Add shader based background mode

This commit is contained in:
Bastiaan Olij 2019-09-15 19:58:38 +10:00 committed by clayjohn
parent 1a532d53cc
commit c3fee7ba6c
26 changed files with 871 additions and 67 deletions

View File

@ -67,6 +67,7 @@ public:
void environment_set_sky(RID p_env, RID p_sky) {}
void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {}
void environment_set_bg_material(RID p_env, RID p_material) {}
void environment_set_bg_color(RID p_env, const Color &p_color) {}
void environment_set_bg_energy(RID p_env, float p_energy) {}
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}

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@ -718,6 +718,13 @@ void RasterizerSceneGLES2::environment_set_sky_orientation(RID p_env, const Basi
env->sky_orientation = p_orientation;
}
void RasterizerSceneGLES2::environment_set_bg_material(RID p_env, RID p_material) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_material = p_material;
}
void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);

View File

@ -242,6 +242,8 @@ public:
float sky_custom_fov;
Basis sky_orientation;
RID bg_material;
Color bg_color;
float bg_energy;
float sky_ambient;
@ -357,6 +359,7 @@ public:
virtual void environment_set_sky(RID p_env, RID p_sky);
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
virtual void environment_set_bg_material(RID p_env, RID p_material);
virtual void environment_set_bg_color(RID p_env, const Color &p_color);
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);

View File

@ -1427,6 +1427,8 @@ void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code)
mode = VS::SHADER_CANVAS_ITEM;
else if (mode_string == "particles")
mode = VS::SHADER_PARTICLES;
else if (mode_string == "sky")
mode = VS::SHADER_SKY;
else
mode = VS::SHADER_SPATIAL;

View File

@ -158,6 +158,7 @@
#include "scene/resources/resource_format_text.h"
#include "scene/resources/segment_shape_2d.h"
#include "scene/resources/sky.h"
#include "scene/resources/sky_material.h"
#include "scene/resources/sphere_shape.h"
#include "scene/resources/surface_tool.h"
#include "scene/resources/text_file.h"
@ -609,6 +610,9 @@ void register_scene_types() {
SceneTree::add_idle_callback(ParticlesMaterial::flush_changes);
ParticlesMaterial::init_shaders();
ClassDB::register_class<SkyMaterial>();
SkyMaterial::init_shaders();
ClassDB::register_virtual_class<Mesh>();
ClassDB::register_class<ArrayMesh>();
ClassDB::register_class<MultiMesh>();

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@ -56,6 +56,17 @@ void Environment::set_sky(const Ref<Sky> &p_sky) {
VS::get_singleton()->environment_set_sky(environment, sb_rid);
}
void Environment::set_bg_material(const Ref<Material> &p_material) {
bg_material = p_material;
RID mb_rid;
if (bg_material.is_valid())
mb_rid = bg_material->get_rid();
VS::get_singleton()->environment_set_bg_material(environment, mb_rid);
}
void Environment::set_sky_custom_fov(float p_scale) {
bg_sky_custom_fov = p_scale;
@ -140,6 +151,11 @@ Vector3 Environment::get_sky_rotation() const {
return sky_rotation;
}
Ref<Material> Environment::get_bg_material() const {
return bg_material;
}
Color Environment::get_bg_color() const {
return bg_color;
@ -306,6 +322,13 @@ Ref<Texture2D> Environment::get_adjustment_color_correction() const {
void Environment::_validate_property(PropertyInfo &property) const {
if (property.name == "background_material") {
if (bg_mode != BG_SKY) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
}
// TODO: We are retiring sky in favour of a background material that implements the sky. These properties will become part of the sky material
if (property.name == "sky" || property.name == "sky_custom_fov" || property.name == "sky_rotation" || property.name == "ambient_light/sky_contribution") {
if (bg_mode != BG_SKY && ambient_source != AMBIENT_SOURCE_SKY && reflection_source != REFLECTION_SOURCE_SKY) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
@ -334,7 +357,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
if (property.name == "background_camera_feed_id") {
if (bg_mode != BG_CAMERA_FEED) {
property.usage = PROPERTY_USAGE_NOEDITOR;
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
}
@ -839,6 +862,7 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky);
ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov);
ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation);
ClassDB::bind_method(D_METHOD("set_bg_material", "material"), &Environment::set_bg_material);
ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy);
ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
@ -853,6 +877,7 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky);
ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov);
ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation);
ClassDB::bind_method(D_METHOD("get_bg_material"), &Environment::get_bg_material);
ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy);
ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
@ -871,10 +896,14 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "background_camera_feed_id", PROPERTY_HINT_RANGE, "1,10,1"), "set_camera_feed_id", "get_camera_feed_id");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SkyMaterial"), "set_bg_material", "get_bg_material");
// TODO: We are retiring sky in favour of a background material that implements the sky. These properties will become part of the sky material
ADD_GROUP("Sky", "sky_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "sky_rotation"), "set_sky_rotation", "get_sky_rotation");
ADD_GROUP("Ambient Light", "ambient_light_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ambient_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Color,Sky"), "set_ambient_source", "get_ambient_source");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");

