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			1492 lines
		
	
	
	
		
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			1492 lines
		
	
	
	
		
			58 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | /*************************************************************************/ | ||
|  | /*  renderer_scene_sky_rd.cpp                                            */ | ||
|  | /*************************************************************************/ | ||
|  | /*                       This file is part of:                           */ | ||
|  | /*                           GODOT ENGINE                                */ | ||
|  | /*                      https://godotengine.org                          */ | ||
|  | /*************************************************************************/ | ||
|  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | ||
|  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | ||
|  | /*                                                                       */ | ||
|  | /* Permission is hereby granted, free of charge, to any person obtaining */ | ||
|  | /* a copy of this software and associated documentation files (the       */ | ||
|  | /* "Software"), to deal in the Software without restriction, including   */ | ||
|  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | ||
|  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | ||
|  | /* permit persons to whom the Software is furnished to do so, subject to */ | ||
|  | /* the following conditions:                                             */ | ||
|  | /*                                                                       */ | ||
|  | /* The above copyright notice and this permission notice shall be        */ | ||
|  | /* included in all copies or substantial portions of the Software.       */ | ||
|  | /*                                                                       */ | ||
|  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | ||
|  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | ||
|  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | ||
|  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | ||
|  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | ||
|  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | ||
|  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | ||
|  | /*************************************************************************/ | ||
|  | 
 | ||
|  | #include "renderer_scene_sky_rd.h"
 | ||
|  | #include "core/config/project_settings.h"
 | ||
|  | #include "renderer_scene_render_rd.h"
 | ||
|  | #include "servers/rendering/rendering_server_default.h"
 | ||
|  | 
 | ||
|  | ////////////////////////////////////////////////////////////////////////////////
 | ||
|  | // SKY SHADER
 | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { | ||
|  | 	//compile
 | ||
|  | 
 | ||
|  | 	code = p_code; | ||
|  | 	valid = false; | ||
|  | 	ubo_size = 0; | ||
|  | 	uniforms.clear(); | ||
|  | 
 | ||
|  | 	if (code == String()) { | ||
|  | 		return; //just invalid, but no error
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	ShaderCompilerRD::GeneratedCode gen_code; | ||
|  | 	ShaderCompilerRD::IdentifierActions actions; | ||
|  | 
 | ||
|  | 	uses_time = false; | ||
|  | 	uses_half_res = false; | ||
|  | 	uses_quarter_res = false; | ||
|  | 	uses_position = false; | ||
|  | 	uses_light = false; | ||
|  | 
 | ||
|  | 	actions.render_mode_flags["use_half_res_pass"] = &uses_half_res; | ||
|  | 	actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res; | ||
|  | 
 | ||
|  | 	actions.usage_flag_pointers["TIME"] = &uses_time; | ||
|  | 	actions.usage_flag_pointers["POSITION"] = &uses_position; | ||
|  | 	actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light; | ||
|  | 	actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light; | ||
|  | 
 | ||
|  | 	actions.uniforms = &uniforms; | ||
|  | 
 | ||
|  | 	// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
 | ||
|  | 	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; | ||
|  | 
 | ||
|  | 	Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code); | ||
|  | 
 | ||
|  | 	ERR_FAIL_COND(err != OK); | ||
|  | 
 | ||
|  | 	if (version.is_null()) { | ||
|  | 		version = scene_singleton->sky.sky_shader.shader.version_create(); | ||
|  | 	} | ||
|  | 
 | ||
|  | #if 0
 | ||
|  | 	print_line("**compiling shader:"); | ||
|  | 	print_line("**defines:\n"); | ||
|  | 	for (int i = 0; i < gen_code.defines.size(); i++) { | ||
|  | 		print_line(gen_code.defines[i]); | ||
|  | 	} | ||
|  | 	print_line("\n**uniforms:\n" + gen_code.uniforms); | ||
|  | 	//	print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
 | ||
|  | 	//	print_line("\n**vertex_code:\n" + gen_code.vertex);
 | ||
|  | 	print_line("\n**fragment_globals:\n" + gen_code.fragment_global); | ||
|  | 	print_line("\n**fragment_code:\n" + gen_code.fragment); | ||
|  | 	print_line("\n**light_code:\n" + gen_code.light); | ||
|  | #endif
 | ||
|  | 
 | ||
|  | 	scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines); | ||
|  | 	ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); | ||
|  | 
 | ||
|  | 	ubo_size = gen_code.uniform_total_size; | ||
|  | 	ubo_offsets = gen_code.uniform_offsets; | ||
|  | 	texture_uniforms = gen_code.texture_uniforms; | ||
|  | 
 | ||
|  | 	//update pipelines
 | ||
|  | 
 | ||
|  | 	for (int i = 0; i < SKY_VERSION_MAX; i++) { | ||
|  | 		RD::PipelineDepthStencilState depth_stencil_state; | ||
|  | 		depth_stencil_state.enable_depth_test = true; | ||
|  | 		depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; | ||
|  | 
 | ||
|  | 		RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i); | ||
|  | 		pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	valid = true; | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { | ||
|  | 	if (!p_texture.is_valid()) { | ||
|  | 		default_texture_params.erase(p_name); | ||
|  | 	} else { | ||
|  | 		default_texture_params[p_name] = p_texture; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { | ||
|  | 	Map<int, StringName> order; | ||
|  | 
 | ||
|  | 	for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { | ||
|  | 		if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { | ||
|  | 			continue; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (E->get().texture_order >= 0) { | ||
|  | 			order[E->get().texture_order + 100000] = E->key(); | ||
|  | 		} else { | ||
|  | 			order[E->get().order] = E->key(); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) { | ||
|  | 		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]); | ||
|  | 		pi.name = E->get(); | ||
|  | 		p_param_list->push_back(pi); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { | ||
|  | 	for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { | ||
|  | 		if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { | ||
|  | 			continue; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		RendererStorage::InstanceShaderParam p; | ||
