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2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")

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/**************************************************************************/
/* fog.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. */
/**************************************************************************/
#pragma once
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_fog.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
#include "servers/rendering/storage/utilities.h"
#define RB_SCOPE_FOG SNAME("Fog")
namespace RendererRD {
class Fog : public RendererFog {
private:
static Fog *singleton;
static int _get_fog_shader_group();
static int _get_fog_variant();
static int _get_fog_process_variant(int p_idx);
/* FOG VOLUMES */
struct FogVolume {
RID material;
Vector3 size = Vector3(2, 2, 2);
RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
Dependency dependency;
};
mutable RID_Owner<FogVolume, true> fog_volume_owner;
struct FogVolumeInstance {
RID volume;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
const int SAMPLERS_BINDING_FIRST_INDEX = 3;
/* Volumetric Fog */
struct VolumetricFogShader {
enum ShaderGroup {
SHADER_GROUP_BASE,
SHADER_GROUP_NO_ATOMICS,
SHADER_GROUP_VULKAN_MEMORY_MODEL,
SHADER_GROUP_VULKAN_MEMORY_MODEL_NO_ATOMICS,
};
enum FogSet {
FOG_SET_BASE,
FOG_SET_UNIFORMS,
FOG_SET_MATERIAL,
FOG_SET_MAX,
};
struct FogPushConstant {
float position[3];
float pad;
float size[3];
float pad2;
int32_t corner[3];
uint32_t shape;
float transform[16];
};
struct VolumeUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float z_near;
float z_far;
float time;
int32_t fog_volume_size[3];
uint32_t directional_light_count;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float detail_spread;
float temporal_blend;
float to_prev_view[16];
float transform[16];
};
ShaderCompiler compiler;
VolumetricFogShaderRD shader;
RID volume_ubo;
RID default_shader;
RID default_material;
RID default_shader_rd;
RID base_uniform_set;
RID params_ubo;
enum {
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
};
struct ParamsUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float ambient_inject;
float z_far;
uint32_t filter_axis;
float ambient_color[3];
float sky_contribution;
int32_t fog_volume_size[3];
uint32_t directional_light_count;
float base_emission[3];
float base_density;
float base_scattering[3];
float phase_g;
float detail_spread;
float gi_inject;
uint32_t max_voxel_gi_instances;
uint32_t cluster_type_size;
float screen_size[2];
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t max_cluster_element_count_div_32;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float temporal_blend;
float cam_rotation[12];
float to_prev_view[16];
float radiance_inverse_xform[12];
};
VolumetricFogProcessShaderRD process_shader;
RID process_shader_version;
RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
} volumetric_fog;
Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
bool valid = false;
RID version;
RID pipeline;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
bool uses_time = 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;
virtual Pair<ShaderRD *, RID> get_native_shader_and_version() const;
FogShaderData() {}
virtual ~FogShaderData();
};
struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
FogShaderData *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 ~FogMaterialData();
};
RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
public:
static Fog *get_singleton() { return singleton; }
Fog();
~Fog();
/* FOG VOLUMES */
bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); }
virtual RID fog_volume_allocate() override;
virtual void fog_volume_initialize(RID p_rid) override;
virtual void fog_volume_free(RID p_rid) override;
Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
Vector3 fog_volume_get_size(RID p_fog_volume) const;
/* FOG VOLUMES INSTANCE */
bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); }
RID fog_volume_instance_create(RID p_fog_volume);
void fog_instance_free(RID p_rid);
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_NULL(fvi);
fvi->transform = p_transform;
}
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_NULL(fvi);
fvi->active = p_active;
}
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_NULL_V(fvi, RID());
return fvi->volume;
}
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_NULL_V(fvi, Vector3());
return fvi->transform.get_origin();
}
/* Volumetric FOG */
class VolumetricFog : public RenderBufferCustomDataRD {
GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
public:
enum {
MAX_TEMPORAL_FRAMES = 16
};
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 0;
float length;
float spread;
RID light_density_map;
RID prev_light_density_map;
RID fog_map;
RID density_map;
RID light_map;
RID emissive_map;
RID fog_uniform_set;
RID copy_uniform_set;
struct {
RID process_uniform_set_density;
RID process_uniform_set;
RID process_uniform_set2;
} gi_dependent_sets;
RID sdfgi_uniform_set;
RID sky_uniform_set;
int last_shadow_filter = -1;
// If the device doesn't support image atomics, use storage buffers instead.
