1164
1165
projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
1166
}
1167
1168
sky_scene_state.cam_projection = correction * projection;
1169
1170
// Our info in our UBO is only used if we're rendering stereo.
1171
for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {
1172
Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();
1173
if (p_render_data->scene_data->view_count > 1) {
1174
// Reprojection is used when we need to have things in combined space.
1175
RendererRD::MaterialStorage::store_camera(sky_scene_state.cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
1176
} else {
1177
// This is unused so just reset to identity.
1178
Projection ident;
1179
RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
1180
}
1181
1182
RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
1183
sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;
1184
sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;
1185
sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;
1186
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
1187
}
1188
1189
sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.
1190
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);
1191
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);
1192
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);
1193
Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
1194
float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);
1195
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
1196
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
1197
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
1198
sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);
1199
1200
sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);
1201
sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);
1202
1203
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
1204
}
1205
1206
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) {
1207
ERR_FAIL_COND(p_render_buffers.is_null());
1208
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1209
ERR_FAIL_COND(p_env.is_null());
1210
1211
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1212
ERR_FAIL_NULL(sky);
1213
1214
RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1215
1216
SkyMaterialData *material = nullptr;
1217
1218
if (sky_material.is_valid()) {
1219
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1220
if (!material || !material->shader_data->valid) {
1221
material = nullptr;
1222
}
1223
}
1224
1225
if (!material) {
1226
sky_material = sky_shader.default_material;
1227
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1228
}
1229
1230
ERR_FAIL_NULL(material);
1231
1232
SkyShaderData *shader_data = material->shader_data;
1233
1234
ERR_FAIL_NULL(shader_data);
1235
1236
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
1237
RS::SkyMode sky_mode = sky->mode;
1238
1239
if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
1240
bool sun_scatter_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env) && RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env) > 0.001;
1241
1242
if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == Sky::REAL_TIME_SIZE) {
1243
update_single_frame = true;
1244
sky_mode = RS::SKY_MODE_REALTIME;
1245
} else if (shader_data->uses_light || sun_scatter_enabled || shader_data->ubo_size > 0) {
1246
update_single_frame = false;
1247
sky_mode = RS::SKY_MODE_INCREMENTAL;
1248
} else {
1249
update_single_frame = true;
1250
sky_mode = RS::SKY_MODE_QUALITY;
1251
}
1252
}
1253
1254
if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
1255
// On the first frame after creating sky, rebuild in single frame
1256
update_single_frame = true;
1257
sky_mode = RS::SKY_MODE_QUALITY;
1258
}
1259
1260
int max_processing_layer = sky_use_octmap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
1261
1262
// Update radiance octmap
1263
if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
1264
Projection cm;
1265
cm.set_perspective(90, 1, 0.01, 10.0);
1266
Projection correction;
1267
correction.set_depth_correction(false);
1268
cm = correction * cm;
1269
1270
// Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
1271
1272
if (shader_data->uses_quarter_res && roughness_layers >= 3) {
1273
RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter-Resolution Cubemap");
1274
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP_QUARTER_RES];
1275
1276
Vector<Color> clear_colors;
1277
clear_colors.push_back(Color(0.0, 0.0, 0.0));
1278
RD::DrawListID octmap_draw_list;
1279
1280
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
1281
1282
octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
1283
_render_sky(octmap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffer, pipeline, material->uniform_set, texture_uniform_set, cm, Basis(), p_global_pos, p_luminance_multiplier, p_brightness_multiplier, sky->uv_border_size);
1284
RD::get_singleton()->draw_list_end();
1285
1286
RD::get_singleton()->draw_command_end_label();
1287
} else if (shader_data->uses_quarter_res && roughness_layers < 3) {
1288
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.");
1289
}
1290
1291
if (shader_data->uses_half_res && roughness_layers >= 2) {
1292
RD::get_singleton()->draw_command_begin_label("Render Sky to Half-Resolution Cubemap");
1293
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP_HALF_RES];
