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/*************************************************************************/
/* renderer_scene_sky_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* 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, */
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/*************************************************************************/
# ifndef RENDERING_SERVER_SCENE_SKY_RD_H
# define RENDERING_SERVER_SCENE_SKY_RD_H
# include "core/templates/rid_owner.h"
# include "servers/rendering/renderer_compositor.h"
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# include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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# include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
# include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
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# include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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# include "servers/rendering/renderer_scene_render.h"
# include "servers/rendering/rendering_device.h"
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# include "servers/rendering/shader_compiler.h"
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// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RendererSceneRenderRD ;
class RendererSceneSkyRD {
public :
enum SkySet {
SKY_SET_UNIFORMS ,
SKY_SET_MATERIAL ,
SKY_SET_TEXTURES ,
SKY_SET_FOG ,
SKY_SET_MAX
} ;
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// 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 :
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RD : : DataFormat texture_format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
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RID index_buffer ;
RID index_array ;
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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 ,
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SKY_VERSION_BACKGROUND_MULTIVIEW ,
SKY_VERSION_HALF_RES_MULTIVIEW ,
SKY_VERSION_QUARTER_RES_MULTIVIEW ,
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SKY_VERSION_MAX
} ;
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struct SkyPushConstant {
float orientation [ 12 ] ; // 48 - 48
float projections [ RendererSceneRender : : MAX_RENDER_VIEWS ] [ 4 ] ; // 2 x 16 - 80
float position [ 3 ] ; // 12 - 92
float multiplier ; // 4 - 96
float time ; // 4 - 100
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float luminance_multiplier ; // 4 - 104
float pad [ 2 ] ; // 8 - 112 // Using pad to align on 16 bytes
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// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
} ;
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struct SkyShaderData : public RendererRD : : ShaderData {
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bool valid = false ;
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RID version ;
PipelineCacheRD pipelines [ SKY_VERSION_MAX ] ;
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HashMap < StringName , ShaderLanguage : : ShaderNode : : Uniform > uniforms ;
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Vector < ShaderCompiler : : GeneratedCode : : Texture > texture_uniforms ;
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Vector < uint32_t > ubo_offsets ;
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uint32_t ubo_size = 0 ;
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String path ;
String code ;
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HashMap < StringName , HashMap < int , RID > > default_texture_params ;
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bool uses_time = false ;
bool uses_position = false ;
bool uses_half_res = false ;
bool uses_quarter_res = false ;
bool uses_light = false ;
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virtual void set_code ( const String & p_Code ) ;
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virtual void set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) ;
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virtual void get_param_list ( List < PropertyInfo > * p_param_list ) const ;
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virtual void get_instance_param_list ( List < RendererMaterialStorage : : InstanceShaderParam > * p_param_list ) const ;
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virtual bool is_param_texture ( const StringName & p_param ) const ;
virtual bool is_animated ( ) const ;
virtual bool casts_shadows ( ) const ;
virtual Variant get_default_parameter ( const StringName & p_parameter ) const ;
virtual RS : : ShaderNativeSourceCode get_native_source_code ( ) const ;
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SkyShaderData ( ) { }
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virtual ~ SkyShaderData ( ) ;
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} ;
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void _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 CameraMatrix * p_projections , const Basis & p_orientation , float p_multiplier , const Vector3 & p_position , float p_luminance_multiplier ) ;
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public :
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struct SkySceneState {
struct UBO {
uint32_t volumetric_fog_enabled ;
float volumetric_fog_inv_length ;
float volumetric_fog_detail_spread ;
float fog_aerial_perspective ;