RD::UniformType atomic_type = RD::UNIFORM_TYPE_IMAGE;
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
virtual void free_data() override {}
bool sync_gi_dependent_sets_validity(bool p_ensure_freed = false);
void init(const Vector3i &fog_size, RID p_sky_shader);
~VolumetricFog();
};
void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
void free_fog_shader();
struct VolumetricFogSettings {
Vector2i rb_size;
double time;
bool is_using_radiance_cubemap_array;
uint32_t max_cluster_elements;
bool volumetric_fog_filter_active;
RID shadow_sampler;
RID voxel_gi_buffer;
RID shadow_atlas_depth;
RID omni_light_buffer;
RID spot_light_buffer;
RID directional_shadow_depth;
RID directional_light_buffer;
// Objects related to our render buffer
Ref<VolumetricFog> vfog;
ClusterBuilderRD *cluster_builder;
GI *gi;
Ref<GI::SDFGI> sdfgi;
Ref<GI::RenderBuffersGI> rbgi;
RID env;
SkyRD *sky;
};
void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
};
} // namespace RendererRD

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/**************************************************************************/
/* gi.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. */
/**************************************************************************/
#pragma once
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/storage/utilities.h"
#define RB_SCOPE_GI SNAME("rbgi")
#define RB_SCOPE_SDFGI SNAME("sdfgi")
#define RB_TEX_AMBIENT SNAME("ambient")
#define RB_TEX_REFLECTION SNAME("reflection")
// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RenderDataRD;
class RendererSceneRenderRD;
namespace RendererRD {
class GI : public RendererGI {
public:
/* VOXEL GI STORAGE */
struct VoxelGI {
RID octree_buffer;
RID data_buffer;
RID sdf_texture;
uint32_t octree_buffer_size = 0;
uint32_t data_buffer_size = 0;
Vector<int> level_counts;
int cell_count = 0;
Transform3D to_cell_xform;
AABB bounds;
Vector3i octree_size;
float dynamic_range = 2.0;
float energy = 1.0;
float baked_exposure = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.5;
bool interior = false;
bool use_two_bounces = true;
uint32_t version = 1;
uint32_t data_version = 1;
Dependency dependency;
};
/* VOXEL_GI INSTANCE */
//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
struct VoxelGIInstance {
// access to our containers
GI *gi = nullptr;
RID probe;
RID texture;
RID write_buffer;
struct Mipmap {
RID texture;
RID uniform_set;
RID second_bounce_uniform_set;
RID write_uniform_set;
uint32_t level;
uint32_t cell_offset;
uint32_t cell_count;
};
Vector<Mipmap> mipmaps;
struct DynamicMap {
RID texture; //color normally, or emission on first pass
RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
RID depth; //actual depth buffer for the first pass, float depth for later passes
RID normal; //normal buffer for the first pass
RID albedo; //emission buffer for the first pass
RID orm; //orm buffer for the first pass
RID fb; //used for rendering, only valid on first map
RID uniform_set;
uint32_t size;
int mipmap; // mipmap to write to, -1 if no mipmap assigned
};
Vector<DynamicMap> dynamic_maps;
int slot = -1;
uint32_t last_probe_version = 0;
uint32_t last_probe_data_version = 0;
//uint64_t last_pass = 0;
uint32_t render_index = 0;
bool has_dynamic_object_data = false;
Transform3D transform;
void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects);
void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
void free_resources();
};
private:
static GI *singleton;
/* VOXEL GI STORAGE */
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* VOXEL_GI INSTANCE */
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
struct VoxelGILight {
uint32_t type;
float energy;
float radius;
float attenuation;