1294
1295
Vector<Color> clear_colors;
1296
clear_colors.push_back(Color(0.0, 0.0, 0.0));
1297
1298
RD::DrawListID octmap_draw_list;
1299
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
1300
1301
octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
1302
_render_sky(octmap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffer, pipeline, material->uniform_set, texture_uniform_set, cm, Basis(), p_global_pos, p_luminance_multiplier, p_brightness_multiplier, sky->uv_border_size);
1303
RD::get_singleton()->draw_list_end();
1304
1305
RD::get_singleton()->draw_command_end_label();
1306
} else if (shader_data->uses_half_res && roughness_layers < 2) {
1307
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.");
1308
}
1309
1310
RD::DrawListID octmap_draw_list;
1311
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP];
1312
1313
RD::get_singleton()->draw_command_begin_label("Render Sky Octmap");
1314
1315
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP, sky_shader.default_shader_rd, p_render_buffers);
1316
1317
octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffer, RD::DRAW_IGNORE_COLOR_ALL, Vector<Color>(), 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS);
1318
_render_sky(octmap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffer, pipeline, material->uniform_set, texture_uniform_set, cm, Basis(), p_global_pos, p_luminance_multiplier, p_brightness_multiplier, sky->uv_border_size);
1319
RD::get_singleton()->draw_list_end();
1320
1321
RD::get_singleton()->draw_command_end_label();
1322
1323
if (sky_mode == RS::SKY_MODE_REALTIME) {
1324
sky->reflection.create_reflection_fast_filter(sky_use_octmap_array);
1325
if (sky_use_octmap_array) {
1326
sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
1327
}
1328
} else {
1329
if (update_single_frame) {
1330
for (int i = 1; i < max_processing_layer; i++) {
1331
sky->reflection.create_reflection_importance_sample(sky_use_octmap_array, i, sky_ggx_samples_quality);
1332
}
1333
if (sky_use_octmap_array) {
1334
sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());
1335
}
1336
} else {
1337
if (sky_use_octmap_array) {
1338
// Multi-Frame so just update the first array level
1339
sky->reflection.update_reflection_mipmaps(0, 1);
1340
}
1341
}
1342
sky->processing_layer = 1;
1343
}
1344
sky->baked_exposure = p_luminance_multiplier;
1345
sky->reflection.dirty = false;
1346
1347
} else {
1348
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
1349
sky->reflection.create_reflection_importance_sample(sky_use_octmap_array, sky->processing_layer, sky_ggx_samples_quality);
1350
1351
if (sky_use_octmap_array) {
1352
sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
1353
}
1354
1355
sky->processing_layer++;
1356
}
1357
}
1358
}
1359
1360
void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
1361
ERR_FAIL_COND(p_render_buffers.is_null());
1362
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1363
ERR_FAIL_COND(p_env.is_null());
1364
1365
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1366
1367
SkyMaterialData *material = nullptr;
1368
RID sky_material;
1369
1370
RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
1371
1372
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
1373
ERR_FAIL_NULL(sky);
1374
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1375
1376
if (sky_material.is_valid()) {
1377
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1378
if (!material || !material->shader_data->valid) {
1379
material = nullptr;
1380
}
1381
}
1382
1383
if (!material) {
1384
sky_material = sky_shader.default_material;
1385
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1386
}
1387
}
1388
1389
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
1390
sky_material = sky_scene_state.fog_material;
1391
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1392
}
1393
1394
ERR_FAIL_NULL(material);
1395
1396
SkyShaderData *shader_data = material->shader_data;
1397
ERR_FAIL_NULL(shader_data);
1398
1399
if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {
1400
return;
1401
}
1402
1403
material->set_as_used();
1404
1405
RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
1406
RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
1407
1408
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
1409
sky_transform.invert();
1410
1411
// Camera
1412
Projection projection = sky_scene_state.cam_projection;
1413
1414
sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
1415
1416
if (shader_data->uses_quarter_res) {
1417
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
1418
1419
// Grab texture and framebuffer from cache, create if needed...
1420
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1421
Size2i quarter_size = sky->screen_size / 4;
1422
RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);
1423
RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
1424
1425
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
1426
1427
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
1428
_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, sky->uv_border_size);
1429
RD::get_singleton()->draw_list_end();
1430
}
1431
1432
if (shader_data->uses_half_res) {
1433
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
1434
1435
// Grab texture and framebuffer from cache, create if needed...