|  | 		p.info = ShaderLanguage::uniform_to_property_info(E->get()); | ||
|  | 		p.info.name = E->key(); //supply name
 | ||
|  | 		p.index = E->get().instance_index; | ||
|  | 		p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint); | ||
|  | 		p_param_list->push_back(p); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const { | ||
|  | 	if (!uniforms.has(p_param)) { | ||
|  | 		return false; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return uniforms[p_param].texture_order >= 0; | ||
|  | } | ||
|  | 
 | ||
|  | bool RendererSceneSkyRD::SkyShaderData::is_animated() const { | ||
|  | 	return false; | ||
|  | } | ||
|  | 
 | ||
|  | bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const { | ||
|  | 	return false; | ||
|  | } | ||
|  | 
 | ||
|  | Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const { | ||
|  | 	if (uniforms.has(p_parameter)) { | ||
|  | 		ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; | ||
|  | 		Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; | ||
|  | 		return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); | ||
|  | 	} | ||
|  | 	return Variant(); | ||
|  | } | ||
|  | 
 | ||
|  | RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const { | ||
|  | 	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; | ||
|  | 
 | ||
|  | 	return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version); | ||
|  | } | ||
|  | 
 | ||
|  | RendererSceneSkyRD::SkyShaderData::SkyShaderData() { | ||
|  | 	valid = false; | ||
|  | } | ||
|  | 
 | ||
|  | RendererSceneSkyRD::SkyShaderData::~SkyShaderData() { | ||
|  | 	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; | ||
|  | 	ERR_FAIL_COND(!scene_singleton); | ||
|  | 	//pipeline variants will clear themselves if shader is gone
 | ||
|  | 	if (version.is_valid()) { | ||
|  | 		scene_singleton->sky.sky_shader.shader.version_free(version); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | ////////////////////////////////////////////////////////////////////////////////
 | ||
|  | // Sky material
 | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { | ||
|  | 	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; | ||
|  | 
 | ||
|  | 	uniform_set_updated = true; | ||
|  | 
 | ||
|  | 	if ((uint32_t)ubo_data.size() != shader_data->ubo_size) { | ||
|  | 		p_uniform_dirty = true; | ||
|  | 		if (uniform_buffer.is_valid()) { | ||
|  | 			RD::get_singleton()->free(uniform_buffer); | ||
|  | 			uniform_buffer = RID(); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ubo_data.resize(shader_data->ubo_size); | ||
|  | 		if (ubo_data.size()) { | ||
|  | 			uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size()); | ||
|  | 			memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//clear previous uniform set
 | ||
|  | 		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { | ||
|  | 			RD::get_singleton()->free(uniform_set); | ||
|  | 			uniform_set = RID(); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//check whether buffer changed
 | ||
|  | 	if (p_uniform_dirty && ubo_data.size()) { | ||
|  | 		update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false); | ||
|  | 		RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw()); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	uint32_t tex_uniform_count = shader_data->texture_uniforms.size(); | ||
|  | 
 | ||
|  | 	if ((uint32_t)texture_cache.size() != tex_uniform_count) { | ||
|  | 		texture_cache.resize(tex_uniform_count); | ||
|  | 		p_textures_dirty = true; | ||
|  | 
 | ||
|  | 		//clear previous uniform set
 | ||
|  | 		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { | ||
|  | 			RD::get_singleton()->free(uniform_set); | ||
|  | 			uniform_set = RID(); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (p_textures_dirty && tex_uniform_count) { | ||
|  | 		update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) { | ||
|  | 		// This material does not require an uniform set, so don't create it.
 | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { | ||
|  | 		//no reason to update uniform set, only UBO (or nothing) was needed to update
 | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Vector<RD::Uniform> uniforms; | ||
|  | 
 | ||
|  | 	{ | ||
|  | 		if (shader_data->ubo_size) { | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; | ||
|  | 			u.binding = 0; | ||
|  | 			u.ids.push_back(uniform_buffer); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const RID *textures = texture_cache.ptrw(); | ||
|  | 		for (uint32_t i = 0; i < tex_uniform_count; i++) { | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 			u.binding = 1 + i; | ||
|  | 			u.ids.push_back(textures[i]); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL); | ||
|  | } | ||
|  | 
 | ||
|  | RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() { | ||
|  | 	if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { | ||
|  | 		RD::get_singleton()->free(uniform_set); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (uniform_buffer.is_valid()) { | ||
|  | 		RD::get_singleton()->free(uniform_buffer); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | ////////////////////////////////////////////////////////////////////////////////
 | ||
|  | // ReflectionData
 | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::ReflectionData::clear_reflection_data() { | ||
|  | 	layers.clear(); | ||
|  | 	radiance_base_cubemap = RID(); | ||
|  | 	if (downsampled_radiance_cubemap.is_valid()) { | ||
|  | 		RD::get_singleton()->free(downsampled_radiance_cubemap); | ||
|  | 	} | ||
|  | 	downsampled_radiance_cubemap = RID(); | ||
|  | 	downsampled_layer.mipmaps.clear(); | ||
|  | 	coefficient_buffer = RID(); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::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) { | ||
|  | 	//recreate radiance and all data
 | ||
|  | 
 | ||
|  | 	int mipmaps = p_mipmaps; | ||
|  | 	uint32_t w = p_size, h = p_size; | ||
|  | 
 | ||
|  | 	if (p_use_array) { | ||
|  | 		int num_layers = p_low_quality ? 8 : p_roughness_layers; | ||
|  | 
 | ||
|  | 		for (int i = 0; i < num_layers; i++) { | ||
|  | 			ReflectionData::Layer layer; | ||
|  | 			uint32_t mmw = w; | ||
|  | 			uint32_t mmh = h; | ||
|  | 			layer.mipmaps.resize(mipmaps); | ||
|  | 			layer.views.resize(mipmaps); | ||
|  | 			for (int j = 0; j < mipmaps; j++) { | ||
|  | 				ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; | ||
|  | 				mm.size.width = mmw; | ||
|  | 				mm.size.height = mmh; | ||
|  | 				for (int k = 0; k < 6; k++) { | ||
|  | 					mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j); | ||
|  | 					Vector<RID> fbtex; | ||
|  | 					fbtex.push_back(mm.views[k]); | ||
|  | 					mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); | ||
|  | 				} | ||
|  | 
 | ||
|  | 				layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP); | ||
|  | 
 | ||
|  | 				mmw = MAX(1, mmw >> 1); | ||