float color[3];
float cos_spot_angle;
float position[3];
float inv_spot_attenuation;
float direction[3];
uint32_t has_shadow;
};
struct VoxelGIPushConstant {
int32_t limits[3];
uint32_t stack_size;
float emission_scale;
float propagation;
float dynamic_range;
uint32_t light_count;
uint32_t cell_offset;
uint32_t cell_count;
float aniso_strength;
float cell_size;
};
struct VoxelGIDynamicPushConstant {
int32_t limits[3];
uint32_t light_count;
int32_t x_dir[3];
float z_base;
int32_t y_dir[3];
float z_sign;
int32_t z_dir[3];
float pos_multiplier;
uint32_t rect_pos[2];
uint32_t rect_size[2];
uint32_t prev_rect_ofs[2];
uint32_t prev_rect_size[2];
uint32_t flip_x;
uint32_t flip_y;
float dynamic_range;
uint32_t on_mipmap;
float propagation;
float cell_size;
float pad[2];
};
VoxelGILight *voxel_gi_lights = nullptr;
uint32_t voxel_gi_max_lights = 32;
RID voxel_gi_lights_uniform;
enum {
VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
VOXEL_GI_SHADER_VERSION_MAX
};
VoxelGiShaderRD voxel_gi_shader;
RID voxel_gi_lighting_shader_version;
RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
enum {
VOXEL_GI_DEBUG_COLOR,
VOXEL_GI_DEBUG_LIGHT,
VOXEL_GI_DEBUG_EMISSION,
VOXEL_GI_DEBUG_LIGHT_FULL,
VOXEL_GI_DEBUG_MAX
};
struct VoxelGIDebugPushConstant {
float projection[16];
uint32_t cell_offset;
float dynamic_range;
float alpha;
uint32_t level;
int32_t bounds[3];
uint32_t pad;
};
VoxelGiDebugShaderRD voxel_gi_debug_shader;
RID voxel_gi_debug_shader_version;
RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
RID voxel_gi_debug_uniform_set;
/* SDFGI */
struct SDFGIShader {
enum SDFGIPreprocessShaderVersion {
PRE_PROCESS_SCROLL,
PRE_PROCESS_SCROLL_OCCLUSION,
PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
PRE_PROCESS_JUMP_FLOOD,
PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
PRE_PROCESS_JUMP_FLOOD_UPSCALE,
PRE_PROCESS_OCCLUSION,
PRE_PROCESS_STORE,
PRE_PROCESS_MAX
};
struct PreprocessPushConstant {
int32_t scroll[3];
int32_t grid_size;
int32_t probe_offset[3];
int32_t step_size;
int32_t half_size;
uint32_t occlusion_index;
int32_t cascade;
uint32_t pad;
};
SdfgiPreprocessShaderRD preprocess;
RID preprocess_shader;
RID preprocess_pipeline[PRE_PROCESS_MAX];
struct DebugPushConstant {
float grid_size[3];
uint32_t max_cascades;
int32_t screen_size[2];
float y_mult;
float z_near;
float inv_projection[3][4];
float cam_basis[3][3];
float cam_origin[3];
};
SdfgiDebugShaderRD debug;
RID debug_shader;
RID debug_shader_version;
RID debug_pipeline;
enum ProbeDebugMode {
PROBE_DEBUG_PROBES,
PROBE_DEBUG_PROBES_MULTIVIEW,
PROBE_DEBUG_VISIBILITY,
PROBE_DEBUG_VISIBILITY_MULTIVIEW,
PROBE_DEBUG_MAX
};
struct DebugProbesSceneData {
float projection[2][16];
};
struct DebugProbesPushConstant {
uint32_t band_power;
uint32_t sections_in_band;
uint32_t band_mask;
float section_arc;
float grid_size[3];
uint32_t cascade;
uint32_t pad;
float y_mult;
int32_t probe_debug_index;
int32_t probe_axis_size;
};
SdfgiDebugProbesShaderRD debug_probes;
RID debug_probes_shader;
RID debug_probes_shader_version;
PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
struct Light {
float color[3];
float energy;
float direction[3];
uint32_t has_shadow;
float position[3];
float attenuation;
uint32_t type;
float cos_spot_angle;
float inv_spot_attenuation;
float radius;
};
struct DirectLightPushConstant {
float grid_size[3];
uint32_t max_cascades;
uint32_t cascade;
uint32_t light_count;
uint32_t process_offset;
uint32_t process_increment;
int32_t probe_axis_size;
float bounce_feedback;
float y_mult;
uint32_t use_occlusion;
};
enum {
DIRECT_LIGHT_MODE_STATIC,
DIRECT_LIGHT_MODE_DYNAMIC,
DIRECT_LIGHT_MODE_MAX
};
SdfgiDirectLightShaderRD direct_light;
RID direct_light_shader;
RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
enum {
INTEGRATE_MODE_PROCESS,
INTEGRATE_MODE_STORE,
INTEGRATE_MODE_SCROLL,
INTEGRATE_MODE_SCROLL_STORE,
INTEGRATE_MODE_MAX
};
struct IntegratePushConstant {
enum {
SKY_FLAGS_MODE_COLOR = 0x01,
SKY_FLAGS_MODE_SKY = 0x02,
SKY_FLAGS_ORIENTATION_SIGN = 0x04,
};
float grid_size[3];
uint32_t max_cascades;
uint32_t probe_axis_size;
uint32_t cascade;
uint32_t history_index;
uint32_t history_size;
uint32_t ray_count;
float ray_bias;
int32_t image_size[2];
int32_t world_offset[3];
uint32_t sky_flags;
int32_t scroll[3];
float sky_energy;
float sky_color_or_orientation[3];
float y_mult;
uint32_t store_ambient_texture;
uint32_t pad[3];
};
SdfgiIntegrateShaderRD integrate;
RID integrate_shader;
RID integrate_pipeline[INTEGRATE_MODE_MAX];
RID integrate_default_sky_uniform_set;
} sdfgi_shader;
public:
static GI *get_singleton() { return singleton; }
/* GI */
enum {
MAX_VOXEL_GI_INSTANCES = 8
};
// Struct for use in render buffer
class RenderBuffersGI : public RenderBufferCustomDataRD {
GDCLASS(RenderBuffersGI, RenderBufferCustomDataRD)
private:
RID voxel_gi_buffer;
public:
RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
RID full_buffer;
RID full_dispatch;
RID full_mask;
/* GI buffers */
bool using_half_size_gi = false;
RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
RID scene_data_ubo;
RID get_voxel_gi_buffer();
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
virtual void free_data() override;
};
/* VOXEL GI API */
bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); }
virtual RID voxel_gi_allocate() override;
virtual void voxel_gi_free(RID p_voxel_gi) override;
virtual void voxel_gi_initialize(RID p_voxel_gi) override;
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override;
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override;
virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override;
virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override;
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override;
virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override;
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
virtual uint32_t voxel_gi_get_version(RID p_probe) const override;
uint32_t voxel_gi_get_data_version(RID p_probe);
RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
Dependency *voxel_gi_get_dependency(RID p_voxel_gi) const;
/* VOXEL_GI INSTANCE */
_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
ERR_FAIL_NULL_V(voxel_gi, RID());
return voxel_gi->texture;
}
_FORCE_INLINE_ void voxel_gi_instance_set_render_index(RID p_probe, uint32_t p_index) {
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
ERR_FAIL_NULL(voxel_gi);
voxel_gi->render_index = p_index;
}
bool voxel_gi_instance_owns(RID p_rid) const {
return voxel_gi_instance_owner.owns(p_rid);
}
void voxel_gi_instance_free(RID p_rid);
RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
/* SDFGI */
class SDFGI : public RenderBufferCustomDataRD {
GDCLASS(SDFGI, RenderBufferCustomDataRD)
public:
enum {
MAX_CASCADES = 8,
CASCADE_SIZE = 128,
PROBE_DIVISOR = 16,
ANISOTROPY_SIZE = 6,
MAX_DYNAMIC_LIGHTS = 128,
MAX_STATIC_LIGHTS = 1024,
LIGHTPROBE_OCT_SIZE = 6,
SH_SIZE = 16
};
struct Cascade {
struct UBO {
float offset[3];
float to_cell;
int32_t probe_offset[3];
uint32_t pad;
float pad2[4];
};
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
RID sdf_tex;
RID light_tex;
RID light_aniso_0_tex;
RID light_aniso_1_tex;
RID light_data;
RID light_aniso_0_data;
RID light_aniso_1_data;
struct SolidCell { // this struct is unused, but remains as reference for size
uint32_t position;
uint32_t albedo;
uint32_t static_light;
uint32_t static_light_aniso;
};
// Buffers for indirect compute dispatch.
