Path: blob/master/servers/rendering/renderer_rd/environment/sky.cpp
20831 views
/**************************************************************************/1/* sky.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "sky.h"31#include "core/config/project_settings.h"32#include "core/math/math_defs.h"33#include "servers/rendering/renderer_rd/effects/copy_effects.h"34#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"35#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"36#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"37#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"38#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"39#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"40#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"41#include "servers/rendering/rendering_server_default.h"42#include "servers/rendering/rendering_server_globals.h"4344using namespace RendererRD;4546#define RB_SCOPE_SKY SNAME("sky_buffers")47#define RB_HALF_TEXTURE SNAME("half_texture")48#define RB_QUARTER_TEXTURE SNAME("quarter_texture")4950////////////////////////////////////////////////////////////////////////////////51// SKY SHADER5253void SkyRD::SkyShaderData::set_code(const String &p_code) {54//compile5556code = p_code;57valid = false;58ubo_size = 0;59uniforms.clear();6061if (code.is_empty()) {62return; //just invalid, but no error63}6465ShaderCompiler::GeneratedCode gen_code;66ShaderCompiler::IdentifierActions actions;67actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;6869uses_time = false;70uses_half_res = false;71uses_quarter_res = false;72uses_position = false;73uses_light = false;7475actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;76actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;7778actions.usage_flag_pointers["TIME"] = &uses_time;79actions.usage_flag_pointers["POSITION"] = &uses_position;80actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;81actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;82actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;83actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;84actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;85actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;86actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;87actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;88actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;89actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;90actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;91actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;92actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;93actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;94actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;95actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;96actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;97actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;98actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;99actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;100101actions.uniforms = &uniforms;102103// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.104RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);105106Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);107ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");108109if (version.is_null()) {110version = scene_singleton->sky.sky_shader.shader.version_create();111}112113#if 0114print_line("**compiling shader:");115print_line("**defines:\n");116for (int i = 0; i < gen_code.defines.size(); i++) {117print_line(gen_code.defines[i]);118}119120HashMap<String, String>::Iterator el = gen_code.code.begin();121while (el) {122print_line("\n**code " + el->key + ":\n" + el->value);123++el;124}125126print_line("\n**uniforms:\n" + gen_code.uniforms);127print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);128print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);129#endif130131scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);132ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));133134ubo_size = gen_code.uniform_total_size;135ubo_offsets = gen_code.uniform_offsets;136texture_uniforms = gen_code.texture_uniforms;137138//update pipelines139140for (int i = 0; i < SKY_VERSION_MAX; i++) {141RD::PipelineDepthStencilState depth_stencil_state;142depth_stencil_state.enable_depth_test = true;143depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;144145if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {146RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);147pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);148} else {149pipelines[i].clear();150}151}152153valid = true;154}155156bool SkyRD::SkyShaderData::is_animated() const {157return false;158}159160bool SkyRD::SkyShaderData::casts_shadows() const {161return false;162}163164RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {165RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);166167return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);168}169170Pair<ShaderRD *, RID> SkyRD::SkyShaderData::get_native_shader_and_version() const {171RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);172return { &scene_singleton->sky.sky_shader.shader, version };173}174175SkyRD::SkyShaderData::~SkyShaderData() {176RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);177ERR_FAIL_NULL(scene_singleton);178//pipeline variants will clear themselves if shader is gone179if (version.is_valid()) {180scene_singleton->sky.sky_shader.shader.version_free(version);181}182}183184////////////////////////////////////////////////////////////////////////////////185// Sky material186187bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {188RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);189190uniform_set_updated = true;191192return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true, true);193}194195SkyRD::SkyMaterialData::~SkyMaterialData() {196free_parameters_uniform_set(uniform_set);197}198199////////////////////////////////////////////////////////////////////////////////200// Render sky201202static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {203p_array[0] = p_basis.rows[0][0];204p_array[1] = p_basis.rows[1][0];205p_array[2] = p_basis.rows[2][0];206p_array[3] = 0;207p_array[4] = p_basis.rows[0][1];208p_array[5] = p_basis.rows[1][1];209p_array[6] = p_basis.rows[2][1];210p_array[7] = 0;211p_array[8] = p_basis.rows[0][2];212p_array[9] = p_basis.rows[1][2];213p_array[10] = p_basis.rows[2][2];214p_array[11] = 0;215}216217void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier, float p_brightness_multiplier, float p_border_size) {218SkyPushConstant sky_push_constant;219220memset(&sky_push_constant, 0, sizeof(SkyPushConstant));221222// We only need key components of our projection matrix223sky_push_constant.projection[0] = p_projection.columns[2][0];224sky_push_constant.projection[1] = p_projection.columns[0][0];225sky_push_constant.projection[2] = p_projection.columns[2][1];226sky_push_constant.projection[3] = p_projection.columns[1][1];227228sky_push_constant.position[0] = p_position.x;229sky_push_constant.position[1] = p_position.y;230sky_push_constant.position[2] = p_position.z;231sky_push_constant.time = p_time;232sky_push_constant.border_size[0] = p_border_size;233sky_push_constant.border_size[1] = 1.0f - p_border_size * 2.0;234sky_push_constant.luminance_multiplier = p_luminance_multiplier;235sky_push_constant.brightness_multiplier = p_brightness_multiplier;236store_transform_3x3(p_orientation, sky_push_constant.orientation);237238RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);239240RD::DrawListID draw_list = p_list;241242RD::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()));243244// Update uniform sets.245{246RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);247if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.248RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);249}250RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);251// Fog uniform set can be invalidated before drawing, so validate at draw time252if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {253RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);254} else {255RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);256}257}258259RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));260261RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);262}263264////////////////////////////////////////////////////////////////////////////////265// ReflectionData266267void SkyRD::ReflectionData::clear_reflection_data() {268layers.clear();269radiance_base_octmap = RID();270if (downsampled_radiance_octmap.is_valid()) {271RD::get_singleton()->free_rid(downsampled_radiance_octmap);272}273downsampled_radiance_octmap = RID();274downsampled_layer.mipmaps.clear();275coefficient_buffer = RID();276}277278void 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) {279//recreate radiance and all data280281int mipmaps = p_mipmaps;282uint32_t w = p_size, h = p_size;283284bool use_raster_effect = RendererRD::CopyEffects::get_singleton()->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);285uv_border_size = p_border_size;286287if (p_use_array) {288int num_layers = p_low_quality ? Sky::REAL_TIME_ROUGHNESS_LAYERS : p_roughness_layers;289for (int i = 0; i < num_layers; i++) {290ReflectionData::Layer layer;291uint32_t mmw = w;292uint32_t mmh = h;293layer.mipmaps.resize(mipmaps);294for (int j = 0; j < mipmaps; j++) {295ReflectionData::Layer::Mipmap &mm = layer.mipmaps[j];296mm.size.width = mmw;297mm.size.height = mmh;298299mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i, j);300301Vector<RID> fbtex;302fbtex.append(mm.view);303mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);304305mmw = MAX(1u, mmw >> 1);306mmh = MAX(1u, mmh >> 1);307}308309layers.push_back(layer);310}311} else {312mipmaps = p_low_quality ? Sky::REAL_TIME_ROUGHNESS_LAYERS : mipmaps;313314ReflectionData::Layer layer;315uint32_t mmw = w;316uint32_t mmh = h;317layer.mipmaps.resize(mipmaps);318for (int j = 0; j < mipmaps; j++) {319ReflectionData::Layer::Mipmap &mm = layer.mipmaps[j];320mm.size.width = mmw;321mm.size.height = mmh;322mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j);323324Vector<RID> fbtex;325fbtex.push_back(mm.view);326mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);327328mmw = MAX(1u, mmw >> 1);329mmh = MAX(1u, mmh >> 1);330}331332layers.push_back(layer);333}334335radiance_base_octmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0);336RD::get_singleton()->set_resource_name(radiance_base_octmap, "Radiance Base Octmap");337338RD::TextureFormat tf;339tf.format = p_texture_format;340tf.width = p_low_quality ? 160 : p_size >> 1; // Always 160x160 when using REALTIME.341tf.height = p_low_quality ? 160 : p_size >> 1;342tf.mipmaps = p_low_quality ? 5 : mipmaps - 1;343tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;344if (!use_raster_effect) {345tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;346}347348downsampled_radiance_octmap = RD::get_singleton()->texture_create(tf, RD::TextureView());349RD::get_singleton()->set_resource_name(downsampled_radiance_octmap, "Downsampled Radiance Octmap");350{351uint32_t mmw = tf.width;352uint32_t mmh = tf.height;353downsampled_layer.mipmaps.resize(tf.mipmaps);354for (uint32_t j = 0; j < downsampled_layer.mipmaps.size(); j++) {355ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps[j];356mm.size.width = mmw;357mm.size.height = mmh;358mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_octmap, 0, j);359RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Octmap Mip " + itos(j) + " ");360if (use_raster_effect) {361// We need a framebuffer for the octmap.362Vector<RID> fbtex;363fbtex.push_back(mm.view);364mm.framebuffer = RD::get_singleton()->framebuffer_create(fbtex);365}366367mmw = MAX(1u, mmw >> 1);368mmh = MAX(1u, mmh >> 1);369}370}371}372373void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {374RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();375ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");376bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);377378if (use_raster_effect) {379RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");380copy_effects->octmap_downsample_raster(radiance_base_octmap, downsampled_layer.mipmaps[0].framebuffer, downsampled_layer.mipmaps[0].size, uv_border_size);381382for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {383copy_effects->octmap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffer, downsampled_layer.mipmaps[i].size, uv_border_size);384}385RD::get_singleton()->draw_command_end_label(); // Downsample Radiance386387if (p_use_arrays) {388RD::get_singleton()->draw_command_begin_label("Filter Radiance Map into Array Heads");389for (uint32_t i = 0; i < layers.size(); i++) {390copy_effects->octmap_filter_raster(downsampled_radiance_octmap, layers[i].mipmaps[0].framebuffer, i, uv_border_size);391}392} else {393RD::get_singleton()->draw_command_begin_label("Filter Radiance Map into Mipmaps Directly");394for (uint32_t j = 0; j < layers[0].mipmaps.size(); j++) {395copy_effects->octmap_filter_raster(downsampled_radiance_octmap, layers[0].mipmaps[j].framebuffer, j, uv_border_size);396}397}398RD::get_singleton()->draw_command_end_label(); // Filter radiance399} else {400RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");401copy_effects->octmap_downsample(radiance_base_octmap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size, uv_border_size);402403for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {404copy_effects->octmap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size, uv_border_size);405}406RD::get_singleton()->draw_command_end_label(); // Downsample Radiance407Vector<RID> views;408if (p_use_arrays) {409for (uint32_t i = 1; i < layers.size(); i++) {410views.push_back(layers[i].mipmaps[0].view);411}412} else {413for (uint32_t i = 1; i < layers[0].mipmaps.size(); i++) {414views.push_back(layers[0].mipmaps[i].view);415}416}417RD::get_singleton()->draw_command_begin_label("Fast Filter Radiance");418copy_effects->octmap_filter(downsampled_radiance_octmap, views, p_use_arrays, uv_border_size);419RD::get_singleton()->draw_command_end_label(); // Filter