|  | 				mmh = MAX(1, mmh >> 1); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			layers.push_back(layer); | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 		mipmaps = p_low_quality ? 8 : mipmaps; | ||
|  | 		//regular cubemap, lower quality (aliasing, less memory)
 | ||
|  | 		ReflectionData::Layer layer; | ||
|  | 		uint32_t mmw = w; | ||
|  | 		uint32_t mmh = h; | ||
|  | 		layer.mipmaps.resize(mipmaps); | ||
|  | 		layer.views.resize(mipmaps); | ||
|  | 		for (int j = 0; j < mipmaps; j++) { | ||
|  | 			ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j]; | ||
|  | 			mm.size.width = mmw; | ||
|  | 			mm.size.height = mmh; | ||
|  | 			for (int k = 0; k < 6; k++) { | ||
|  | 				mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j); | ||
|  | 				Vector<RID> fbtex; | ||
|  | 				fbtex.push_back(mm.views[k]); | ||
|  | 				mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP); | ||
|  | 
 | ||
|  | 			mmw = MAX(1, mmw >> 1); | ||
|  | 			mmh = MAX(1, mmh >> 1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		layers.push_back(layer); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP); | ||
|  | 
 | ||
|  | 	RD::TextureFormat tf; | ||
|  | 	tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; | ||
|  | 	tf.width = 64; // Always 64x64
 | ||
|  | 	tf.height = 64; | ||
|  | 	tf.texture_type = RD::TEXTURE_TYPE_CUBE; | ||
|  | 	tf.array_layers = 6; | ||
|  | 	tf.mipmaps = 7; | ||
|  | 	tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; | ||
|  | 
 | ||
|  | 	downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); | ||
|  | 	{ | ||
|  | 		uint32_t mmw = 64; | ||
|  | 		uint32_t mmh = 64; | ||
|  | 		downsampled_layer.mipmaps.resize(7); | ||
|  | 		for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) { | ||
|  | 			ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; | ||
|  | 			mm.size.width = mmw; | ||
|  | 			mm.size.height = mmh; | ||
|  | 			mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP); | ||
|  | 
 | ||
|  | 			mmw = MAX(1, mmw >> 1); | ||
|  | 			mmh = MAX(1, mmh >> 1); | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) { | ||
|  | 	p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); | ||
|  | 
 | ||
|  | 	for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { | ||
|  | 		p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Vector<RID> views; | ||
|  | 	if (p_use_arrays) { | ||
|  | 		for (int i = 1; i < layers.size(); i++) { | ||
|  | 			views.push_back(layers[i].views[0]); | ||
|  | 		} | ||
|  | 	} else { | ||
|  | 		for (int i = 1; i < layers[0].views.size(); i++) { | ||
|  | 			views.push_back(layers[0].views[i]); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { | ||
|  | 	if (p_use_arrays) { | ||
|  | 		//render directly to the layers
 | ||
|  | 		p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x); | ||
|  | 	} else { | ||
|  | 		p_storage->get_effects()->cubemap_roughness( | ||
|  | 				layers[0].views[p_base_layer - 1], | ||
|  | 				layers[0].views[p_base_layer], | ||
|  | 				p_cube_side, | ||
|  | 				p_sky_ggx_samples_quality, | ||
|  | 				float(p_base_layer) / (layers[0].mipmaps.size() - 1.0), | ||
|  | 				layers[0].mipmaps[p_base_layer].size.x); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) { | ||
|  | 	for (int i = p_start; i < p_end; i++) { | ||
|  | 		for (int j = 0; j < layers[i].views.size() - 1; j++) { | ||
|  | 			RID view = layers[i].views[j]; | ||
|  | 			RID texture = layers[i].views[j + 1]; | ||
|  | 			Size2i size = layers[i].mipmaps[j + 1].size; | ||
|  | 			p_storage->get_effects()->cubemap_downsample(view, texture, size); | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | ////////////////////////////////////////////////////////////////////////////////
 | ||
|  | // RendererSceneSkyRD::Sky
 | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) { | ||
|  | 	if (radiance.is_valid()) { | ||
|  | 		RD::get_singleton()->free(radiance); | ||
|  | 		radiance = RID(); | ||
|  | 	} | ||
|  | 	reflection.clear_reflection_data(); | ||
|  | 
 | ||
|  | 	if (uniform_buffer.is_valid()) { | ||
|  | 		RD::get_singleton()->free(uniform_buffer); | ||
|  | 		uniform_buffer = RID(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (half_res_pass.is_valid()) { | ||
|  | 		RD::get_singleton()->free(half_res_pass); | ||
|  | 		half_res_pass = RID(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (quarter_res_pass.is_valid()) { | ||
|  | 		RD::get_singleton()->free(quarter_res_pass); | ||
|  | 		quarter_res_pass = RID(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (material.is_valid()) { | ||
|  | 		p_storage->free(material); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) { | ||
|  | 	if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) { | ||
|  | 		return texture_uniform_sets[p_version]; | ||
|  | 	} | ||
|  | 	Vector<RD::Uniform> uniforms; | ||
|  | 	{ | ||
|  | 		RD::Uniform u; | ||
|  | 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 		u.binding = 0; | ||
|  | 		if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) { | ||
|  | 			u.ids.push_back(radiance); | ||
|  | 		} else { | ||
|  | 			u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); | ||
|  | 		} | ||
|  | 		uniforms.push_back(u); | ||
|  | 	} | ||
|  | 	{ | ||
|  | 		RD::Uniform u; | ||
|  | 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 		u.binding = 1; // half res
 | ||
|  | 		if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) { | ||
|  | 			if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { | ||
|  | 				u.ids.push_back(reflection.layers[0].views[1]); | ||
|  | 			} else { | ||
|  | 				u.ids.push_back(half_res_pass); | ||
|  | 			} | ||
|  | 		} else { | ||
|  | 			if (p_version < SKY_TEXTURE_SET_CUBEMAP) { | ||
|  | 				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); | ||
|  | 			} else { | ||
|  | 				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		uniforms.push_back(u); | ||
|  | 	} | ||
|  | 	{ | ||
|  | 		RD::Uniform u; | ||
|  | 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 		u.binding = 2; // quarter res
 | ||
|  | 		if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) { | ||
|  | 			if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { | ||
|  | 				u.ids.push_back(reflection.layers[0].views[2]); | ||
|  | 			} else { | ||
|  | 				u.ids.push_back(quarter_res_pass); | ||
|  | 			} | ||
|  | 		} else { | ||
|  | 			if (p_version < SKY_TEXTURE_SET_CUBEMAP) { | ||
|  | 				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); | ||
|  | 			} else { | ||
|  | 				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		uniforms.push_back(u); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES); | ||
|  | 	return texture_uniform_sets[p_version]; | ||
|  | } | ||
|  | 
 | ||
|  | bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) { | ||
|  | 	ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false); | ||
|  | 	if (radiance_size == p_radiance_size) { | ||
|  | 		return false; | ||
|  | 	} | ||
|  | 	radiance_size = p_radiance_size; | ||
|  | 
 | ||