1436
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1437
Size2i half_size = sky->screen_size / 2;
1438
RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);
1439
RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);
1440
1441
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
1442
1443
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_IGNORE_COLOR_ALL);
1444
_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, sky->uv_border_size);
1445
RD::get_singleton()->draw_list_end();
1446
}
1447
1448
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
1449
}
1450
1451
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) {
1452
ERR_FAIL_COND(p_render_buffers.is_null());
1453
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1454
ERR_FAIL_COND(p_env.is_null());
1455
1456
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1457
1458
SkyMaterialData *material = nullptr;
1459
RID sky_material;
1460
1461
RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
1462
1463
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
1464
ERR_FAIL_NULL(sky);
1465
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
1466
1467
if (sky_material.is_valid()) {
1468
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1469
if (!material || !material->shader_data->valid) {
1470
material = nullptr;
1471
}
1472
}
1473
1474
if (!material) {
1475
sky_material = sky_shader.default_material;
1476
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1477
}
1478
}
1479
1480
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
1481
sky_material = sky_scene_state.fog_material;
1482
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
1483
}
1484
1485
ERR_FAIL_NULL(material);
1486
1487
SkyShaderData *shader_data = material->shader_data;
1488
ERR_FAIL_NULL(shader_data);
1489
1490
material->set_as_used();
1491
1492
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
1493
sky_transform.invert();
1494
1495
// Camera
1496
Projection projection = sky_scene_state.cam_projection;
1497
1498
sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
1499
1500
PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
1501
1502
RID texture_uniform_set;
1503
float border_size = 0.0;
1504
if (sky) {
1505
texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);
1506
border_size = sky->uv_border_size;
1507
} else {
1508
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
1509
}
1510
1511
_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, border_size);
1512
}
1513
1514
void SkyRD::invalidate_sky(Sky *p_sky) {
1515
if (!p_sky->dirty) {
1516
p_sky->dirty = true;
1517
p_sky->dirty_list = dirty_sky_list;
1518
dirty_sky_list = p_sky;
1519
}
1520
}
1521
1522
void SkyRD::update_dirty_skys() {
1523
bool use_raster_effect = RendererRD::CopyEffects::get_singleton()->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
1524
Sky *sky = dirty_sky_list;
1525
1526
while (sky) {
1527
//update sky configuration if texture is missing
1528
1529
// TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.
1530
// As this is basically a duplicate of the logic in reflection probes we could move this logic
1531
// into RenderSceneBuffersRD and use that from both places.
1532
if (sky->radiance.is_null()) {
1533
int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
1534
1535
int layers = roughness_layers;
1536
if (sky->mode == RS::SKY_MODE_REALTIME) {
1537
layers = Sky::REAL_TIME_ROUGHNESS_LAYERS;
1538
if (roughness_layers != layers) {
1539
WARN_PRINT(vformat("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 %d in the project settings for best quality reflections.", Sky::REAL_TIME_ROUGHNESS_LAYERS));
1540
}
1541
}
1542
1543
if (sky_use_octmap_array) {
1544
mipmaps -= 2; // reduce the number of mipmaps to keep the border size reasonable.
1545
// Double size to approximate texel density of cubemaps + add border for proper filtering/mipmapping.
1546
uint32_t padding_pixels = (1 << (mipmaps - 1));
1547
uint32_t w = sky->radiance_size * 2 + padding_pixels * 2;
1548
uint32_t h = w;
1549
sky->uv_border_size = float(padding_pixels) / float(w);
1550
1551
// Array (higher quality, more memory).
1552
RD::TextureFormat tf;
1553
tf.array_layers = layers;
1554
tf.format = texture_format;
1555
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
1556
tf.mipmaps = mipmaps;
1557
tf.width = w;
1558
tf.height = h;
1559
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
1560
if (!use_raster_effect) {
1561
tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
1562
}
1563
1564
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
1565
1566
sky->reflection.update_reflection_data(w, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format, sky->uv_border_size);
1567
} else {
1568
// Double size to approximate texel density of cubemaps + add border for proper filtering/mipmapping.
