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			1956 lines
		
	
	
	
		
			79 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1956 lines
		
	
	
	
		
			79 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  sky.cpp                                                              */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "sky.h"
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| #include "core/config/project_settings.h"
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| #include "core/math/math_defs.h"
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| #include "servers/rendering/renderer_rd/effects/copy_effects.h"
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| #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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| #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
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| #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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| #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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| #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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| #include "servers/rendering/rendering_server_default.h"
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| #include "servers/rendering/rendering_server_globals.h"
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| 
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| using namespace RendererRD;
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| 
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| ////////////////////////////////////////////////////////////////////////////////
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| // SKY SHADER
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| 
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| void SkyRD::SkyShaderData::set_path_hint(const String &p_path) {
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| 	path = p_path;
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| }
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| 
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| void SkyRD::SkyShaderData::set_code(const String &p_code) {
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| 	//compile
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| 
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| 	code = p_code;
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| 	valid = false;
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| 	ubo_size = 0;
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| 	uniforms.clear();
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| 
 | |
| 	if (code.is_empty()) {
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| 		return; //just invalid, but no error
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| 	}
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| 
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| 	ShaderCompiler::GeneratedCode gen_code;
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| 	ShaderCompiler::IdentifierActions actions;
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| 	actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
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| 
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| 	uses_time = false;
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| 	uses_half_res = false;
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| 	uses_quarter_res = false;
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| 	uses_position = false;
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| 	uses_light = false;
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| 
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| 	actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
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| 	actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
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| 
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| 	actions.usage_flag_pointers["TIME"] = &uses_time;
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| 	actions.usage_flag_pointers["POSITION"] = &uses_position;
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| 	actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
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| 	actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
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| 
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| 	actions.uniforms = &uniforms;
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| 
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| 	// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
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| 	RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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| 
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| 	Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
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| 	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
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| 
 | |
| 	if (version.is_null()) {
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| 		version = scene_singleton->sky.sky_shader.shader.version_create();
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| 	}
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| 
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| #if 0
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| 	print_line("**compiling shader:");
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| 	print_line("**defines:\n");
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| 	for (int i = 0; i < gen_code.defines.size(); i++) {
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| 		print_line(gen_code.defines[i]);
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| 	}
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| 
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| 	HashMap<String, String>::Iterator el = gen_code.code.begin();
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| 	while (el) {
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| 		print_line("\n**code " + el->key + ":\n" + el->value);
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| 		++el;
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| 	}
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| 
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| 	print_line("\n**uniforms:\n" + gen_code.uniforms);
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| 	print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
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| 	print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
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| #endif
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| 
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| 	scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
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| 	ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
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| 
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| 	ubo_size = gen_code.uniform_total_size;
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| 	ubo_offsets = gen_code.uniform_offsets;
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| 	texture_uniforms = gen_code.texture_uniforms;
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| 
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| 	//update pipelines
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| 
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| 	for (int i = 0; i < SKY_VERSION_MAX; i++) {
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| 		RD::PipelineDepthStencilState depth_stencil_state;
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| 		depth_stencil_state.enable_depth_test = true;
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| 		depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
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| 
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| 		if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
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| 			RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
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| 			pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
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| 		} else {
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| 			pipelines[i].clear();
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| 		}
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| 	}
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| 
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| 	valid = true;
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| }
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| 
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| void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
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| 	if (!p_texture.is_valid()) {
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| 		if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
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| 			default_texture_params[p_name].erase(p_index);
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| 
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| 			if (default_texture_params[p_name].is_empty()) {
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| 				default_texture_params.erase(p_name);
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| 			}
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| 		}
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| 	} else {
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| 		if (!default_texture_params.has(p_name)) {
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| 			default_texture_params[p_name] = HashMap<int, RID>();
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| 		}
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| 		default_texture_params[p_name][p_index] = p_texture;
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| 	}
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| }
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| 