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@ -34,6 +34,7 @@
#include "core/resource.h"
#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
#include "scene/resources/material.h"
#include "servers/visual_server.h"
class Environment : public Resource {
@ -92,6 +93,8 @@ private:
BGMode bg_mode;
Ref<Sky> bg_sky;
//@TODO for now introducing material but once it works we'll be replacing the current sky classes with material classes
Ref<Material> bg_material;
float bg_sky_custom_fov;
Vector3 sky_rotation;
Color bg_color;
@ -180,6 +183,7 @@ public:
void set_sky(const Ref<Sky> &p_sky);
void set_sky_custom_fov(float p_scale);
void set_sky_rotation(const Vector3 &p_rotation);
void set_bg_material(const Ref<Material> &p_material);
void set_bg_color(const Color &p_color);
void set_bg_energy(float p_energy);
void set_canvas_max_layer(int p_max_layer);
@ -196,6 +200,7 @@ public:
Ref<Sky> get_sky() const;
float get_sky_custom_fov() const;
Vector3 get_sky_rotation() const;
Ref<Material> get_bg_material() const;
Color get_bg_color() const;
float get_bg_energy() const;
int get_canvas_max_layer() const;

View File

@ -48,6 +48,8 @@ void Shader::set_code(const String &p_code) {
mode = MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = MODE_PARTICLES;
} else if (type == "sky") {
mode = MODE_SKY;
} else {
mode = MODE_SPATIAL;
}
@ -158,6 +160,7 @@ void Shader::_bind_methods() {
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
BIND_ENUM_CONSTANT(MODE_SKY);
}
Shader::Shader() {

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@ -47,6 +47,7 @@ public:
MODE_SPATIAL,
MODE_CANVAS_ITEM,
MODE_PARTICLES,
MODE_SKY,
MODE_MAX
};

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@ -0,0 +1,191 @@
/*************************************************************************/
/* sky_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "sky_material.h"
Mutex *SkyMaterial::material_mutex = NULL;
SelfList<SkyMaterial>::List *SkyMaterial::dirty_materials = NULL;
Map<SkyMaterial::MaterialKey, SkyMaterial::ShaderData> SkyMaterial::shader_map;
SkyMaterial::ShaderNames *SkyMaterial::shader_names = NULL;
void SkyMaterial::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
dirty_materials = memnew(SelfList<SkyMaterial>::List);
shader_names = memnew(ShaderNames);
shader_names->placeholder = "placeholder";
}
void SkyMaterial::finish_shaders() {
#ifndef NO_THREADS
memdelete(material_mutex);
#endif
memdelete(dirty_materials);
dirty_materials = NULL;
memdelete(shader_names);
}
void SkyMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key)
return; //no update required in the end
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
String code = "shader_type sky;\n";
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create();
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void SkyMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
if (material_mutex)
material_mutex->unlock();
}
void SkyMaterial::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
if (!element.in_list()) {
dirty_materials->add(&element);
}
if (material_mutex)
material_mutex->unlock();
}
bool SkyMaterial::_is_shader_dirty() const {
bool dirty = false;
if (material_mutex)
material_mutex->lock();
dirty = element.in_list();
if (material_mutex)
material_mutex->unlock();
return dirty;
}
RID SkyMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
void SkyMaterial::_validate_property(PropertyInfo &property) const {
}
Shader::Mode SkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
void SkyMaterial::_bind_methods() {
}
SkyMaterial::SkyMaterial() :
element(this) {
_queue_shader_change();
}
SkyMaterial::~SkyMaterial() {
if (material_mutex)
material_mutex->lock();
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
if (material_mutex)
material_mutex->unlock();
}