|  | 	if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { | ||
|  | 		WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally."); | ||
|  | 		radiance_size = 256; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (radiance.is_valid()) { | ||
|  | 		RD::get_singleton()->free(radiance); | ||
|  | 		radiance = RID(); | ||
|  | 	} | ||
|  | 	reflection.clear_reflection_data(); | ||
|  | 
 | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) { | ||
|  | 	if (mode == p_mode) { | ||
|  | 		return false; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	mode = p_mode; | ||
|  | 
 | ||
|  | 	if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) { | ||
|  | 		WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally."); | ||
|  | 		set_radiance_size(256); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (radiance.is_valid()) { | ||
|  | 		RD::get_singleton()->free(radiance); | ||
|  | 		radiance = RID(); | ||
|  | 	} | ||
|  | 	reflection.clear_reflection_data(); | ||
|  | 
 | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | bool RendererSceneSkyRD::Sky::set_material(RID p_material) { | ||
|  | 	if (material == p_material) { | ||
|  | 		return false; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	material = p_material; | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) { | ||
|  | 	if (radiance.is_valid()) { | ||
|  | 		RD::TextureFormat tf; | ||
|  | 		tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; | ||
|  | 		tf.width = p_size.width; | ||
|  | 		tf.height = p_size.height; | ||
|  | 		tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; | ||
|  | 
 | ||
|  | 		RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView()); | ||
|  | 		p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1); | ||
|  | 		Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0); | ||
|  | 		RD::get_singleton()->free(rad_tex); | ||
|  | 
 | ||
|  | 		Ref<Image> img; | ||
|  | 		img.instance(); | ||
|  | 		img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data); | ||
|  | 		for (int i = 0; i < p_size.width; i++) { | ||
|  | 			for (int j = 0; j < p_size.height; j++) { | ||
|  | 				Color c = img->get_pixel(i, j); | ||
|  | 				c.r *= p_energy; | ||
|  | 				c.g *= p_energy; | ||
|  | 				c.b *= p_energy; | ||
|  | 				img->set_pixel(i, j, c); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		return img; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return Ref<Image>(); | ||
|  | } | ||
|  | 
 | ||
|  | ////////////////////////////////////////////////////////////////////////////////
 | ||
|  | // RendererSceneSkyRD
 | ||
|  | 
 | ||
|  | RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() { | ||
|  | 	SkyShaderData *shader_data = memnew(SkyShaderData); | ||
|  | 	return shader_data; | ||
|  | } | ||
|  | 
 | ||
|  | RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() { | ||
|  | 	// !BAS! Why isn't _create_sky_shader_func not just static too?
 | ||
|  | 	return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func(); | ||
|  | }; | ||
|  | 
 | ||
|  | RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) { | ||
|  | 	SkyMaterialData *material_data = memnew(SkyMaterialData); | ||
|  | 	material_data->shader_data = p_shader; | ||
|  | 	material_data->last_frame = false; | ||
|  | 	//update will happen later anyway so do nothing.
 | ||
|  | 	return material_data; | ||
|  | } | ||
|  | 
 | ||
|  | RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) { | ||
|  | 	// !BAS! same here, we could just make _create_sky_material_func static?
 | ||
|  | 	return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader)); | ||
|  | }; | ||
|  | 
 | ||
|  | RendererSceneSkyRD::RendererSceneSkyRD() { | ||
|  | 	roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers"); | ||
|  | 	sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); | ||
|  | 	sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections"); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { | ||
|  | 	storage = p_storage; | ||
|  | 
 | ||
|  | 	{ | ||
|  | 		// Start with the directional lights for the sky
 | ||
|  | 		sky_scene_state.max_directional_lights = 4; | ||
|  | 		uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData); | ||
|  | 		sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); | ||
|  | 		sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights); | ||
|  | 		sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1; | ||
|  | 		sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); | ||
|  | 
 | ||
|  | 		String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n"; | ||
|  | 
 | ||
|  | 		// Initialize sky
 | ||
|  | 		Vector<String> sky_modes; | ||
|  | 		sky_modes.push_back(""); // Full size
 | ||
|  | 		sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
 | ||
|  | 		sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
 | ||
|  | 		sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
 | ||
|  | 		sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
 | ||
|  | 		sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
 | ||
|  | 		sky_shader.shader.initialize(sky_modes, defines); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// register our shader funds
 | ||
|  | 	storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs); | ||
|  | 	storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs); | ||
|  | 
 | ||
|  | 	{ | ||
|  | 		ShaderCompilerRD::DefaultIdentifierActions actions; | ||
|  | 
 | ||
|  | 		actions.renames["COLOR"] = "color"; | ||
|  | 		actions.renames["ALPHA"] = "alpha"; | ||
|  | 		actions.renames["EYEDIR"] = "cube_normal"; | ||
|  | 		actions.renames["POSITION"] = "params.position_multiplier.xyz"; | ||
|  | 		actions.renames["SKY_COORDS"] = "panorama_coords"; | ||
|  | 		actions.renames["SCREEN_UV"] = "uv"; | ||
|  | 		actions.renames["TIME"] = "params.time"; | ||
|  | 		actions.renames["HALF_RES_COLOR"] = "half_res_color"; | ||
|  | 		actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color"; | ||
|  | 		actions.renames["RADIANCE"] = "radiance"; | ||
|  | 		actions.renames["FOG"] = "custom_fog"; | ||
|  | 		actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled"; | ||
|  | 		actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz"; | ||
|  | 		actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w"; | ||
|  | 		actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz"; | ||
|  | 		actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w"; | ||
|  | 		actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled"; | ||
|  | 		actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz"; | ||
|  | 		actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w"; | ||
|  | 		actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz"; | ||
|  | 		actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w"; | ||
|  | 		actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled"; | ||
|  | 		actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz"; | ||
|  | 		actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w"; | ||