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| void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
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| 	HashMap<int, StringName> order;
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| 
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| 	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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| 		if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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| 			continue;
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| 		}
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| 
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| 		if (E.value.texture_order >= 0) {
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| 			order[E.value.texture_order + 100000] = E.key;
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| 		} else {
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| 			order[E.value.order] = E.key;
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| 		}
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| 	}
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| 	String last_group;
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| 	for (const KeyValue<int, StringName> &E : order) {
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| 		String group = uniforms[E.value].group;
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| 		if (!uniforms[E.value].subgroup.is_empty()) {
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| 			group += "::" + uniforms[E.value].subgroup;
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| 		}
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| 
 | |
| 		if (group != last_group) {
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| 			PropertyInfo pi;
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| 			pi.usage = PROPERTY_USAGE_GROUP;
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| 			pi.name = group;
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| 			p_param_list->push_back(pi);
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| 
 | |
| 			last_group = group;
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| 		}
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| 
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| 		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
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| 		pi.name = E.value;
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| 		p_param_list->push_back(pi);
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| 	}
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| }
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| 
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| void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
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| 	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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| 		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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| 			continue;
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| 		}
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| 
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| 		RendererMaterialStorage::InstanceShaderParam p;
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| 		p.info = ShaderLanguage::uniform_to_property_info(E.value);
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| 		p.info.name = E.key; //supply name
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| 		p.index = E.value.instance_index;
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| 		p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
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| 		p_param_list->push_back(p);
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| 	}
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| }
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| 
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| bool SkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
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| 	if (!uniforms.has(p_param)) {
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| 		return false;
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| 	}
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| 
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| 	return uniforms[p_param].texture_order >= 0;
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| }
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| 
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| bool SkyRD::SkyShaderData::is_animated() const {
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| 	return false;
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| }
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| 
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| bool SkyRD::SkyShaderData::casts_shadows() const {
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| 	return false;
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| }
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| 
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| Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
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| 	if (uniforms.has(p_parameter)) {
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| 		ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
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| 		Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
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| 		return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
 | |
| 	}
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| 	return Variant();
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| }
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| 
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| RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
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| 	RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
 | |
| 
 | |
| 	return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
 | |
| }
 | |
| 
 | |
| SkyRD::SkyShaderData::~SkyShaderData() {
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| 	RendererSceneRenderRD *scene_singleton = static_cast<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
 | |
| 
 | |
| bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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| 	RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
 | |
| 
 | |
| 	uniform_set_updated = true;
 | |
| 
 | |
| 	return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
 | |
| }
 | |
| 
 | |
| SkyRD::SkyMaterialData::~SkyMaterialData() {
 | |
| 	free_parameters_uniform_set(uniform_set);
 | |
| }
 | |
| 
 | |
| ////////////////////////////////////////////////////////////////////////////////
 | |
| // Render sky
 | |
| 
 | |
| static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
 | |
| 	p_array[0] = p_basis.rows[0][0];
 | |
| 	p_array[1] = p_basis.rows[1][0];
 | |
| 	p_array[2] = p_basis.rows[2][0];
 | |
| 	p_array[3] = 0;
 | |
| 	p_array[4] = p_basis.rows[0][1];
 | |
| 	p_array[5] = p_basis.rows[1][1];
 | |
| 	p_array[6] = p_basis.rows[2][1];
 | |
| 	p_array[7] = 0;
 | |
| 	p_array[8] = p_basis.rows[0][2];
 | |
| 	p_array[9] = p_basis.rows[1][2];
 | |
| 	p_array[10] = p_basis.rows[2][2];
 | |
| 	p_array[11] = 0;
 | |
| }
 | |
| 
 | |
| void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
 | |
| 	SkyPushConstant sky_push_constant;
 | |
| 
 | |
| 	memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
 | |
| 
 | |
| 	for (uint32_t v = 0; v < p_view_count; v++) {
 | |
| 		// We only need key components of our projection matrix
 | |
| 		sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
 | |
| 		sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
 | |
| 		sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
 | |
| 		sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
 | |
| 	}
 | |
| 	sky_push_constant.position[0] = p_position.x;
 | |
| 	sky_push_constant.position[1] = p_position.y;
 | |
| 	sky_push_constant.position[2] = p_position.z;
 | |
| 	sky_push_constant.time = p_time;
 | |
| 	sky_push_constant.luminance_multiplier = p_luminance_multiplier;
 | |
| 	store_transform_3x3(p_orientation, sky_push_constant.orientation);
 | |
| 
 | |
| 	RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
 | |
| 
 | |
| 	RD::DrawListID draw_list = p_list;
 | |
| 
 | |
| 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
 | |
| 
 | |
| 	// Update uniform sets.
 | |
| 	{
 | |
| 		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
 | |
| 		if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
 | |
| 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
 | |
| 		// Fog uniform set can be invalidated before drawing, so validate at draw time
 | |
| 		if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
 | |
| 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
 | |
| 		} else {
 | |
| 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
 | |
| 
 | |
| 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
 | |
| 
 | |
| 	RD::get_singleton()->draw_list_draw(draw_list, true);
 | |
| }
 | |
| 
 | |
| ////////////////////////////////////////////////////////////////////////////////
 | |
| // ReflectionData
 | |
| 
 | |
| void SkyRD::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 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) {
 | |
| 	//recreate radiance and all data
 | |
| 
 | |
| 	int mipmaps = p_mipmaps;
 | |
| 	uint32_t w = p_size, h = p_size;
 | |
| 
 | |
| 	EffectsRD *effects = RendererCompositorRD::singleton->get_effects();
 | |
| 	ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
 | |
| 	bool prefer_raster_effects = effects->get_prefer_raster_effects();
 | |
| 
 | |
| 	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, 1, RD::TEXTURE_SLICE_CUBEMAP);
 | |
| 
 | |
| 				mmw = MAX(1u, mmw >> 1);
 | |
| 				mmh = MAX(1u, 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, 1, RD::TEXTURE_SLICE_CUBEMAP);
 | |
| 
 | |
| 			mmw = MAX(1u, mmw >> 1);
 | |
| 			mmh = MAX(1u, 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, 1, RD::TEXTURE_SLICE_CUBEMAP);
 | |
| 	RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
 | |
| 
 | |
| 	RD::TextureFormat tf;
 | |
| 	tf.format = p_texture_format;
 | |
| 	tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME.