RID solid_cell_dispatch_buffer_storage;
RID solid_cell_dispatch_buffer_call;
RID solid_cell_buffer;
RID lightprobe_history_tex;
RID lightprobe_average_tex;
float cell_size;
Vector3i position;
static const Vector3i DIRTY_ALL;
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
RID sdf_store_uniform_set;
RID sdf_direct_light_static_uniform_set;
RID sdf_direct_light_dynamic_uniform_set;
RID scroll_uniform_set;
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;
RID lights_buffer;
float baked_exposure_normalization = 1.0;
bool all_dynamic_lights_dirty = true;
};
// access to our containers
GI *gi = nullptr;
// used for rendering (voxelization)
RID render_albedo;
RID render_emission;
RID render_emission_aniso;
RID render_occlusion[8];
RID render_geom_facing;
RID render_sdf[2];
RID render_sdf_half[2];
// used for ping pong processing in cascades
RID sdf_initialize_uniform_set;
RID sdf_initialize_half_uniform_set;
RID jump_flood_uniform_set[2];
RID jump_flood_half_uniform_set[2];
RID sdf_upscale_uniform_set;
int upscale_jfa_uniform_set_index;
RID occlusion_uniform_set;
uint32_t cascade_size = 128;
LocalVector<Cascade> cascades;
RID lightprobe_texture;
RID lightprobe_data;
RID occlusion_texture;
RID occlusion_data;
RID ambient_texture; //integrates with volumetric fog
RID lightprobe_history_scroll; //used for scrolling lightprobes
RID lightprobe_average_scroll; //used for scrolling lightprobes
uint32_t history_size = 0;
float solid_cell_ratio = 0;
uint32_t solid_cell_count = 0;
int num_cascades = 6;
float min_cell_size = 0;
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
RID debug_probes_scene_data_ubo;
RID debug_probes_uniform_set;
RID cascades_ubo;
bool uses_occlusion = false;
float bounce_feedback = 0.5;
bool reads_sky = true;
float energy = 1.0;
float normal_bias = 1.1;
float probe_bias = 1.1;
RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
float y_mult = 1.0;
uint32_t version = 0;
uint32_t render_pass = 0;
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
RID integrate_sky_uniform_set;
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
virtual void free_data() override;
~SDFGI();
void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
void update(RID p_env, const Vector3 &p_world_position);
void update_light();
void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky);
void store_probes();
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void update_cascades();
void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms);
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data);
void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization);
void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
};
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
float sdfgi_solid_cell_ratio = 0.25;
Vector3 sdfgi_debug_probe_pos;
Vector3 sdfgi_debug_probe_dir;
bool sdfgi_debug_probe_enabled = false;
Vector3i sdfgi_debug_probe_index;
uint32_t sdfgi_current_version = 0;
/* SDFGI UPDATE */
int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
virtual void sdfgi_reset() override;
struct SDFGIData {
float grid_size[3];
uint32_t max_cascades;
uint32_t use_occlusion;
int32_t probe_axis_size;
float probe_to_uvw;
float normal_bias;
float lightprobe_tex_pixel_size[3];
float energy;
float lightprobe_uv_offset[3];
float y_mult;
float occlusion_clamp[3];
uint32_t pad3;
float occlusion_renormalize[3];
uint32_t pad4;
float cascade_probe_size[3];
uint32_t pad5;
struct ProbeCascadeData {
float position[3]; //offset of (0,0,0) in world coordinates
float to_probe; // 1/bounds * grid_size
int32_t probe_world_offset[3];
float to_cell; // 1/bounds * grid_size
float pad[3];
float exposure_normalization;
};
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
};
struct VoxelGIData {
float xform[16]; // 64 - 64
float bounds[3]; // 12 - 76
float dynamic_range; // 4 - 80
float bias; // 4 - 84
float normal_bias; // 4 - 88
uint32_t blend_ambient; // 4 - 92
uint32_t mipmaps; // 4 - 96
float pad[3]; // 12 - 108
float exposure_normalization; // 4 - 112
};
struct SceneData {
float inv_projection[2][16];
float cam_transform[16];
float eye_offset[2][4];
int32_t screen_size[2];
float pad1;
float pad2;
};
struct PushConstant {
uint32_t max_voxel_gi_instances;
uint32_t high_quality_vct;
uint32_t orthogonal;
uint32_t view_index;
float proj_info[4];
float z_near;
float z_far;
float pad2;
float pad3;
};
RID sdfgi_ubo;
enum Group {
GROUP_NORMAL,
GROUP_VRS,
};
enum Mode {
MODE_VOXEL_GI,
MODE_VOXEL_GI_WITHOUT_SAMPLER,
MODE_SDFGI,
MODE_COMBINED,
MODE_COMBINED_WITHOUT_SAMPLER,
MODE_MAX
};
enum ShaderSpecializations {
SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
SHADER_SPECIALIZATION_VARIATIONS = 8,
};
RID default_voxel_gi_buffer;
bool half_resolution = false;
GiShaderRD shader;
RID shader_version;
RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
GI();
~GI();
void init(RendererRD::SkyRD *p_sky);
void free();
Ref<SDFGI> create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used);
void process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances);
RID voxel_gi_instance_create(RID p_base);
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
bool voxel_gi_needs_update(RID p_probe) const;
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects);
void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
void enable_vrs_shader_group();
};
} // namespace RendererRD

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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. */
/**************************************************************************/
#pragma once
#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[2]; // 8 - 88
float luminance_multiplier; // 4 - 92
float brightness_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;
virtual Pair<ShaderRD *, RID> get_native_shader_and_version() 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, float p_brightness_modifier);
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;
#if defined(MACOS_ENABLED) && defined(__x86_64__)
void check_cubemap_array();
#endif
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, float p_brightness_multiplier = 1.0);
void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0, float p_brightness_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, float p_brightness_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