radiance420}421}422423void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {424RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();425ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");426bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);427428if (use_raster_effect) {429if (p_base_layer == 1) {430RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");431copy_effects->octmap_downsample_raster(radiance_base_octmap, downsampled_layer.mipmaps[0].framebuffer, downsampled_layer.mipmaps[0].size, uv_border_size);432433for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {434copy_effects->octmap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffer, downsampled_layer.mipmaps[i].size, uv_border_size);435}436RD::get_singleton()->draw_command_end_label(); // Downsample Radiance437}438439RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");440if (p_use_arrays) {441copy_effects->octmap_roughness_raster(442downsampled_radiance_octmap,443layers[p_base_layer].mipmaps[0].framebuffer,444p_sky_ggx_samples_quality,445float(p_base_layer) / (layers.size() - 1.0),446downsampled_layer.mipmaps[0].size.x,447layers[p_base_layer].mipmaps[0].size.x,448uv_border_size);449} else {450copy_effects->octmap_roughness_raster(451downsampled_radiance_octmap,452layers[0].mipmaps[p_base_layer].framebuffer,453p_sky_ggx_samples_quality,454float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),455downsampled_layer.mipmaps[0].size.x,456layers[0].mipmaps[p_base_layer].size.x,457uv_border_size);458}459} else {460if (p_base_layer == 1) {461RD::get_singleton()->draw_command_begin_label("Downsample Radiance Map");462copy_effects->octmap_downsample(radiance_base_octmap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size, uv_border_size);463464for (uint32_t i = 1; i < downsampled_layer.mipmaps.size(); i++) {465copy_effects->octmap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size, uv_border_size);466}467RD::get_singleton()->draw_command_end_label(); // Downsample Radiance468}469470RD::get_singleton()->draw_command_begin_label("High Quality Filter Radiance");471if (p_use_arrays) {472copy_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);473} else {474copy_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);475}476}477RD::get_singleton()->draw_command_end_label(); // Filter radiance478}479480void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {481RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();482ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialized");483bool use_raster_effect = copy_effects->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);484485RD::get_singleton()->draw_command_begin_label("Update Radiance Octmap Array Mipmaps");486for (int i = p_start; i < p_end; i++) {487for (uint32_t j = 0; j < layers[i].mipmaps.size() - 1; j++) {488RID view = layers[i].mipmaps[j].view;489Size2i size = layers[i].mipmaps[j + 1].size;490if (use_raster_effect) {491RID framebuffer = layers[i].mipmaps[j + 1].framebuffer;492copy_effects->octmap_downsample_raster(view, framebuffer, size, uv_border_size);493} else {494RID texture = layers[i].mipmaps[j + 1].view;495copy_effects->octmap_downsample(view, texture, size, uv_border_size);496}497}498}499RD::get_singleton()->draw_command_end_label();500}501502////////////////////////////////////////////////////////////////////////////////503// SkyRD::Sky504505void SkyRD::Sky::free() {506if (radiance.is_valid()) {507RD::get_singleton()->free_rid(radiance);508radiance = RID();509}510reflection.clear_reflection_data();511512if (uniform_buffer.is_valid()) {513RD::get_singleton()->free_rid(uniform_buffer);514uniform_buffer = RID();515}516517if (material.is_valid()) {518material = RID();519}520}521522RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {523RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();524525thread_local LocalVector<RD::Uniform> uniforms;526uniforms.clear();527528{529RD::Uniform u;530u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;531u.binding = 0;532if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {533u.append_id(radiance);534} else {535u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));536}537uniforms.push_back(u);538}539{540RD::Uniform u;541u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;542u.binding = 1; // half res543if (p_version >= SKY_TEXTURE_SET_OCTMAP) {544if (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) {545u.append_id(reflection.layers[0].mipmaps[1].view);546} else {547u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));548}549} else {550RID 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();551if (half_texture.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES) {552u.append_id(half_texture);553} else {554u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));555}556}557uniforms.push_back(u);558}559{560RD::Uniform u;561u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;562u.binding = 2; // quarter res563if (p_version >= SKY_TEXTURE_SET_OCTMAP) {564if (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) {565u.append_id(reflection.layers[0].mipmaps[2].view);566} else {567u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));568}569} else {570RID 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();571if (quarter_texture.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES) {572u.append_id(quarter_texture);573} else {574u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));575}576}577uniforms.push_back(u);578}579580return UniformSetCacheRD::get_singleton()->get_cache_vec(p_default_shader_rd, SKY_SET_TEXTURES, uniforms);581}582583bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {584ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);585if (radiance_size == p_radiance_size) {586return false;587}588radiance_size = p_radiance_size;589590if (mode == RS::SKY_MODE_REALTIME && radiance_size != REAL_TIME_SIZE) {591WARN_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));592radiance_size = REAL_TIME_SIZE;593}594595if (radiance.is_valid()) {596RD::get_singleton()->free_rid(radiance);597radiance = RID();598}599reflection.clear_reflection_data();600601return true;602}603604int SkyRD::Sky::get_radiance_size() const {605return radiance_size;606}607608bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {609if (mode == p_mode) {610return false;611}612613mode = p_mode;614615if (mode == RS::SKY_MODE_REALTIME && radiance_size != REAL_TIME_SIZE) {616WARN_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));617set_radiance_size(REAL_TIME_SIZE);618}619620if (radiance.is_valid()) {621RD::get_singleton()->free_rid(radiance);622radiance = RID();623}624reflection.clear_reflection_data();625626return true;627}628629bool SkyRD::Sky::set_material(RID p_material) {630if (material == p_material) {631return false;632}633634material = p_material;635return true;636}637638Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {639if (radiance.is_valid()) {640RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();641642RD::TextureFormat tf;643tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16644tf.width = p_size.width;645tf.height = p_size.height;646tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;647648RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());649copy_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));650Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);651RD::get_singleton()->free_rid(rad_tex);652653Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);654for (int i = 0; i < p_size.width; i++) {655for (int j = 0; j < p_size.height; j++) {656Color c = img->get_pixel(i, j);657c.r *= p_energy;658c.g *= p_energy;659c.b *= p_energy;660img->set_pixel(i, j, c);661}662}663return img;664}665666return Ref<Image>();667}668669////////////////////////////////////////////////////////////////////////////////670// SkyRD671672RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {673SkyShaderData *shader_data = memnew(SkyShaderData);674return shader_data;675}676677RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {678// !BAS! Why isn't _create_sky_shader_func not just static too?679return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();680}681682RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {683SkyMaterialData *material_data = memnew(SkyMaterialData);684material_data->shader_data = p_shader;685//update will happen later anyway so do nothing.686return material_data;687}688689RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {690// !BAS! same here, we could just make _create_sky_material_func static?691return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));692}693694SkyRD::SkyRD() {695roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");696sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");697sky_use_octmap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");698}699700void SkyRD::init() {701RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();702RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();703704{705// Start with the directional lights for the sky706sky_scene_state.max_directional_lights = 4;707uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);708sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);709sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);710sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;711sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);712713String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";714defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";715716// Initialize sky717Vector<String> sky_modes;718sky_modes.push_back(""); // Full size719sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res720sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res721sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap722sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap723sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap724725sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview726sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview727sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview728729sky_shader.shader.initialize(sky_modes, defines);730731if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {732sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);733sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);734sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);735}736}737738// register our shader funds739material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);740material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);741742{743ShaderCompiler::DefaultIdentifierActions actions;744745actions.renames["COLOR"] = "color";746actions.renames["ALPHA"] = "alpha";747actions.renames["EYEDIR"] = "cube_normal";748actions.renames["POSITION"] = "params.position";749actions.renames["SKY_COORDS"] = "panorama_coords";750actions.renames["SCREEN_UV"] = "uv";751actions.renames["FRAGCOORD"] = "gl_FragCoord";752actions.renames["TIME"] = "params.time";753actions.renames["PI"] = String::num(Math::PI);754actions.renames["TAU"] = String::num(Math::TAU);755actions.renames["E"] = String::num(Math::E);756actions.renames["HALF_RES_COLOR"] = "half_res_color";757actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";758actions.renames["RADIANCE"] = "radiance";759actions.renames["FOG"] = "custom_fog";760actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";761actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";762actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";763actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";764actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";765actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";766actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";767actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";768actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";769actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";770actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";771actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";772actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";773actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";774actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";775actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";776actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";777actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";778actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";779actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";780actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";781actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";782actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";783actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";784actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";785actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";786actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";787actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";788789actions.base_texture_binding_index = 1;790actions.texture_layout_set = 1;791actions.base_uniform_string = "material.";792actions.base_varying_index = 10;793794actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;795actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;796actions.global_buffer_array_variable = "global_shader_uniforms.data";797798sky_shader.compiler.initialize(actions);799}800801{802// default material and shader for sky shader803sky_shader.default_shader = material_storage->shader_allocate();804material_storage->shader_initialize(sky_shader.default_shader);805806material_storage->shader_set_code(sky_shader.default_shader, R"(807// Default sky shader.808809shader_type sky;810811void sky() {812COLOR = vec3(0.0);813}814)");815816sky_shader.default_material = material_storage->material_allocate();817material_storage->material_initialize(sky_shader.default_material);818819material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);820821SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));822sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);823824sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));825826Vector<RD::Uniform> uniforms;827828{829RD::Uniform