 | |
| 	tf.height = p_low_quality ? 64 : p_size >> 1;
 | |
| 	tf.texture_type = RD::TEXTURE_TYPE_CUBE;
 | |
| 	tf.array_layers = 6;
 | |
| 	tf.mipmaps = p_low_quality ? 7 : mipmaps - 1;
 | |
| 	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());
 | |
| 	RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
 | |
| 	{
 | |
| 		uint32_t mmw = tf.width;
 | |
| 		uint32_t mmh = tf.height;
 | |
| 		downsampled_layer.mipmaps.resize(tf.mipmaps);
 | |
| 		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, 1, RD::TEXTURE_SLICE_CUBEMAP);
 | |
| 			RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
 | |
| 			if (prefer_raster_effects) {
 | |
| 				// we need a framebuffer for each side of our cubemap
 | |
| 
 | |
| 				for (int k = 0; k < 6; k++) {
 | |
| 					mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
 | |
| 					RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
 | |
| 					Vector<RID> fbtex;
 | |
| 					fbtex.push_back(mm.views[k]);
 | |
| 					mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			mmw = MAX(1u, mmw >> 1);
 | |
| 			mmh = MAX(1u, mmh >> 1);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
 | |
| 	RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
 | |
| 	ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
 | |
| 	bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
 | |
| 
 | |
| 	if (prefer_raster_effects) {
 | |
| 		RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
 | |
| 		for (int k = 0; k < 6; k++) {
 | |
| 			copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
 | |
| 		}
 | |
| 
 | |
| 		for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
 | |
| 			for (int k = 0; k < 6; k++) {
 | |
| 				copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
 | |
| 			}
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
 | |
| 
 | |
| 		if (p_use_arrays) {
 | |
| 			RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
 | |
| 			for (int i = 0; i < layers.size(); i++) {
 | |
| 				for (int k = 0; k < 6; k++) {
 | |
| 					copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
 | |
| 				}
 | |
| 			}
 | |
| 		} else {
 | |
| 			RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
 | |
| 			for (int j = 0; j < layers[0].mipmaps.size(); j++) {
 | |
| 				for (int k = 0; k < 6; k++) {
 | |
| 					copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_command_end_label(); // Filter radiance
 | |
| 	} else {
 | |
| 		RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
 | |
| 		copy_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++) {
 | |
| 			copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
 | |
| 		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]);
 | |
| 			}
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
 | |
| 		copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
 | |
| 		RD::get_singleton()->draw_command_end_label(); // Filter radiance
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
 | |
| 	RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
 | |
| 	ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
 | |
| 	bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
 | |
| 
 | |
| 	if (prefer_raster_effects) {
 | |
| 		if (p_base_layer == 1) {
 | |
| 			RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
 | |
| 			for (int k = 0; k < 6; k++) {
 | |
| 				copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
 | |
| 			}
 | |
| 
 | |
| 			for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
 | |
| 				for (int k = 0; k < 6; k++) {
 | |
| 					copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
 | |
| 				}
 | |
| 			}
 | |
| 			RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
 | |
| 		}
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
 | |
| 		if (p_use_arrays) {
 | |
| 			for (int k = 0; k < 6; k++) {
 | |
| 				copy_effects->cubemap_roughness_raster(
 | |
| 						downsampled_radiance_cubemap,
 | |
| 						layers[p_base_layer].mipmaps[0].framebuffers[k],
 | |
| 						k,
 | |
| 						p_sky_ggx_samples_quality,
 | |
| 						float(p_base_layer) / (layers.size() - 1.0),
 | |
| 						layers[p_base_layer].mipmaps[0].size.x);
 | |
| 			}
 | |
| 		} else {
 | |
| 			for (int k = 0; k < 6; k++) {
 | |
| 				copy_effects->cubemap_roughness_raster(
 | |
| 						downsampled_radiance_cubemap,
 | |
| 						layers[0].mipmaps[p_base_layer].framebuffers[k],
 | |
| 						k,
 | |
| 						p_sky_ggx_samples_quality,
 | |
| 						float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
 | |
| 						layers[0].mipmaps[p_base_layer].size.x);
 | |
| 			}
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (p_base_layer == 1) {
 | |
| 			RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
 | |
| 			copy_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++) {
 | |
| 				copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
 | |
| 			}
 | |
| 			RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
 | |
| 		}
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
 | |
| 		if (p_use_arrays) {
 | |
| 			copy_effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
 | |
| 		} else {
 | |
| 			copy_effects->cubemap_roughness(
 | |
| 					downsampled_radiance_cubemap,
 | |
| 					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);
 | |
| 		}
 | |
| 	}
 | |
| 	RD::get_singleton()->draw_command_end_label(); // Filter radiance
 | |
| }
 | |
| 
 | |
| void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
 | |
| 	RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
 | |
| 	ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
 | |
| 	bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
 | |
| 
 | |
| 	RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
 | |
| 	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];
 | |
| 			Size2i size = layers[i].mipmaps[j + 1].size;
 | |
| 			if (prefer_raster_effects) {
 | |
| 				for (int k = 0; k < 6; k++) {
 | |
| 					RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
 | |
| 					copy_effects->cubemap_downsample_raster(view, framebuffer, k, size);
 | |
| 				}
 | |
| 			} else {
 | |
| 				RID texture = layers[i].views[j + 1];
 | |
| 				copy_effects->cubemap_downsample(view, texture, size);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	RD::get_singleton()->draw_command_end_label();
 | |
| }
 | |
| 
 | |
| ////////////////////////////////////////////////////////////////////////////////
 | |
| // SkyRD::Sky
 | |
| 
 | |
| void SkyRD::Sky::free() {
 | |
| 	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()) {
 | |
| 		RSG::material_storage->material_free(material);
 | |
| 		material = RID();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) {
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 
 | |
| 	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.append_id(radiance);
 | |
| 		} else {
 | |
| 			u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::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.append_id(reflection.layers[0].views[1]);