|  | 		actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz"; | ||
|  | 		actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w"; | ||
|  | 		actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled"; | ||
|  | 		actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz"; | ||
|  | 		actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w"; | ||
|  | 		actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz"; | ||
|  | 		actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w"; | ||
|  | 		actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS"; | ||
|  | 		actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS"; | ||
|  | 		actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS"; | ||
|  | 		actions.custom_samplers["RADIANCE"] = "material_samplers[3]"; | ||
|  | 		actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n"; | ||
|  | 		actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n"; | ||
|  | 		actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n"; | ||
|  | 
 | ||
|  | 		actions.sampler_array_name = "material_samplers"; | ||
|  | 		actions.base_texture_binding_index = 1; | ||
|  | 		actions.texture_layout_set = 1; | ||
|  | 		actions.base_uniform_string = "material."; | ||
|  | 		actions.base_varying_index = 10; | ||
|  | 
 | ||
|  | 		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; | ||
|  | 		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; | ||
|  | 		actions.global_buffer_array_variable = "global_variables.data"; | ||
|  | 
 | ||
|  | 		sky_shader.compiler.initialize(actions); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	{ | ||
|  | 		// default material and shader for sky shader
 | ||
|  | 		sky_shader.default_shader = storage->shader_allocate(); | ||
|  | 		storage->shader_initialize(sky_shader.default_shader); | ||
|  | 
 | ||
|  | 		storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n"); | ||
|  | 
 | ||
|  | 		sky_shader.default_material = storage->material_allocate(); | ||
|  | 		storage->material_initialize(sky_shader.default_material); | ||
|  | 
 | ||
|  | 		storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); | ||
|  | 
 | ||
|  | 		SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 		sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND); | ||
|  | 
 | ||
|  | 		sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO)); | ||
|  | 
 | ||
|  | 		Vector<RD::Uniform> uniforms; | ||
|  | 
 | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; | ||
|  | 			u.binding = 0; | ||
|  | 			u.ids.resize(12); | ||
|  | 			RID *ids_ptr = u.ids.ptrw(); | ||
|  | 			ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | ||
|  | 			ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | ||
|  | 			ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | ||
|  | 			ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | ||
|  | 			ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | ||
|  | 			ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | ||
|  | 			ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); | ||
|  | 			ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); | ||
|  | 			ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); | ||
|  | 			ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); | ||
|  | 			ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); | ||
|  | 			ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; | ||
|  | 			u.binding = 1; | ||
|  | 			u.ids.push_back(storage->global_variables_get_storage_buffer()); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.binding = 2; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; | ||
|  | 			u.ids.push_back(sky_scene_state.uniform_buffer); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.binding = 3; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; | ||
|  | 			u.ids.push_back(sky_scene_state.directional_light_buffer); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	{ | ||
|  | 		Vector<RD::Uniform> uniforms; | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.binding = 0; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 			RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); | ||
|  | 			u.ids.push_back(vfog); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	{ | ||
|  | 		// Need defaults for using fog with clear color
 | ||
|  | 		sky_scene_state.fog_shader = storage->shader_allocate(); | ||
|  | 		storage->shader_initialize(sky_scene_state.fog_shader); | ||
|  | 
 | ||
|  | 		storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n"); | ||
|  | 		sky_scene_state.fog_material = storage->material_allocate(); | ||
|  | 		storage->material_initialize(sky_scene_state.fog_material); | ||
|  | 
 | ||
|  | 		storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); | ||
|  | 
 | ||
|  | 		Vector<RD::Uniform> uniforms; | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 			u.binding = 0; | ||
|  | 			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 			u.binding = 1; | ||
|  | 			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 		{ | ||
|  | 			RD::Uniform u; | ||
|  | 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; | ||
|  | 			u.binding = 2; | ||
|  | 			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); | ||
|  | 			uniforms.push_back(u); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { | ||
|  | 	ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
 | ||
|  | 
 | ||
|  | 	SkyMaterialData *material = nullptr; | ||
|  | 	Sky *sky = get_sky(p_env->sky); | ||
|  | 
 | ||
|  | 	RID sky_material; | ||
|  | 
 | ||
|  | 	SkyShaderData *shader_data = nullptr; | ||
|  | 
 | ||
|  | 	RS::EnvironmentBG background = p_env->background; | ||
|  | 
 | ||
|  | 	if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { | ||
|  | 		// !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
 | ||
|  | 		ERR_FAIL_COND(!sky); | ||
|  | 		sky_material = sky_get_material(p_env->sky); | ||
|  | 
 | ||
|  | 		if (sky_material.is_valid()) { | ||
|  | 			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 			if (!material || !material->shader_data->valid) { | ||
|  | 				material = nullptr; | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (!material) { | ||
|  | 			sky_material = sky_shader.default_material; | ||
|  | 			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ERR_FAIL_COND(!material); | ||
|  | 
 | ||
|  | 		shader_data = material->shader_data; | ||
|  | 
 | ||
|  | 		ERR_FAIL_COND(!shader_data); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (sky) { | ||
|  | 		// Invalidate supbass buffers if screen size changes
 | ||
|  | 		if (sky->screen_size != p_screen_size) { | ||
|  | 			sky->screen_size = p_screen_size; | ||
|  | 			sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x; | ||
|  | 			sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y; | ||
|  | 			if (shader_data->uses_half_res) { | ||
|  | 				if (sky->half_res_pass.is_valid()) { | ||
|  | 					RD::get_singleton()->free(sky->half_res_pass); | ||