float fog_light_color [ 3 ] ;
float fog_sun_scatter ;
uint32_t fog_enabled ;
float fog_density ;
float z_far ;
uint32_t directional_light_count ;
} ;
UBO ubo ;
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SkyDirectionalLightData * directional_lights = nullptr ;
SkyDirectionalLightData * last_frame_directional_lights = nullptr ;
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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 ;
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// for mobile only
RID views [ 6 ] ;
RID framebuffers [ 6 ] ;
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} ;
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 ( ) ;
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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 ) ;
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} ;
/* Sky shader */
struct SkyShader {
SkyShaderRD shader ;
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ShaderCompiler compiler ;
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RID default_shader ;
RID default_material ;
RID default_shader_rd ;
} sky_shader ;
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struct SkyMaterialData : public RendererRD : : MaterialData {
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SkyShaderData * shader_data = nullptr ;
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RID uniform_set ;
bool uniform_set_updated ;
virtual void set_render_priority ( int p_priority ) { }
virtual void set_next_pass ( RID p_pass ) { }
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virtual bool update_parameters ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) ;
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virtual ~ SkyMaterialData ( ) ;
} ;
struct Sky {
RID radiance ;
RID half_res_pass ;
RID half_res_framebuffer ;
RID quarter_res_pass ;
RID quarter_res_framebuffer ;
Size2i screen_size ;
RID texture_uniform_sets [ SKY_TEXTURE_SET_MAX ] ;
RID uniform_set ;
RID material ;
RID uniform_buffer ;
int radiance_size = 256 ;
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RS : : SkyMode mode = RS : : SKY_MODE_AUTOMATIC ;
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ReflectionData reflection ;
bool dirty = false ;
int processing_layer = 0 ;
Sky * dirty_list = nullptr ;
//State to track when radiance cubemap needs updating
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SkyMaterialData * prev_material = nullptr ;
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Vector3 prev_position ;
float prev_time ;
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void free ( ) ;
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RID get_textures ( SkyTextureSetVersion p_version , RID p_default_shader_rd ) ;
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bool set_radiance_size ( int p_radiance_size ) ;
bool set_mode ( RS : : SkyMode p_mode ) ;
bool set_material ( RID p_material ) ;
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Ref < Image > bake_panorama ( float p_energy , int p_roughness_layers , const Size2i & p_size ) ;
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} ;
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 ;
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RendererRD : : ShaderData * _create_sky_shader_func ( ) ;
static RendererRD : : ShaderData * _create_sky_shader_funcs ( ) ;
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RendererRD : : MaterialData * _create_sky_material_func ( SkyShaderData * p_shader ) ;
static RendererRD : : MaterialData * _create_sky_material_funcs ( RendererRD : : ShaderData * p_shader ) ;
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RendererSceneSkyRD ( ) ;
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void init ( ) ;
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void set_texture_format ( RD : : DataFormat p_texture_format ) ;
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~ RendererSceneSkyRD ( ) ;
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void setup ( RendererSceneEnvironmentRD * p_env , RID p_render_buffers , const PagedArray < RID > & p_lights , const CameraMatrix & p_projection , const Transform3D & p_transform , const Size2i p_screen_size , RendererSceneRenderRD * p_scene_render ) ;
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void update ( RendererSceneEnvironmentRD * p_env , const CameraMatrix & p_projection , const Transform3D & p_transform , double p_time , float p_luminance_multiplier = 1.0 ) ;
void draw ( RendererSceneEnvironmentRD * p_env , bool p_can_continue_color , bool p_can_continue_depth , RID p_fb , uint32_t p_view_count , const CameraMatrix * p_projections , const Transform3D & p_transform , double p_time ) ; // only called by clustered renderer
void update_res_buffers ( RendererSceneEnvironmentRD * p_env , uint32_t p_view_count , const CameraMatrix * p_projections , const Transform3D & p_transform , double p_time , float p_luminance_multiplier = 1.0 ) ;
void draw ( RD : : DrawListID p_draw_list , RendererSceneEnvironmentRD * p_env , RID p_fb , uint32_t p_view_count , const CameraMatrix * p_projections , const Transform3D & p_transform , double p_time , float p_luminance_multiplier = 1.0 ) ;
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void invalidate_sky ( Sky * p_sky ) ;
void update_dirty_skys ( ) ;
RID sky_get_material ( 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 ) ;
RID sky_get_radiance_texture_rd ( RID p_sky ) const ;
} ;
# endif /* RENDERING_SERVER_SCENE_SKY_RD_H */