 | |
| 			} else {
 | |
| 				u.append_id(half_res_pass);
 | |
| 			}
 | |
| 		} else {
 | |
| 			if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
 | |
| 				u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
 | |
| 			} else {
 | |
| 				u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::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.append_id(reflection.layers[0].views[2]);
 | |
| 			} else {
 | |
| 				u.append_id(quarter_res_pass);
 | |
| 			}
 | |
| 		} else {
 | |
| 			if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
 | |
| 				u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
 | |
| 			} else {
 | |
| 				u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::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 SkyRD::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 SkyRD::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 SkyRD::Sky::set_material(RID p_material) {
 | |
| 	if (material == p_material) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	material = p_material;
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
 | |
| 	if (radiance.is_valid()) {
 | |
| 		RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
 | |
| 
 | |
| 		RD::TextureFormat tf;
 | |
| 		tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
 | |
| 		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());
 | |
| 		copy_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.instantiate();
 | |
| 		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>();
 | |
| }
 | |
| 
 | |
| ////////////////////////////////////////////////////////////////////////////////
 | |
| // SkyRD
 | |
| 
 | |
| RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
 | |
| 	SkyShaderData *shader_data = memnew(SkyShaderData);
 | |
| 	return shader_data;
 | |
| }
 | |
| 
 | |
| RendererRD::MaterialStorage::ShaderData *SkyRD::_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();
 | |
| };
 | |
| 
 | |
| RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
 | |
| 	SkyMaterialData *material_data = memnew(SkyMaterialData);
 | |
| 	material_data->shader_data = p_shader;
 | |
| 	//update will happen later anyway so do nothing.
 | |
| 	return material_data;
 | |
| }
 | |
| 
 | |
| RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::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));
 | |
| };
 | |
| 
 | |
| SkyRD::SkyRD() {
 | |
| 	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 SkyRD::init() {
 | |
| 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 
 | |
| 	{
 | |
| 		// 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_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
 | |
| 		sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
 | |
| 		sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
 | |
| 
 | |
| 		sky_shader.shader.initialize(sky_modes, defines);
 | |
| 
 | |
| 		if (!RendererCompositorRD::singleton->is_xr_enabled()) {
 | |
| 			sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
 | |
| 			sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
 | |
| 			sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// register our shader funds
 | |
| 	material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
 | |
| 	material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
 | |
| 
 | |
| 	{
 | |
| 		ShaderCompiler::DefaultIdentifierActions actions;
 | |
| 
 | |
| 		actions.renames["COLOR"] = "color";
 | |
| 		actions.renames["ALPHA"] = "alpha";
 | |
| 		actions.renames["EYEDIR"] = "cube_normal";
 | |
| 		actions.renames["POSITION"] = "params.position";
 | |
| 		actions.renames["SKY_COORDS"] = "panorama_coords";
 | |
| 		actions.renames["SCREEN_UV"] = "uv";
 | |
| 		actions.renames["FRAGCOORD"] = "gl_FragCoord";
 | |
| 		actions.renames["TIME"] = "params.time";
 | |
| 		actions.renames["PI"] = _MKSTR(Math_PI);
 | |
| 		actions.renames["TAU"] = _MKSTR(Math_TAU);
 | |
| 		actions.renames["E"] = _MKSTR(Math_E);
 | |
| 		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_shader_uniforms.data";
 | |
| 
 | |
| 		sky_shader.compiler.initialize(actions);
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		// default material and shader for sky shader
 | |
| 		sky_shader.default_shader = material_storage->shader_allocate();
 | |
| 		material_storage->shader_initialize(sky_shader.default_shader);
 | |
| 
 | |
| 		material_storage->shader_set_code(sky_shader.default_shader, R"(
 | |
| // Default sky shader.
 | |
| 
 | |
| shader_type sky;
 | |
| 
 | |
| void sky() {
 | |
| 	COLOR = vec3(0.0);
 | |
| }
 | |
| )");
 | |
| 
 | |
| 		sky_shader.default_material = material_storage->material_allocate();
 | |
| 		material_storage->material_initialize(sky_shader.default_material);
 | |
| 
 | |
| 		material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
 | |
| 
 | |
| 		SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::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;
 | |
| 
 | |
| 		{
 | |
| 			Vector<RID> ids;
 | |
| 			ids.resize(12);
 | |
| 			RID *ids_ptr = ids.ptrw();
 | |
| 			ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 | |
| 			ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 | |
| 			ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 | |
| 			ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 | |
| 			ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 | |
| 			ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 | |
| 			ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
 | |
| 			ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
 | |
| 			ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
 | |
| 			ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
 | |
| 			ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
 | |
| 			ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
 | |
| 
 | |
| 			RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
 | |
| 
 | |
| 			uniforms.push_back(u);
 | |
| 		}
 | |
| 
 | |
| 		{
 | |
| 			RD::Uniform u;
 | |
| 			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | |
| 			u.binding = 1;
 | |
| 			u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
 | |
| 			uniforms.push_back(u);
 | |
| 		}
 | |
| 
 | |
| 		{
 | |
| 			RD::Uniform u;
 | |
| 			u.binding = 2;
 | |
| 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | |
| 			u.append_id(sky_scene_state.uniform_buffer);
 | |
| 			uniforms.push_back(u);
 | |
| 		}
 | |
| 
 | |
| 		{
 | |
| 			RD::Uniform u;
 | |
| 			u.binding = 3;
 | |
| 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | |
| 			u.append_id(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 = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
 | |
| 			u.append_id(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 = material_storage->shader_allocate();
 | |
| 		material_storage->shader_initialize(sky_scene_state.fog_shader);
 | |
| 
 | |
| 		material_storage->shader_set_code(sky_scene_state.fog_shader, R"(
 | |
| // Default clear color sky shader.