|  | 					sky->half_res_pass = RID(); | ||
|  | 				} | ||
|  | 				invalidate_sky(sky); | ||
|  | 			} | ||
|  | 			if (shader_data->uses_quarter_res) { | ||
|  | 				if (sky->quarter_res_pass.is_valid()) { | ||
|  | 					RD::get_singleton()->free(sky->quarter_res_pass); | ||
|  | 					sky->quarter_res_pass = RID(); | ||
|  | 				} | ||
|  | 				invalidate_sky(sky); | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Create new subpass buffers if necessary
 | ||
|  | 		if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) || | ||
|  | 				(shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) || | ||
|  | 				sky->radiance.is_null()) { | ||
|  | 			invalidate_sky(sky); | ||
|  | 			update_dirty_skys(); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) { | ||
|  | 			sky->prev_time = p_scene_render->time; | ||
|  | 			sky->reflection.dirty = true; | ||
|  | 			RenderingServerDefault::redraw_request(); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (material != sky->prev_material) { | ||
|  | 			sky->prev_material = material; | ||
|  | 			sky->reflection.dirty = true; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (material->uniform_set_updated) { | ||
|  | 			material->uniform_set_updated = false; | ||
|  | 			sky->reflection.dirty = true; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { | ||
|  | 			sky->prev_position = p_transform.origin; | ||
|  | 			sky->reflection.dirty = true; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (shader_data->uses_light) { | ||
|  | 			// Check whether the directional_light_buffer changes
 | ||
|  | 			bool light_data_dirty = false; | ||
|  | 
 | ||
|  | 			if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) { | ||
|  | 				light_data_dirty = true; | ||
|  | 				for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { | ||
|  | 					sky_scene_state.directional_lights[i].enabled = false; | ||
|  | 				} | ||
|  | 			} | ||
|  | 			if (!light_data_dirty) { | ||
|  | 				for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) { | ||
|  | 					if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] || | ||
|  | 							sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] || | ||
|  | 							sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] || | ||
|  | 							sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy || | ||
|  | 							sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] || | ||
|  | 							sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] || | ||
|  | 							sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] || | ||
|  | 							sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled || | ||
|  | 							sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) { | ||
|  | 						light_data_dirty = true; | ||
|  | 						break; | ||
|  | 					} | ||
|  | 				} | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (light_data_dirty) { | ||
|  | 				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); | ||
|  | 
 | ||
|  | 				SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights; | ||
|  | 				sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights; | ||
|  | 				sky_scene_state.directional_lights = temp; | ||
|  | 				sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count; | ||
|  | 				sky->reflection.dirty = true; | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//setup fog variables
 | ||
|  | 	sky_scene_state.ubo.volumetric_fog_enabled = false; | ||
|  | 	if (p_render_buffers.is_valid()) { | ||
|  | 		if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) { | ||
|  | 			sky_scene_state.ubo.volumetric_fog_enabled = true; | ||
|  | 
 | ||
|  | 			float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers); | ||
|  | 			if (fog_end > 0.0) { | ||
|  | 				sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; | ||
|  | 			} else { | ||
|  | 				sky_scene_state.ubo.volumetric_fog_inv_length = 1.0; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
 | ||
|  | 			if (fog_detail_spread > 0.0) { | ||
|  | 				sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; | ||
|  | 			} else { | ||
|  | 				sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); | ||
|  | 
 | ||
|  | 		if (fog_uniform_set != RID()) { | ||
|  | 			sky_scene_state.fog_uniform_set = fog_uniform_set; | ||
|  | 		} else { | ||
|  | 			sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	sky_scene_state.ubo.z_far = p_projection.get_z_far(); | ||
|  | 	sky_scene_state.ubo.fog_enabled = p_env->fog_enabled; | ||
|  | 	sky_scene_state.ubo.fog_density = p_env->fog_density; | ||
|  | 	sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective; | ||
|  | 	Color fog_color = p_env->fog_light_color.to_linear(); | ||
|  | 	float fog_energy = p_env->fog_light_energy; | ||
|  | 	sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; | ||
|  | 	sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; | ||
|  | 	sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; | ||
|  | 	sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter; | ||
|  | 
 | ||
|  | 	RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) { | ||
|  | 	ERR_FAIL_COND(!p_env); | ||
|  | 
 | ||
|  | 	Sky *sky = get_sky(p_env->sky); | ||
|  | 	ERR_FAIL_COND(!sky); | ||
|  | 
 | ||
|  | 	RID sky_material = sky_get_material(p_env->sky); | ||
|  | 
 | ||
|  | 	SkyMaterialData *material = nullptr; | ||
|  | 
 | ||
|  | 	if (sky_material.is_valid()) { | ||
|  | 		material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 		if (!material || !material->shader_data->valid) { | ||
|  | 			material = nullptr; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (!material) { | ||
|  | 		sky_material = sky_shader.default_material; | ||
|  | 		material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	ERR_FAIL_COND(!material); | ||
|  | 
 | ||
|  | 	SkyShaderData *shader_data = material->shader_data; | ||
|  | 
 | ||
|  | 	ERR_FAIL_COND(!shader_data); | ||
|  | 
 | ||
|  | 	float multiplier = p_env->bg_energy; | ||
|  | 
 | ||
|  | 	bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; | ||
|  | 	RS::SkyMode sky_mode = sky->mode; | ||
|  | 
 | ||
|  | 	if (sky_mode == RS::SKY_MODE_AUTOMATIC) { | ||
|  | 		if (shader_data->uses_time || shader_data->uses_position) { | ||
|  | 			update_single_frame = true; | ||
|  | 			sky_mode = RS::SKY_MODE_REALTIME; | ||
|  | 		} else if (shader_data->uses_light || shader_data->ubo_size > 0) { | ||
|  | 			update_single_frame = false; | ||
|  | 			sky_mode = RS::SKY_MODE_INCREMENTAL; | ||
|  | 		} else { | ||
|  | 			update_single_frame = true; | ||
|  | 			sky_mode = RS::SKY_MODE_QUALITY; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) { | ||
|  | 		// On the first frame after creating sky, rebuild in single frame
 | ||
|  | 		update_single_frame = true; | ||
|  | 		sky_mode = RS::SKY_MODE_QUALITY; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size(); | ||
|  | 
 | ||
|  | 	// Update radiance cubemap
 | ||
|  | 	if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) { | ||