u;830u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;831u.binding = 1;832u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());833uniforms.push_back(u);834}835836{837RD::Uniform u;838u.binding = 2;839u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;840u.append_id(sky_scene_state.uniform_buffer);841uniforms.push_back(u);842}843844{845RD::Uniform u;846u.binding = 3;847u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;848u.append_id(sky_scene_state.directional_light_buffer);849uniforms.push_back(u);850}851852material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);853854sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);855}856857{858Vector<RD::Uniform> uniforms;859{860RD::Uniform u;861u.binding = 0;862u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;863RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);864u.append_id(vfog);865uniforms.push_back(u);866}867868sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);869}870871{872// Need defaults for using fog with clear color873sky_scene_state.fog_shader = material_storage->shader_allocate();874material_storage->shader_initialize(sky_scene_state.fog_shader);875876material_storage->shader_set_code(sky_scene_state.fog_shader, R"(877// Default clear color sky shader.878879shader_type sky;880881uniform vec4 clear_color;882883void sky() {884COLOR = clear_color.rgb;885}886)");887sky_scene_state.fog_material = material_storage->material_allocate();888material_storage->material_initialize(sky_scene_state.fog_material);889890material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);891892Vector<RD::Uniform> uniforms;893{894RD::Uniform u;895u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;896u.binding = 0;897u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));898uniforms.push_back(u);899}900{901RD::Uniform u;902u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;903u.binding = 1;904u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));905uniforms.push_back(u);906}907{908RD::Uniform u;909u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;910u.binding = 2;911u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));912uniforms.push_back(u);913}914915sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);916}917}918919void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {920texture_format = p_texture_format;921}922923SkyRD::~SkyRD() {924// cleanup anything created in init...925RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();926927SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));928sky_shader.shader.version_free(md->shader_data->version);929RD::get_singleton()->free_rid(sky_scene_state.directional_light_buffer);930RD::get_singleton()->free_rid(sky_scene_state.uniform_buffer);931memdelete_arr(sky_scene_state.directional_lights);932memdelete_arr(sky_scene_state.last_frame_directional_lights);933material_storage->shader_free(sky_shader.default_shader);934material_storage->material_free(sky_shader.default_material);935material_storage->shader_free(sky_scene_state.fog_shader);936material_storage->material_free(sky_scene_state.fog_material);937938if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {939RD::get_singleton()->free_rid(sky_scene_state.uniform_set);940}941942if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {943RD::get_singleton()->free_rid(sky_scene_state.default_fog_uniform_set);944}945946if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {947RD::get_singleton()->free_rid(sky_scene_state.fog_only_texture_uniform_set);948}949}950951void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {952RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();953RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();954ERR_FAIL_COND(p_render_data->environment.is_null());955956ERR_FAIL_COND(p_render_data->render_buffers.is_null());957958// make sure we support our view count959ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);960ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);961962SkyMaterialData *material = nullptr;963Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));964965RID sky_material;966967SkyShaderData *shader_data = nullptr;968969if (sky) {970sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));971972if (sky_material.is_valid()) {973material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));974if (!material || !material->shader_data->valid) {975material = nullptr;976}977}978}979980if (!material) {981sky_material = sky_shader.default_material;982material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));983}984985ERR_FAIL_NULL(material);986987shader_data = material->shader_data;988989ERR_FAIL_NULL(shader_data);990991material->set_as_used();992993if (sky) {994// Save our screen size; our buffers will already have been cleared.995sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;996sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;997998// Trigger updating radiance buffers.999if (sky->radiance.is_null()) {1000invalidate_sky(sky);1001update_dirty_skys();1002}10031004if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {1005sky->prev_time = p_render_data->scene_data->time;1006sky->reflection.dirty = true;1007RenderingServerDefault::redraw_request();1008}10091010if (material != sky->prev_material) {1011sky->prev_material = material;1012sky->reflection.dirty = true;1013}10141015if (material->uniform_set_updated) {1016material->uniform_set_updated = false;1017sky->reflection.dirty = true;1018}10191020if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {1021sky->prev_position = p_render_data->scene_data->cam_transform.origin;1022sky->reflection.dirty = true;1023}1024}10251026bool 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;1027sky_scene_state.ubo.directional_light_count = 0;1028if (shader_data->uses_light || sun_scatter_enabled) {1029const PagedArray<RID> &lights = *p_render_data->lights;1030// Run through the list of lights in the scene and pick out the Directional Lights.1031// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called1032// after the depth prepass, but this runs before the depth prepass.1033for (int i = 0; i < (int)lights.size(); i++) {1034if (!light_storage->owns_light_instance(lights[i])) {1035continue;1036}1037RID base = light_storage->light_instance_get_base_light(lights[i]);10381039ERR_CONTINUE(base.is_null());10401041RS::LightType type = light_storage->light_get_type(base);1042if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {1043SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];1044Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);1045Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();10461047sky_light_data.direction[0] = world_direction.x;1048sky_light_data.direction[1] = world_direction.y;1049sky_light_data.direction[2] = world_direction.z;10501051float sign = light_storage->light_is_negative(base) ? -1 : 1;1052sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);10531054if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {1055sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);1056}10571058if (p_render_data->camera_attributes.is_valid()) {1059sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);1060}10611062Color