 | |
| 
 | |
| shader_type sky;
 | |
| 
 | |
| uniform vec4 clear_color;
 | |
| 
 | |
| void sky() {
 | |
| 	COLOR = clear_color.rgb;
 | |
| }
 | |
| )");
 | |
| 		sky_scene_state.fog_material = material_storage->material_allocate();
 | |
| 		material_storage->material_initialize(sky_scene_state.fog_material);
 | |
| 
 | |
| 		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.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
 | |
| 			uniforms.push_back(u);
 | |
| 		}
 | |
| 		{
 | |
| 			RD::Uniform u;
 | |
| 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | |
| 			u.binding = 1;
 | |
| 			u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
 | |
| 			uniforms.push_back(u);
 | |
| 		}
 | |
| 		{
 | |
| 			RD::Uniform u;
 | |
| 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | |
| 			u.binding = 2;
 | |
| 			u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::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);
 | |
| 	}
 | |
| 
 | |
| 	{ //create index array for copy shaders
 | |
| 		Vector<uint8_t> pv;
 | |
| 		pv.resize(6 * 4);
 | |
| 		{
 | |
| 			uint8_t *w = pv.ptrw();
 | |
| 			int *p32 = (int *)w;
 | |
| 			p32[0] = 0;
 | |
| 			p32[1] = 1;
 | |
| 			p32[2] = 2;
 | |
| 			p32[3] = 0;
 | |
| 			p32[4] = 2;
 | |
| 			p32[5] = 3;
 | |
| 		}
 | |
| 		index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
 | |
| 		index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
 | |
| 	texture_format = p_texture_format;
 | |
| }
 | |
| 
 | |
| SkyRD::~SkyRD() {
 | |
| 	// cleanup anything created in init...
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 
 | |
| 	SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 	sky_shader.shader.version_free(md->shader_data->version);
 | |
| 	RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
 | |
| 	RD::get_singleton()->free(sky_scene_state.uniform_buffer);
 | |
| 	memdelete_arr(sky_scene_state.directional_lights);
 | |
| 	memdelete_arr(sky_scene_state.last_frame_directional_lights);
 | |
| 	material_storage->shader_free(sky_shader.default_shader);
 | |
| 	material_storage->material_free(sky_shader.default_material);
 | |
| 	material_storage->shader_free(sky_scene_state.fog_shader);
 | |
| 	material_storage->material_free(sky_scene_state.fog_material);
 | |
| 
 | |
| 	if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
 | |
| 		RD::get_singleton()->free(sky_scene_state.uniform_set);
 | |
| 	}
 | |
| 
 | |
| 	if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
 | |
| 		RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
 | |
| 	}
 | |
| 
 | |
| 	if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
 | |
| 		RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
 | |
| 	}
 | |
| 
 | |
| 	RD::get_singleton()->free(index_buffer); //array gets freed as dependency
 | |
| }
 | |
| 
 | |
| void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
 | |
| 	RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 	ERR_FAIL_COND(p_env.is_null());
 | |
| 
 | |
| 	SkyMaterialData *material = nullptr;
 | |
| 	Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 	RID sky_material;
 | |
| 
 | |
| 	SkyShaderData *shader_data = nullptr;
 | |
| 
 | |
| 	if (sky) {
 | |
| 		sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 		if (sky_material.is_valid()) {
 | |
| 			material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 			if (!material || !material->shader_data->valid) {
 | |
| 				material = nullptr;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (!material) {
 | |
| 			sky_material = sky_shader.default_material;
 | |
| 			material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 		}
 | |
| 
 | |
| 		ERR_FAIL_COND(!material);
 | |
| 
 | |
| 		shader_data = material->shader_data;
 | |
| 
 | |
| 		ERR_FAIL_COND(!shader_data);
 | |
| 
 | |
| 		// 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) {
 | |
| 			sky_scene_state.ubo.directional_light_count = 0;
 | |
| 			// Run through the list of lights in the scene and pick out the Directional Lights.