|  | 		static const Vector3 view_normals[6] = { | ||
|  | 			Vector3(+1, 0, 0), | ||
|  | 			Vector3(-1, 0, 0), | ||
|  | 			Vector3(0, +1, 0), | ||
|  | 			Vector3(0, -1, 0), | ||
|  | 			Vector3(0, 0, +1), | ||
|  | 			Vector3(0, 0, -1) | ||
|  | 		}; | ||
|  | 		static const Vector3 view_up[6] = { | ||
|  | 			Vector3(0, -1, 0), | ||
|  | 			Vector3(0, -1, 0), | ||
|  | 			Vector3(0, 0, +1), | ||
|  | 			Vector3(0, 0, -1), | ||
|  | 			Vector3(0, -1, 0), | ||
|  | 			Vector3(0, -1, 0) | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		CameraMatrix cm; | ||
|  | 		cm.set_perspective(90, 1, 0.01, 10.0); | ||
|  | 		CameraMatrix correction; | ||
|  | 		correction.set_depth_correction(true); | ||
|  | 		cm = correction * cm; | ||
|  | 
 | ||
|  | 		if (shader_data->uses_quarter_res) { | ||
|  | 			PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES]; | ||
|  | 
 | ||
|  | 			Vector<Color> clear_colors; | ||
|  | 			clear_colors.push_back(Color(0.0, 0.0, 0.0)); | ||
|  | 			RD::DrawListID cubemap_draw_list; | ||
|  | 
 | ||
|  | 			for (int i = 0; i < 6; i++) { | ||
|  | 				Transform local_view; | ||
|  | 				local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]); | ||
|  | 				RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd); | ||
|  | 
 | ||
|  | 				cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); | ||
|  | 				storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin); | ||
|  | 				RD::get_singleton()->draw_list_end(); | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (shader_data->uses_half_res) { | ||
|  | 			PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES]; | ||
|  | 
 | ||
|  | 			Vector<Color> clear_colors; | ||
|  | 			clear_colors.push_back(Color(0.0, 0.0, 0.0)); | ||
|  | 			RD::DrawListID cubemap_draw_list; | ||
|  | 
 | ||
|  | 			for (int i = 0; i < 6; i++) { | ||
|  | 				Transform local_view; | ||
|  | 				local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]); | ||
|  | 				RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd); | ||
|  | 
 | ||
|  | 				cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); | ||
|  | 				storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin); | ||
|  | 				RD::get_singleton()->draw_list_end(); | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		RD::DrawListID cubemap_draw_list; | ||
|  | 		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP]; | ||
|  | 
 | ||
|  | 		for (int i = 0; i < 6; i++) { | ||
|  | 			Transform local_view; | ||
|  | 			local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]); | ||
|  | 			RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd); | ||
|  | 
 | ||
|  | 			cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); | ||
|  | 			storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin); | ||
|  | 			RD::get_singleton()->draw_list_end(); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (sky_mode == RS::SKY_MODE_REALTIME) { | ||
|  | 			sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array); | ||
|  | 			if (sky_use_cubemap_array) { | ||
|  | 				sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size()); | ||
|  | 			} | ||
|  | 		} else { | ||
|  | 			if (update_single_frame) { | ||
|  | 				for (int i = 1; i < max_processing_layer; i++) { | ||
|  | 					sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality); | ||
|  | 				} | ||
|  | 				if (sky_use_cubemap_array) { | ||
|  | 					sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size()); | ||
|  | 				} | ||
|  | 			} else { | ||
|  | 				if (sky_use_cubemap_array) { | ||
|  | 					// Multi-Frame so just update the first array level
 | ||
|  | 					sky->reflection.update_reflection_mipmaps(storage, 0, 1); | ||
|  | 				} | ||
|  | 			} | ||
|  | 			sky->processing_layer = 1; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		sky->reflection.dirty = false; | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 		if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { | ||
|  | 			sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality); | ||
|  | 
 | ||
|  | 			if (sky_use_cubemap_array) { | ||
|  | 				sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			sky->processing_layer++; | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) { | ||
|  | 	ERR_FAIL_COND(!p_env); | ||
|  | 
 | ||
|  | 	Sky *sky = get_sky(p_env->sky); | ||
|  | 	ERR_FAIL_COND(!sky); | ||
|  | 
 | ||
|  | 	SkyMaterialData *material = nullptr; | ||
|  | 	RID sky_material; | ||
|  | 
 | ||
|  | 	RS::EnvironmentBG background = p_env->background; | ||
|  | 
 | ||
|  | 	if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { | ||
|  | 		ERR_FAIL_COND(!sky); | ||
|  | 		sky_material = sky_get_material(p_env->sky); | ||
|  | 
 | ||
|  | 		if (sky_material.is_valid()) { | ||
|  | 			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 			if (!material || !material->shader_data->valid) { | ||
|  | 				material = nullptr; | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (!material) { | ||
|  | 			sky_material = sky_shader.default_material; | ||
|  | 			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { | ||
|  | 		sky_material = sky_scene_state.fog_material; | ||
|  | 		material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	ERR_FAIL_COND(!material); | ||
|  | 
 | ||
|  | 	SkyShaderData *shader_data = material->shader_data; | ||
|  | 
 | ||
|  | 	ERR_FAIL_COND(!shader_data); | ||
|  | 
 | ||
|  | 	Basis sky_transform = p_env->sky_orientation; | ||
|  | 	sky_transform.invert(); | ||
|  | 
 | ||
|  | 	float multiplier = p_env->bg_energy; | ||
|  | 	float custom_fov = p_env->sky_custom_fov; | ||
|  | 	// Camera
 | ||
|  | 	CameraMatrix camera; | ||
|  | 
 | ||
|  | 	if (custom_fov) { | ||
|  | 		float near_plane = p_projection.get_z_near(); | ||
|  | 		float far_plane = p_projection.get_z_far(); | ||
|  | 		float aspect = p_projection.get_aspect(); | ||
|  | 
 | ||
|  | 		camera.set_perspective(custom_fov, aspect, near_plane, far_plane); | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 		camera = p_projection; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	sky_transform = p_transform.basis * sky_transform; | ||
|  | 
 | ||
|  | 	if (shader_data->uses_quarter_res) { | ||
|  | 		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES]; | ||
|  | 
 | ||
|  | 		RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd); | ||
|  | 
 | ||
|  | 		Vector<Color> clear_colors; | ||
|  | 		clear_colors.push_back(Color(0.0, 0.0, 0.0)); | ||
|  | 
 | ||
|  | 		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); | ||
|  | 		storage->get_effects()->render_sky(draw_list, p_time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin); | ||
|  | 		RD::get_singleton()->draw_list_end(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (shader_data->uses_half_res) { | ||
|  | 		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES]; | ||
|  | 
 | ||
|  | 		RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd); | ||
|  | 
