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- /**************************************************************************/
- /* sky.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef SKY_RD_H
- #define SKY_RD_H
- #include "core/templates/rid_owner.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
- #include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/renderer_rd/storage_rd/render_data_rd.h"
- #include "servers/rendering/renderer_scene_render.h"
- #include "servers/rendering/rendering_device.h"
- #include "servers/rendering/shader_compiler.h"
- // Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
- class RendererSceneRenderRD;
- class RenderSceneBuffersRD;
- namespace RendererRD {
- class SkyRD {
- public:
- enum SkySet {
- SKY_SET_UNIFORMS,
- SKY_SET_MATERIAL,
- SKY_SET_TEXTURES,
- SKY_SET_FOG,
- };
- const int SAMPLERS_BINDING_FIRST_INDEX = 4;
- // Skys need less info from Directional Lights than the normal shaders
- struct SkyDirectionalLightData {
- float direction[3];
- float energy;
- float color[3];
- float size;
- uint32_t enabled;
- uint32_t pad[3];
- };
- private:
- RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- enum SkyTextureSetVersion {
- SKY_TEXTURE_SET_BACKGROUND,
- SKY_TEXTURE_SET_HALF_RES,
- SKY_TEXTURE_SET_QUARTER_RES,
- SKY_TEXTURE_SET_CUBEMAP,
- SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
- SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
- SKY_TEXTURE_SET_MAX
- };
- enum SkyVersion {
- SKY_VERSION_BACKGROUND,
- SKY_VERSION_HALF_RES,
- SKY_VERSION_QUARTER_RES,
- SKY_VERSION_CUBEMAP,
- SKY_VERSION_CUBEMAP_HALF_RES,
- SKY_VERSION_CUBEMAP_QUARTER_RES,
- SKY_VERSION_BACKGROUND_MULTIVIEW,
- SKY_VERSION_HALF_RES_MULTIVIEW,
- SKY_VERSION_QUARTER_RES_MULTIVIEW,
- SKY_VERSION_MAX
- };
- struct SkyPushConstant {
- float orientation[12]; // 48 - 48
- float projection[4]; // 16 - 64
- float position[3]; // 12 - 76
- float time; // 4 - 80
- float pad[3]; // 12 - 92
- float luminance_multiplier; // 4 - 96
- // 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
- };
- struct SkyShaderData : public RendererRD::MaterialStorage::ShaderData {
- bool valid = false;
- RID version;
- PipelineCacheRD pipelines[SKY_VERSION_MAX];
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size = 0;
- String code;
- bool uses_time = false;
- bool uses_position = false;
- bool uses_half_res = false;
- bool uses_quarter_res = false;
- bool uses_light = false;
- virtual void set_code(const String &p_Code);
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- SkyShaderData() {}
- virtual ~SkyShaderData();
- };
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier);
- public:
- struct SkySceneState {
- struct UBO {
- float combined_reprojection[RendererSceneRender::MAX_RENDER_VIEWS][16]; // 2 x 64 - 128
- float view_inv_projections[RendererSceneRender::MAX_RENDER_VIEWS][16]; // 2 x 64 - 256
- float view_eye_offsets[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 288
- uint32_t volumetric_fog_enabled; // 4 - 292
- float volumetric_fog_inv_length; // 4 - 296
- float volumetric_fog_detail_spread; // 4 - 300
- float volumetric_fog_sky_affect; // 4 - 304
- uint32_t fog_enabled; // 4 - 308
- float fog_sky_affect; // 4 - 312
- float fog_density; // 4 - 316
- float fog_sun_scatter; // 4 - 320
- float fog_light_color[3]; // 12 - 332
- float fog_aerial_perspective; // 4 - 336
- float z_far; // 4 - 340
- uint32_t directional_light_count; // 4 - 344
- uint32_t pad1; // 4 - 348
- uint32_t pad2; // 4 - 352
- };
- UBO ubo;
- uint32_t view_count = 1;
- Transform3D cam_transform;
- Projection cam_projection;
- SkyDirectionalLightData *directional_lights = nullptr;
- SkyDirectionalLightData *last_frame_directional_lights = nullptr;
- uint32_t max_directional_lights;
- uint32_t last_frame_directional_light_count;
- RID directional_light_buffer;
- RID uniform_set;
- RID uniform_buffer;
- RID fog_uniform_set;
- RID default_fog_uniform_set;
- RID fog_shader;
- RID fog_material;
- RID fog_only_texture_uniform_set;
- } sky_scene_state;
- struct ReflectionData {
- struct Layer {
- struct Mipmap {
- RID framebuffers[6];
- RID views[6];
- Size2i size;
- };
- Vector<Mipmap> mipmaps; //per-face view
- Vector<RID> views; // per-cubemap view
- };
- struct DownsampleLayer {
- struct Mipmap {
- RID view;
- Size2i size;
- // for mobile only
- RID views[6];
- RID framebuffers[6];
- };
- Vector<Mipmap> mipmaps;
- };
- RID radiance_base_cubemap; //cubemap for first layer, first cubemap
- RID downsampled_radiance_cubemap;
- DownsampleLayer downsampled_layer;
- RID coefficient_buffer;
- bool dirty = true;
- Vector<Layer> layers;
- void clear_reflection_data();
- void 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);
- void create_reflection_fast_filter(bool p_use_arrays);
- void create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
- void update_reflection_mipmaps(int p_start, int p_end);
- };
- /* Sky shader */
- struct SkyShader {
- SkyShaderRD shader;
- ShaderCompiler compiler;
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
- } sky_shader;
- struct SkyMaterialData : public RendererRD::MaterialStorage::MaterialData {
- SkyShaderData *shader_data = nullptr;
- RID uniform_set;
- bool uniform_set_updated;
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~SkyMaterialData();
- };
- struct Sky {
- RID radiance;
- RID quarter_res_pass;
- RID quarter_res_framebuffer;
- Size2i screen_size;
- RID uniform_set;
- RID material;
- RID uniform_buffer;
- int radiance_size = 256;
- RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
- ReflectionData reflection;
- bool dirty = false;
- int processing_layer = 0;
- Sky *dirty_list = nullptr;
- float baked_exposure = 1.0;
- //State to track when radiance cubemap needs updating
- SkyMaterialData *prev_material = nullptr;
- Vector3 prev_position;
- float prev_time;
- void free();
- RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers);
- bool set_radiance_size(int p_radiance_size);
- bool set_mode(RS::SkyMode p_mode);
- bool set_material(RID p_material);
- Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
- };
- uint32_t sky_ggx_samples_quality;
- bool sky_use_cubemap_array;
- Sky *dirty_sky_list = nullptr;
- mutable RID_Owner<Sky, true> sky_owner;
- int roughness_layers;
- RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func();
- static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs();
- RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
- static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
- SkyRD();
- void init();
- void set_texture_format(RD::DataFormat p_texture_format);
- ~SkyRD();
- void setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size);
- void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0);
- void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0);
- void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0);
- void invalidate_sky(Sky *p_sky);
- void update_dirty_skys();
- RID sky_get_material(RID p_sky) const;
- RID sky_get_radiance_texture_rd(RID p_sky) const;
- float sky_get_baked_exposure(RID p_sky) const;
- RID allocate_sky_rid();
- void initialize_sky_rid(RID p_rid);
- Sky *get_sky(RID p_sky) const;
- void free_sky(RID p_sky);
- void sky_set_radiance_size(RID p_sky, int p_radiance_size);
- void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
- void sky_set_material(RID p_sky, RID p_material);
- Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
- };
- } // namespace RendererRD
- #endif // SKY_RD_H
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