 | |
| 			// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
 | |
| 			// after the depth prepass, but this runs before the depth prepass
 | |
| 			for (int i = 0; i < (int)p_lights.size(); i++) {
 | |
| 				RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
 | |
| 				if (!li) {
 | |
| 					continue;
 | |
| 				}
 | |
| 				RID base = li->light;
 | |
| 
 | |
| 				ERR_CONTINUE(base.is_null());
 | |
| 
 | |
| 				RS::LightType type = light_storage->light_get_type(base);
 | |
| 				if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
 | |
| 					SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
 | |
| 					Transform3D light_transform = li->transform;
 | |
| 					Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
 | |
| 
 | |
| 					sky_light_data.direction[0] = world_direction.x;
 | |
| 					sky_light_data.direction[1] = world_direction.y;
 | |
| 					sky_light_data.direction[2] = world_direction.z;
 | |
| 
 | |
| 					float sign = light_storage->light_is_negative(base) ? -1 : 1;
 | |
| 					sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
 | |
| 
 | |
| 					if (p_scene_render->is_using_physical_light_units()) {
 | |
| 						sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
 | |
| 					}
 | |
| 
 | |
| 					if (p_camera_attributes.is_valid()) {
 | |
| 						sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
 | |
| 					}
 | |
| 
 | |
| 					Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
 | |
| 					sky_light_data.color[0] = linear_col.r;
 | |
| 					sky_light_data.color[1] = linear_col.g;
 | |
| 					sky_light_data.color[2] = linear_col.b;
 | |
| 
 | |
| 					sky_light_data.enabled = true;
 | |
| 
 | |
| 					float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
 | |
| 					if (angular_diameter > 0.0) {
 | |
| 						// I know tan(0) is 0, but let's not risk it with numerical precision.
 | |
| 						// technically this will keep expanding until reaching the sun, but all we care
 | |
| 						// is expand until we reach the radius of the near plane (there can't be more occluders than that)
 | |
| 						angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
 | |
| 					} else {
 | |
| 						angular_diameter = 0.0;
 | |
| 					}
 | |
| 					sky_light_data.size = angular_diameter;
 | |
| 					sky_scene_state.ubo.directional_light_count++;
 | |
| 					if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			// Check whether the directional_light_buffer changes
 | |
| 			bool light_data_dirty = false;
 | |
| 
 | |
| 			// Light buffer is dirty if we have fewer or more lights
 | |
| 			// If we have fewer lights, make sure that old lights are disabled
 | |
| 			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_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
 | |
| 			Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
 | |
| 			sky_scene_state.ubo.volumetric_fog_enabled = true;
 | |
| 
 | |
| 			float fog_end = fog->length;
 | |
| 			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 = fog->spread; //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;
 | |
| 			}
 | |
| 
 | |
| 			sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	sky_scene_state.ubo.z_far = p_projection.get_z_far();
 | |
| 	sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
 | |
| 	sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
 | |
| 	sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
 | |
| 	Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear();
 | |
| 	float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env);
 | |
| 	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 = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
 | |
| 
 | |
| 	RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
 | |
| }
 | |
| 
 | |
| void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 	ERR_FAIL_COND(p_env.is_null());
 | |
| 
 | |
| 	Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 	ERR_FAIL_COND(!sky);
 | |
| 
 | |
| 	RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 	SkyMaterialData *material = nullptr;
 | |
| 
 | |
| 	if (sky_material.is_valid()) {
 | |
| 		material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 		if (!material || !material->shader_data->valid) {
 | |
| 			material = nullptr;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (!material) {
 | |
| 		sky_material = sky_shader.default_material;
 | |
| 		material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND(!material);
 | |
| 
 | |
| 	SkyShaderData *shader_data = material->shader_data;
 | |
| 
 | |
| 	ERR_FAIL_COND(!shader_data);
 | |
| 
 | |
| 	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)
 | |
| 		};
 | |
| 
 | |
| 		Projection cm;
 | |
| 		cm.set_perspective(90, 1, 0.01, 10.0);
 | |
| 		Projection correction;
 | |
| 		correction.set_depth_correction(true);
 | |
| 		cm = correction * cm;
 | |
| 
 | |
| 		if (shader_data->uses_quarter_res) {
 | |
| 			RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
 | |
| 			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++) {
 | |
| 				Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
 | |
| 				RID texture_uniform_set = sky->get_textures(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);
 | |
| 				_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier);
 | |
| 				RD::get_singleton()->draw_list_end();
 | |
| 			}
 | |
| 			RD::get_singleton()->draw_command_end_label();
 | |
| 		}
 | |
| 
 | |
| 		if (shader_data->uses_half_res) {
 | |
| 			RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
 | |
| 			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++) {
 | |
| 				Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
 | |
| 				RID texture_uniform_set = sky->get_textures(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);
 | |
| 				_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier);
 | |
| 				RD::get_singleton()->draw_list_end();
 | |
| 			}
 | |
| 			RD::get_singleton()->draw_command_end_label();
 | |
| 		}
 | |
| 
 | |
| 		RD::DrawListID cubemap_draw_list;