 | ||
|  | 		Vector<Color> clear_colors; | ||
|  | 		clear_colors.push_back(Color(0.0, 0.0, 0.0)); | ||
|  | 
 | ||
|  | 		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); | ||
|  | 		storage->get_effects()->render_sky(draw_list, p_time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin); | ||
|  | 		RD::get_singleton()->draw_list_end(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND]; | ||
|  | 
 | ||
|  | 	RID texture_uniform_set; | ||
|  | 	if (sky) { | ||
|  | 		texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd); | ||
|  | 	} else { | ||
|  | 		texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); | ||
|  | 	storage->get_effects()->render_sky(draw_list, p_time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin); | ||
|  | 	RD::get_singleton()->draw_list_end(); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) { | ||
|  | 	if (!p_sky->dirty) { | ||
|  | 		p_sky->dirty = true; | ||
|  | 		p_sky->dirty_list = dirty_sky_list; | ||
|  | 		dirty_sky_list = p_sky; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::update_dirty_skys() { | ||
|  | 	Sky *sky = dirty_sky_list; | ||
|  | 
 | ||
|  | 	while (sky) { | ||
|  | 		bool texture_set_dirty = false; | ||
|  | 		//update sky configuration if texture is missing
 | ||
|  | 
 | ||
|  | 		if (sky->radiance.is_null()) { | ||
|  | 			int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1; | ||
|  | 
 | ||
|  | 			uint32_t w = sky->radiance_size, h = sky->radiance_size; | ||
|  | 			int layers = roughness_layers; | ||
|  | 			if (sky->mode == RS::SKY_MODE_REALTIME) { | ||
|  | 				layers = 8; | ||
|  | 				if (roughness_layers != 8) { | ||
|  | 					WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections"); | ||
|  | 				} | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (sky_use_cubemap_array) { | ||
|  | 				//array (higher quality, 6 times more memory)
 | ||
|  | 				RD::TextureFormat tf; | ||
|  | 				tf.array_layers = layers * 6; | ||
|  | 				tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; | ||
|  | 				tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; | ||
|  | 				tf.mipmaps = mipmaps; | ||
|  | 				tf.width = w; | ||
|  | 				tf.height = h; | ||
|  | 				tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; | ||
|  | 
 | ||
|  | 				sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); | ||
|  | 
 | ||
|  | 				sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 				//regular cubemap, lower quality (aliasing, less memory)
 | ||
|  | 				RD::TextureFormat tf; | ||
|  | 				tf.array_layers = 6; | ||
|  | 				tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; | ||
|  | 				tf.texture_type = RD::TEXTURE_TYPE_CUBE; | ||
|  | 				tf.mipmaps = MIN(mipmaps, layers); | ||
|  | 				tf.width = w; | ||
|  | 				tf.height = h; | ||
|  | 				tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; | ||
|  | 
 | ||
|  | 				sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); | ||
|  | 
 | ||
|  | 				sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers); | ||
|  | 			} | ||
|  | 			texture_set_dirty = true; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Create subpass buffers if they haven't been created already
 | ||
|  | 		if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) { | ||
|  | 			RD::TextureFormat tformat; | ||
|  | 			tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; | ||
|  | 			tformat.width = sky->screen_size.x / 2; | ||
|  | 			tformat.height = sky->screen_size.y / 2; | ||
|  | 			tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; | ||
|  | 			tformat.texture_type = RD::TEXTURE_TYPE_2D; | ||
|  | 
 | ||
|  | 			sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView()); | ||
|  | 			Vector<RID> texs; | ||
|  | 			texs.push_back(sky->half_res_pass); | ||
|  | 			sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs); | ||
|  | 			texture_set_dirty = true; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) { | ||
|  | 			RD::TextureFormat tformat; | ||
|  | 			tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; | ||
|  | 			tformat.width = sky->screen_size.x / 4; | ||
|  | 			tformat.height = sky->screen_size.y / 4; | ||
|  | 			tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; | ||
|  | 			tformat.texture_type = RD::TEXTURE_TYPE_2D; | ||
|  | 
 | ||
|  | 			sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView()); | ||
|  | 			Vector<RID> texs; | ||
|  | 			texs.push_back(sky->quarter_res_pass); | ||
|  | 			sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs); | ||
|  | 			texture_set_dirty = true; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (texture_set_dirty) { | ||
|  | 			for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) { | ||
|  | 				if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) { | ||
|  | 					RD::get_singleton()->free(sky->texture_uniform_sets[i]); | ||
|  | 					sky->texture_uniform_sets[i] = RID(); | ||
|  | 				} | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		sky->reflection.dirty = true; | ||
|  | 		sky->processing_layer = 0; | ||
|  | 
 | ||
|  | 		Sky *next = sky->dirty_list; | ||
|  | 		sky->dirty_list = nullptr; | ||
|  | 		sky->dirty = false; | ||
|  | 		sky = next; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	dirty_sky_list = nullptr; | ||
|  | } | ||
|  | 
 | ||
|  | RID RendererSceneSkyRD::sky_get_material(RID p_sky) const { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND_V(!sky, RID()); | ||
|  | 
 | ||
|  | 	return sky->material; | ||
|  | } | ||
|  | 
 | ||
|  | RID RendererSceneSkyRD::allocate_sky_rid() { | ||
|  | 	return sky_owner.allocate_rid(); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) { | ||
|  | 	sky_owner.initialize_rid(p_rid, Sky()); | ||
|  | } | ||
|  | 
 | ||
|  | RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const { | ||
|  | 	return sky_owner.getornull(p_sky); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::free_sky(RID p_sky) { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND(!sky); | ||
|  | 
 | ||
|  | 	sky->free(storage); | ||
|  | 	sky_owner.free(p_sky); | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND(!sky); | ||
|  | 
 | ||
|  | 	if (sky->set_radiance_size(p_radiance_size)) { | ||
|  | 		invalidate_sky(sky); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND(!sky); | ||
|  | 
 | ||
|  | 	if (sky->set_mode(p_mode)) { | ||
|  | 		invalidate_sky(sky); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND(!sky); | ||
|  | 
 | ||
|  | 	if (sky->set_material(p_material)) { | ||
|  | 		invalidate_sky(sky); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND_V(!sky, Ref<Image>()); | ||
|  | 
 | ||
|  | 	update_dirty_skys(); | ||
|  | 
 | ||
|  | 	return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); | ||
|  | } | ||
|  | 
 | ||
|  | RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const { | ||
|  | 	Sky *sky = get_sky(p_sky); | ||
|  | 	ERR_FAIL_COND_V(!sky, RID()); | ||
|  | 
 | ||
|  | 	return sky->radiance; | ||
|  | } |