linear_col = light_storage->light_get_color(base).srgb_to_linear();1063sky_light_data.color[0] = linear_col.r;1064sky_light_data.color[1] = linear_col.g;1065sky_light_data.color[2] = linear_col.b;10661067sky_light_data.enabled = true;10681069float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);1070sky_light_data.size = Math::deg_to_rad(angular_diameter);1071sky_scene_state.ubo.directional_light_count++;1072if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {1073break;1074}1075}1076}1077// Check whether the directional_light_buffer changes.1078bool light_data_dirty = false;10791080// Light buffer is dirty if we have fewer or more lights.1081// If we have fewer lights, make sure that old lights are disabled.1082if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {1083light_data_dirty = true;1084for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {1085sky_scene_state.directional_lights[i].enabled = false;1086sky_scene_state.last_frame_directional_lights[i].enabled = false;1087}1088}10891090if (!light_data_dirty) {1091for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {1092if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||1093sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||1094sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||1095sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||1096sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||1097sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||1098sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||1099sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||1100sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {1101light_data_dirty = true;1102break;1103}1104}1105}11061107if (light_data_dirty) {1108RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);11091110SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;1111sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;1112sky_scene_state.directional_lights = temp;1113sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;1114if (sky) {1115sky->reflection.dirty = true;1116}1117}1118}11191120// Setup fog variables.1121sky_scene_state.ubo.volumetric_fog_enabled = false;1122if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {1123Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);1124sky_scene_state.ubo.volumetric_fog_enabled = true;11251126float fog_end = fog->length;1127if (fog_end > 0.0) {1128sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;1129} else {1130sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;1131}11321133float fog_detail_spread = fog->spread; // Reverse lookup.1134if (fog_detail_spread > 0.0) {1135sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;1136} else {1137sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;1138}11391140sky_scene_state.fog_uniform_set = fog->sky_uniform_set;1141}11421143sky_scene_state.view_count = p_render_data->scene_data->view_count;1144sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;11451146Projection correction;1147correction.set_depth_correction(p_render_data->scene_data->flip_y, true);1148correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);11491150Projection projection = p_render_data->scene_data->cam_projection;1151if (p_render_data->scene_data->cam_frustum) {1152// We don't use a full projection matrix for the sky, this is enough to make up for it.1153projection[2].y = -projection[2].y;1154}11551156float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);11571158if (custom_fov && sky_scene_state.view_count == 1) {1159// With custom fov we don't support stereo...1160float near_plane = projection.get_z_near();1161float far_plane = projection.get_z_far();1162float aspect = projection.get_aspect();11631164projection.set_perspective(custom_fov, aspect, near_plane, far_plane);1165}11661167sky_scene_state.cam_projection = correction * projection;11681169// Our info in our UBO is only used if we're rendering stereo.1170for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {1171Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();1172if (p_render_data->scene_data->view_count > 1) {1173// Reprojection is used when we need to have things in combined space.1174RendererRD::MaterialStorage::store_camera(sky_scene_state.cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);1175} else {1176// This is unused so just reset to identity.1177Projection ident;1178RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);1179}11801181RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);1182sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;1183sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;1184sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;1185sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;1186}11871188sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.1189sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);1190sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);1191sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);1192Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();1193float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);1194sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;1195sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;1196sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;1197sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);11981199sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);1200sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);12011202RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);1203}12041205void 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) {1206ERR_FAIL_COND(p_render_buffers.is_null());1207RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();1208ERR_FAIL_COND(p_env.is_null());12091210Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));1211ERR_FAIL_NULL(sky);12121213RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));12141215SkyMaterialData *material = nullptr;12161217if (sky_material.is_valid()) {1218material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1219if (!material || !material->shader_data->valid) {1220material = nullptr;1221}1222}12231224if (!material) {1225sky_material = sky_shader.default_material;1226material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1227}12281229ERR_FAIL_NULL(material);12301231SkyShaderData *shader_data = material->shader_data;12321233ERR_FAIL_NULL(shader_data);12341235bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;1236RS::SkyMode sky_mode = sky->mode;12371238if (sky_mode == RS::SKY_MODE_AUTOMATIC) {1239bool sun_scatter_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env) && RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env) > 0.001;12401241if ((shader_data->uses_time || shader_data->uses_position) && sky->radiance_size == Sky::REAL_TIME_SIZE) {1242update_single_frame = true;1243sky_mode = RS::SKY_MODE_REALTIME;1244} else if (shader_data->uses_light || sun_scatter_enabled || shader_data->ubo_size > 0) {1245update_single_frame = false;1246sky_mode = RS::SKY_MODE_INCREMENTAL;1247} else {1248update_single_frame = true;1249sky_mode = RS::SKY_MODE_QUALITY;1250}1251}12521253if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {1254// On the first frame after creating sky, rebuild in single frame1255update_single_frame = true;1256sky_mode = RS::SKY_MODE_QUALITY;1257}12581259int max_processing_layer = sky_use_octmap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();12601261// Update radiance octmap1262if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {1263Projection cm;1264cm.set_perspective(90, 1, 0.01, 10.0);1265Projection correction;1266correction.set_depth_correction(false);1267cm = correction * cm;12681269// Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.12701271if (shader_data->uses_quarter_res && roughness_layers >= 3) {1272RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter-Resolution Cubemap");1273PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP_QUARTER_RES];12741275Vector<Color> clear_colors;1276clear_colors.push_back(Color(0.0, 0.0, 0.0));1277RD::DrawListID octmap_draw_list;12781279RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);12801281octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffer, RD::DRAW_IGNORE_COLOR_ALL);1282_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);1283RD::get_singleton()->draw_list_end();12841285RD::get_singleton()->draw_command_end_label();1286} else if (shader_data->uses_quarter_res && roughness_layers < 3) {1287ERR_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.");1288}12891290if (shader_data->uses_half_res && roughness_layers >= 2) {1291RD::get_singleton()->draw_command_begin_label("Render Sky to Half-Resolution Cubemap");1292PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP_HALF_RES];12931294Vector<Color> clear_colors;1295clear_colors.push_back(Color(0.0, 0.0, 0.0));12961297RD::DrawListID octmap_draw_list;1298RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);12991300octmap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffer, RD::DRAW_IGNORE_COLOR_ALL);1301_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);1302RD::get_singleton()->draw_list_end();13031304RD::get_singleton()->draw_command_end_label();1305} else if (shader_data->uses_half_res && roughness_layers < 2) {1306ERR_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.");1307}13081309RD::DrawListID octmap_draw_list;1310PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_OCTMAP];13111312RD::get_singleton()->draw_command_begin_label("Render Sky Octmap");13131314RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_OCTMAP, sky_shader.default_shader_rd, p_render_buffers);13151316octmap_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);1317_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);1318RD::get_singleton()->draw_list_end();13191320RD::get_singleton()->draw_command_end_label();13211322if (sky_mode == RS::SKY_MODE_REALTIME) {1323sky->reflection.create_reflection_fast_filter(sky_use_octmap_array);1324if (sky_use_octmap_array) {1325sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());1326}1327} else {1328if (update_single_frame) {1329for (int i = 1; i < max_processing_layer; i++) {1330sky->reflection.create_reflection_importance_sample(sky_use_octmap_array, i, sky_ggx_samples_quality);1331}1332if (sky_use_octmap_array) {1333sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size());1334}1335} else {1336if (sky_use_octmap_array) {1337// Multi-Frame so just update the first array level1338sky->reflection.update_reflection_mipmaps(0, 1);1339}1340}1341sky->processing_layer = 1;1342}1343sky->baked_exposure = p_luminance_multiplier;1344sky->reflection.dirty = false;13451346} else {1347if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {1348sky->reflection.create_reflection_importance_sample(sky_use_octmap_array, sky->processing_layer, sky_ggx_samples_quality);13491350if (sky_use_octmap_array) {1351sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);1352}13531354sky->processing_layer++;1355}1356}1357}13581359void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {1360ERR_FAIL_COND(p_render_buffers.is_null());1361RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();1362ERR_FAIL_COND(p_env.is_null());13631364Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));13651366SkyMaterialData *material = nullptr;1367RID sky_material;13681369RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);13701371if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {1372ERR_FAIL_NULL(sky);1373sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));13741375if (sky_material.is_valid()) {1376material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1377if (!material || !material->shader_data->valid) {1378material = nullptr;1379}1380}13811382if (!material) {1383sky_material = sky_shader.default_material;1384material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1385}1386}13871388if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {1389sky_material = sky_scene_state.fog_material;1390material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1391}13921393ERR_FAIL_NULL(material);13941395SkyShaderData *shader_data = material->shader_data;1396ERR_FAIL_NULL(shader_data);13971398if (!shader_data->uses_quarter_res && !shader_data->uses_half_res) {1399return;1400}14011402material->set_as_used();14031404RENDER_TIMESTAMP("Setup Sky Resolution Buffers");1405RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");14061407Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);1408sky_transform.invert();14091410// Camera1411Projection projection = sky_scene_state.cam_projection;14121413sky_transform = sky_transform * sky_scene_state.cam_transform.basis;14141415if (shader_data->uses_quarter_res) {1416PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];14171418// Grab texture and framebuffer from cache, create if needed...1419uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;1420Size2i quarter_size = sky->screen_size / 4;1421RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_QUARTER_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, quarter_size);1422RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);14231424RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);14251426RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_IGNORE_COLOR_ALL);1427_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);1428RD::get_singleton()->draw_list_end();1429}14301431if (shader_data->uses_half_res) {1432PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];14331434// Grab texture and framebuffer from cache, create if needed...1435uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;1436Size2i half_size = sky->screen_size / 2;1437RID texture = p_render_buffers->create_texture(RB_SCOPE_SKY, RB_HALF_TEXTURE, texture_format, usage_bits, RD::TEXTURE_SAMPLES_1, half_size);1438RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache_multiview(sky_scene_state.view_count, texture);14391440RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);14411442RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_IGNORE_COLOR_ALL);1443_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);1444RD::get_singleton()->draw_list_end();1445}14461447RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers1448}14491450void 