 | |
| 		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
 | |
| 
 | |
| 		RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
 | |
| 		for (int i = 0; i < 6; i++) {
 | |
| 			Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
 | |
| 			RID texture_uniform_set = sky->get_textures(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);
 | |
| 			_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier);
 | |
| 			RD::get_singleton()->draw_list_end();
 | |
| 		}
 | |
| 		RD::get_singleton()->draw_command_end_label();
 | |
| 
 | |
| 		if (sky_mode == RS::SKY_MODE_REALTIME) {
 | |
| 			sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array);
 | |
| 			if (sky_use_cubemap_array) {
 | |
| 				sky->reflection.update_reflection_mipmaps(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(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
 | |
| 				}
 | |
| 				if (sky_use_cubemap_array) {
 | |
| 					sky->reflection.update_reflection_mipmaps(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(0, 1);
 | |
| 				}
 | |
| 			}
 | |
| 			sky->processing_layer = 1;
 | |
| 		}
 | |
| 		sky->baked_exposure = p_luminance_multiplier;
 | |
| 		sky->reflection.dirty = false;
 | |
| 
 | |
| 	} else {
 | |
| 		if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
 | |
| 			sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
 | |
| 
 | |
| 			if (sky_use_cubemap_array) {
 | |
| 				sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1);
 | |
| 			}
 | |
| 
 | |
| 			sky->processing_layer++;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 	ERR_FAIL_COND(p_env.is_null());
 | |
| 
 | |
| 	ERR_FAIL_COND(p_view_count == 0);
 | |
| 	ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
 | |
| 
 | |
| 	Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 	SkyMaterialData *material = nullptr;
 | |
| 	RID sky_material;
 | |
| 
 | |
| 	RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
 | |
| 
 | |
| 	if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
 | |
| 		ERR_FAIL_COND(!sky);
 | |
| 		sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 		if (sky_material.is_valid()) {
 | |
| 			material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 			if (!material || !material->shader_data->valid) {
 | |
| 				material = nullptr;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (!material) {
 | |
| 			sky_material = sky_shader.default_material;
 | |
| 			material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
 | |
| 		sky_material = sky_scene_state.fog_material;
 | |
| 		material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND(!material);
 | |
| 
 | |
| 	SkyShaderData *shader_data = material->shader_data;
 | |
| 
 | |
| 	ERR_FAIL_COND(!shader_data);
 | |
| 
 | |
| 	Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
 | |
| 	sky_transform.invert();
 | |
| 
 | |
| 	float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
 | |
| 
 | |
| 	// Camera
 | |
| 	Projection camera;
 | |
| 	uint32_t view_count = p_view_count;
 | |
| 	const Projection *projections = p_projections;
 | |
| 
 | |
| 	if (custom_fov) {
 | |
| 		// With custom fov we don't support stereo...
 | |
| 		float near_plane = p_projections[0].get_z_near();
 | |
| 		float far_plane = p_projections[0].get_z_far();
 | |
| 		float aspect = p_projections[0].get_aspect();
 | |
| 
 | |
| 		camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
 | |
| 
 | |
| 		view_count = 1;
 | |
| 		projections = &camera;
 | |
| 	}
 | |
| 
 | |
| 	sky_transform = sky_transform * p_transform.basis;
 | |
| 
 | |
| 	if (shader_data->uses_quarter_res) {
 | |
| 		PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
 | |
| 
 | |
| 		RID texture_uniform_set = sky->get_textures(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);
 | |
| 		_render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
 | |
| 		RD::get_singleton()->draw_list_end();
 | |
| 	}
 | |
| 
 | |
| 	if (shader_data->uses_half_res) {
 | |
| 		PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
 | |
| 
 | |
| 		RID texture_uniform_set = sky->get_textures(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);
 | |
| 		_render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
 | |
| 		RD::get_singleton()->draw_list_end();
 | |
| 	}
 | |
| 
 | |
| 	PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
 | |
| 
 | |
| 	RID texture_uniform_set;
 | |
| 	if (sky) {
 | |
| 		texture_uniform_set = sky->get_textures(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);
 | |
| 	_render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
 | |
| 	RD::get_singleton()->draw_list_end();
 | |
| }
 | |
| 
 | |
| void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 	ERR_FAIL_COND(p_env.is_null());
 | |
| 
 | |
| 	ERR_FAIL_COND(p_view_count == 0);
 | |
| 	ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
 | |
| 
 | |
| 	Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 	ERR_FAIL_COND(!sky);
 | |
| 
 | |
| 	SkyMaterialData *material = nullptr;
 | |
| 	RID sky_material;
 | |
| 
 | |
| 	sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 	if (sky_material.is_valid()) {
 | |
| 		material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 		if (!material || !material->shader_data->valid) {
 | |
| 			material = nullptr;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (!material) {
 | |
| 		sky_material = sky_shader.default_material;
 | |
| 		material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND(!material);
 | |
| 
 | |
| 	SkyShaderData *shader_data = material->shader_data;
 | |
| 
 | |
| 	ERR_FAIL_COND(!shader_data);
 | |
| 
 | |
| 	Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
 | |
| 	sky_transform.invert();
 | |
| 
 | |
| 	float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
 | |
| 
 | |
| 	// Camera
 | |
| 	Projection camera;
 | |
| 	uint32_t view_count = p_view_count;
 | |
| 	const Projection *projections = p_projections;
 | |
| 
 | |
| 	if (custom_fov) {
 | |
| 		// With custom fov we don't support stereo...