1569
uint32_t padding_pixels = (1 << (MIN(mipmaps, layers) - 1));
1570
uint32_t w = sky->radiance_size * 2 + padding_pixels * 2;
1571
uint32_t h = w;
1572
sky->uv_border_size = float(padding_pixels) / float(w);
1573
1574
// Single texture (lower quality, less memory).
1575
RD::TextureFormat tf;
1576
tf.format = texture_format;
1577
tf.mipmaps = MIN(mipmaps, layers);
1578
tf.width = w;
1579
tf.height = h;
1580
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
1581
if (!use_raster_effect) {
1582
tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
1583
}
1584
1585
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
1586
1587
sky->reflection.update_reflection_data(w, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format, sky->uv_border_size);
1588
}
1589
}
1590
1591
sky->reflection.dirty = true;
1592
sky->processing_layer = 0;
1593
1594
Sky *next = sky->dirty_list;
1595
sky->dirty_list = nullptr;
1596
sky->dirty = false;
1597
sky = next;
1598
}
1599
1600
dirty_sky_list = nullptr;
1601
}
1602
1603
RID SkyRD::sky_get_material(RID p_sky) const {
1604
Sky *sky = get_sky(p_sky);
1605
ERR_FAIL_NULL_V(sky, RID());
1606
1607
return sky->material;
1608
}
1609
1610
float SkyRD::sky_get_baked_exposure(RID p_sky) const {
1611
Sky *sky = get_sky(p_sky);
1612
ERR_FAIL_NULL_V(sky, 1.0);
1613
1614
return sky->baked_exposure;
1615
}
1616
1617
RID SkyRD::allocate_sky_rid() {
1618
return sky_owner.allocate_rid();
1619
}
1620
1621
void SkyRD::initialize_sky_rid(RID p_rid) {
1622
sky_owner.initialize_rid(p_rid, Sky());
1623
}
1624
1625
SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
1626
return sky_owner.get_or_null(p_sky);
1627
}
1628
1629
void SkyRD::free_sky(RID p_sky) {
1630
Sky *sky = get_sky(p_sky);
1631
ERR_FAIL_NULL(sky);
1632
1633
sky->free();
1634
sky_owner.free(p_sky);
1635
}
1636
1637
void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
1638
Sky *sky = get_sky(p_sky);
1639
ERR_FAIL_NULL(sky);
1640
1641
if (sky->set_radiance_size(p_radiance_size)) {
1642
invalidate_sky(sky);
1643
}
1644
}
1645
1646
int SkyRD::sky_get_radiance_size(RID p_sky) const {
1647
Sky *sky = get_sky(p_sky);
1648
ERR_FAIL_NULL_V(sky, 0);
1649
1650
return sky->get_radiance_size();
1651
}
1652
1653
void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
1654
Sky *sky = get_sky(p_sky);
1655
ERR_FAIL_NULL(sky);
1656
1657
if (sky->set_mode(p_mode)) {
1658
invalidate_sky(sky);
1659
}
1660
}
1661
1662
void SkyRD::sky_set_material(RID p_sky, RID p_material) {
1663
Sky *sky = get_sky(p_sky);
1664
ERR_FAIL_NULL(sky);
1665
1666
if (sky->set_material(p_material)) {
1667
invalidate_sky(sky);
1668
}
1669
}
1670
1671
Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
1672
Sky *sky = get_sky(p_sky);
1673
ERR_FAIL_NULL_V(sky, Ref<Image>());
1674
1675
update_dirty_skys();
1676
1677
return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
1678
}
1679
1680
RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
1681
Sky *sky = get_sky(p_sky);
1682
ERR_FAIL_NULL_V(sky, RID());
1683
1684
return sky->radiance;
1685
}
1686
1687
float SkyRD::sky_get_uv_border_size(RID p_sky) {
1688
Sky *sky = get_sky(p_sky);
1689
ERR_FAIL_NULL_V(sky, 1.0);
1690
1691
return sky->uv_border_size;
1692
}
1693
1694