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) {1451ERR_FAIL_COND(p_render_buffers.is_null());1452RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();1453ERR_FAIL_COND(p_env.is_null());14541455Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));14561457SkyMaterialData *material = nullptr;1458RID sky_material;14591460RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);14611462if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {1463ERR_FAIL_NULL(sky);1464sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));14651466if (sky_material.is_valid()) {1467material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1468if (!material || !material->shader_data->valid) {1469material = nullptr;1470}1471}14721473if (!material) {1474sky_material = sky_shader.default_material;1475material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1476}1477}14781479if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {1480sky_material = sky_scene_state.fog_material;1481material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));1482}14831484ERR_FAIL_NULL(material);14851486SkyShaderData *shader_data = material->shader_data;1487ERR_FAIL_NULL(shader_data);14881489material->set_as_used();14901491Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);1492sky_transform.invert();14931494// Camera1495Projection projection = sky_scene_state.cam_projection;14961497sky_transform = sky_transform * sky_scene_state.cam_transform.basis;14981499PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];15001501RID texture_uniform_set;1502float border_size = 0.0;1503if (sky) {1504texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd, p_render_buffers);1505border_size = sky->uv_border_size;1506} else {1507texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;1508}15091510_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);1511}15121513void SkyRD::invalidate_sky(Sky *p_sky) {1514if (!p_sky->dirty) {1515p_sky->dirty = true;1516p_sky->dirty_list = dirty_sky_list;1517dirty_sky_list = p_sky;1518}1519}15201521void SkyRD::update_dirty_skys() {1522bool use_raster_effect = RendererRD::CopyEffects::get_singleton()->get_raster_effects().has_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);1523Sky *sky = dirty_sky_list;15241525while (sky) {1526//update sky configuration if texture is missing15271528// TODO See if we can move this into `update_radiance_buffers` and remove our dirty_sky logic.1529// As this is basically a duplicate of the logic in reflection probes we could move this logic1530// into RenderSceneBuffersRD and use that from both places.1531if (sky->radiance.is_null()) {1532int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;15331534int layers = roughness_layers;1535if (sky->mode == RS::SKY_MODE_REALTIME) {1536layers = Sky::REAL_TIME_ROUGHNESS_LAYERS;1537if (roughness_layers != layers) {1538WARN_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));1539}1540}15411542if (sky_use_octmap_array) {1543mipmaps -= 2; // reduce the number of mipmaps to keep the border size reasonable.1544// Double size to approximate texel density of cubemaps + add border for proper filtering/mipmapping.1545uint32_t padding_pixels = (1 << (mipmaps - 1));1546uint32_t w = sky->radiance_size * 2 + padding_pixels * 2;1547uint32_t h = w;1548sky->uv_border_size = float(padding_pixels) / float(w);15491550// Array (higher quality, more memory).1551RD::TextureFormat tf;1552tf.array_layers = layers;1553tf.format = texture_format;1554tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;1555tf.mipmaps = mipmaps;1556tf.width = w;1557tf.height = h;1558tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;1559if (!use_raster_effect) {1560tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;1561}15621563sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());15641565sky->reflection.update_reflection_data(w, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format, sky->uv_border_size);1566} else {1567// Double size to approximate texel density of cubemaps + add border for proper filtering/mipmapping.1568uint32_t padding_pixels = (1 << (MIN(mipmaps, layers) - 1));1569uint32_t w = sky->radiance_size * 2 + padding_pixels * 2;1570uint32_t h = w;1571sky->uv_border_size = float(padding_pixels) / float(w);15721573// Single texture (lower quality, less memory).1574RD::TextureFormat tf;1575tf.format = texture_format;1576tf.mipmaps = MIN(mipmaps, layers);1577tf.width = w;1578tf.height = h;1579tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;1580if (!use_raster_effect) {1581tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;1582}15831584sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());15851586sky->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);1587}1588}15891590sky->reflection.dirty = true;1591sky->processing_layer = 0;15921593Sky *next = sky->dirty_list;1594sky->dirty_list = nullptr;1595sky->dirty = false;1596sky = next;1597}15981599dirty_sky_list = nullptr;1600}16011602RID SkyRD::sky_get_material(RID p_sky) const {1603Sky *sky = get_sky(p_sky);1604ERR_FAIL_NULL_V(sky, RID());16051606return sky->material;1607}16081609float SkyRD::sky_get_baked_exposure(RID p_sky) const {1610Sky *sky = get_sky(p_sky);1611ERR_FAIL_NULL_V(sky, 1.0);16121613return sky->baked_exposure;1614}16151616RID SkyRD::allocate_sky_rid() {1617return sky_owner.allocate_rid();1618}16191620void SkyRD::initialize_sky_rid(RID p_rid) {1621sky_owner.initialize_rid(p_rid, Sky());1622}16231624SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {1625return sky_owner.get_or_null(p_sky);1626}16271628void SkyRD::free_sky(RID p_sky) {1629Sky *sky = get_sky(p_sky);1630ERR_FAIL_NULL(sky);16311632sky->free();1633sky_owner.free(p_sky);1634}16351636void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {1637Sky *sky = get_sky(p_sky);1638ERR_FAIL_NULL(sky);16391640if (sky->set_radiance_size(p_radiance_size)) {1641invalidate_sky(sky);1642}1643}16441645int SkyRD::sky_get_radiance_size(RID p_sky) const {1646Sky *sky = get_sky(p_sky);1647ERR_FAIL_NULL_V(sky, 0);16481649return sky->get_radiance_size();1650}16511652void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {1653Sky *sky = get_sky(p_sky);1654ERR_FAIL_NULL(sky);16551656if (sky->set_mode(p_mode)) {1657invalidate_sky(sky);1658}1659}16601661void SkyRD::sky_set_material(RID p_sky, RID p_material) {1662Sky *sky = get_sky(p_sky);1663ERR_FAIL_NULL(sky);16641665if (sky->set_material(p_material)) {1666invalidate_sky(sky);1667}1668}16691670Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {1671Sky *sky = get_sky(p_sky);1672ERR_FAIL_NULL_V(sky, Ref<Image>());16731674update_dirty_skys();16751676return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);1677}16781679RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {1680Sky *sky = get_sky(p_sky);1681ERR_FAIL_NULL_V(sky, RID());16821683return sky->radiance;1684}16851686float SkyRD::sky_get_uv_border_size(RID p_sky) {1687Sky *sky = get_sky(p_sky);1688ERR_FAIL_NULL_V(sky, 1.0);16891690return sky->uv_border_size;1691}169216931694