 | |
| 		float near_plane = p_projections[0].get_z_near();
 | |
| 		float far_plane = p_projections[0].get_z_far();
 | |
| 		float aspect = p_projections[0].get_aspect();
 | |
| 
 | |
| 		camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
 | |
| 
 | |
| 		view_count = 1;
 | |
| 		projections = &camera;
 | |
| 	}
 | |
| 
 | |
| 	sky_transform = p_transform.basis * sky_transform;
 | |
| 
 | |
| 	if (shader_data->uses_quarter_res) {
 | |
| 		PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
 | |
| 
 | |
| 		RID texture_uniform_set = sky->get_textures(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);
 | |
| 		_render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
 | |
| 		RD::get_singleton()->draw_list_end();
 | |
| 	}
 | |
| 
 | |
| 	if (shader_data->uses_half_res) {
 | |
| 		PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
 | |
| 
 | |
| 		RID texture_uniform_set = sky->get_textures(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);
 | |
| 		_render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
 | |
| 		RD::get_singleton()->draw_list_end();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
 | |
| 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | |
| 	ERR_FAIL_COND(p_env.is_null());
 | |
| 
 | |
| 	ERR_FAIL_COND(p_view_count == 0);
 | |
| 	ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
 | |
| 
 | |
| 	Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 	SkyMaterialData *material = nullptr;
 | |
| 	RID sky_material;
 | |
| 
 | |
| 	RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env);
 | |
| 
 | |
| 	if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
 | |
| 		ERR_FAIL_COND(!sky);
 | |
| 		sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
 | |
| 
 | |
| 		if (sky_material.is_valid()) {
 | |
| 			material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 			if (!material || !material->shader_data->valid) {
 | |
| 				material = nullptr;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (!material) {
 | |
| 			sky_material = sky_shader.default_material;
 | |
| 			material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
 | |
| 		sky_material = sky_scene_state.fog_material;
 | |
| 		material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND(!material);
 | |
| 
 | |
| 	SkyShaderData *shader_data = material->shader_data;
 | |
| 
 | |
| 	ERR_FAIL_COND(!shader_data);
 | |
| 
 | |
| 	Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
 | |
| 	sky_transform.invert();
 | |
| 
 | |
| 	float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
 | |
| 
 | |
| 	// Camera
 | |
| 	Projection camera;
 | |
| 	uint32_t view_count = p_view_count;
 | |
| 	const Projection *projections = p_projections;
 | |
| 
 | |
| 	if (custom_fov) {
 | |
| 		// With custom fov we don't support stereo...
 | |
| 		float near_plane = p_projections[0].get_z_near();
 | |
| 		float far_plane = p_projections[0].get_z_far();
 | |
| 		float aspect = p_projections[0].get_aspect();
 | |
| 
 | |
| 		camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
 | |
| 
 | |
| 		view_count = 1;
 | |
| 		projections = &camera;
 | |
| 	}
 | |
| 
 | |
| 	sky_transform = p_transform.basis * sky_transform;
 | |
| 
 | |
| 	PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
 | |
| 
 | |
| 	RID texture_uniform_set;
 | |
| 	if (sky) {
 | |
| 		texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
 | |
| 	} else {
 | |
| 		texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
 | |
| 	}
 | |
| 
 | |
| 	_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
 | |
| }
 | |
| 
 | |
| void SkyRD::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 SkyRD::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 = texture_format;
 | |
| 				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, texture_format);
 | |
| 
 | |
| 			} else {
 | |
| 				//regular cubemap, lower quality (aliasing, less memory)
 | |
| 				RD::TextureFormat tf;
 | |
| 				tf.array_layers = 6;
 | |
| 				tf.format = texture_format;
 | |
| 				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_format);
 | |
| 			}
 | |
| 			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 = texture_format;
 | |
| 			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 = texture_format;
 | |
| 			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 SkyRD::sky_get_material(RID p_sky) const {
 | |
| 	Sky *sky = get_sky(p_sky);
 | |
| 	ERR_FAIL_COND_V(!sky, RID());
 | |
| 
 | |
| 	return sky->material;
 | |
| }
 | |
| 
 | |
| float SkyRD::sky_get_baked_exposure(RID p_sky) const {
 | |
| 	Sky *sky = get_sky(p_sky);
 | |
| 	ERR_FAIL_COND_V(!sky, 1.0);
 | |
| 
 | |
| 	return sky->baked_exposure;
 | |
| }
 | |
| 
 | |
| RID SkyRD::allocate_sky_rid() {
 | |
| 	return sky_owner.allocate_rid();
 | |
| }
 | |
| 
 | |
| void SkyRD::initialize_sky_rid(RID p_rid) {
 | |
| 	sky_owner.initialize_rid(p_rid, Sky());
 | |
| }
 | |
| 
 | |
| SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
 | |
| 	return sky_owner.get_or_null(p_sky);
 | |
| }
 | |
| 
 | |
| void SkyRD::free_sky(RID p_sky) {
 | |
| 	Sky *sky = get_sky(p_sky);
 | |
| 	ERR_FAIL_COND(!sky);
 | |
| 
 | |
| 	sky->free();
 | |
| 	sky_owner.free(p_sky);
 | |
| }
 | |
| 
 | |
| void SkyRD::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 SkyRD::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 SkyRD::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> SkyRD::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(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
 | |
| }
 | |
| 
 | |
| RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
 | |
| 	Sky *sky = get_sky(p_sky);
 | |
| 	ERR_FAIL_COND_V(!sky, RID());
 | |
| 
 | |
| 	return sky->radiance;
 | |
| }
 | 