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@ -0,0 +1,131 @@
/*************************************************************************/
/* sky_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/rid.h"
#include "scene/resources/material.h"
#ifndef SKY_MATERIAL_H
#define SKY_MATERIAL_H
class SkyMaterial : public Material {
GDCLASS(SkyMaterial, Material);
public:
private:
union MaterialKey {
struct {
uint32_t texture_mask : 16;
uint32_t texture_color : 1;
uint32_t flags : 4;
uint32_t emission_shape : 2;
uint32_t trail_size_texture : 1;
uint32_t trail_color_texture : 1;
uint32_t invalid_key : 1;
uint32_t has_emission_color : 1;
};
uint32_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
/*
for (int i = 0; i < PARAM_MAX; i++) {
if (tex_parameters[i].is_valid()) {
mk.texture_mask |= (1 << i);
}
}
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= (1 << i);
}
}
mk.texture_color = color_ramp.is_valid() ? 1 : 0;
mk.emission_shape = emission_shape;
mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
*/
return mk;
}
static Mutex *material_mutex;
static SelfList<SkyMaterial>::List *dirty_materials;
struct ShaderNames {
StringName placeholder;
};
static ShaderNames *shader_names;
SelfList<SkyMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
public:
static void init_shaders();
static void finish_shaders();
static void flush_changes();
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
SkyMaterial();
~SkyMaterial();
};
#endif /* !SKY_MATERIAL_H */

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@ -66,6 +66,7 @@ public:
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
virtual void environment_set_bg_material(RID p_env, RID p_material) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;

View File

@ -274,31 +274,6 @@ void RasterizerEffectsRD::cubemap_roughness(RID p_source_rd_texture, bool p_sour
RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler) {
zeromem(&sky.push_constant, sizeof(SkyPushConstant));
sky.push_constant.proj[0] = p_camera.matrix[2][0];
sky.push_constant.proj[1] = p_camera.matrix[0][0];
sky.push_constant.proj[2] = p_camera.matrix[2][1];
sky.push_constant.proj[3] = p_camera.matrix[1][1];
sky.push_constant.alpha = p_alpha;
sky.push_constant.depth = 1.0;
sky.push_constant.multiplier = p_multipler;
store_transform_3x3(p_orientation, sky.push_constant.orientation);
RD::DrawListID draw_list = p_list;
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, sky.pipeline.get_render_pipeline(RD::INVALID_ID, p_fb_format));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_panorama), 0);
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);
}
void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_framebuffer, const Vector2 &p_pixel_size) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
@ -849,22 +824,6 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
}
{
// Initialize sky
Vector<String> sky_modes;
sky_modes.push_back("");
sky.shader.initialize(sky_modes);
sky.shader_version = sky.shader.version_create();
RD::PipelineDepthStencilState depth_stencil_state;
depth_stencil_state.enable_depth_test = true;
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
sky.pipeline.setup(sky.shader.version_get_shader(sky.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
}
{
// Initialize tonemapper
Vector<String> tonemap_modes;

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@ -32,7 +32,7 @@
#define RASTERIZER_EFFECTS_RD_H
#include "core/math/camera_matrix.h"
#include "render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h"
@ -41,7 +41,6 @@
#include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
@ -139,23 +138,6 @@ class RasterizerEffectsRD {
RID pipelines[CUBEMAP_ROUGHNESS_SOURCE_MAX];
} roughness;
struct SkyPushConstant {
float orientation[12];
float proj[4];
float multiplier;
float alpha;
float depth;
float pad;
};
struct Sky {
SkyPushConstant push_constant;
SkyShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD pipeline;
} sky;
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
@ -422,7 +404,6 @@ public:
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler);
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
@ -475,4 +456,4 @@ public:
~RasterizerEffectsRD();
};
#endif // EFFECTS_RD_H
#endif // !RASTERIZER_EFFECTS_RD_H

View File

@ -76,6 +76,8 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_arra
}
}
}
/* SCENE SHADER */
void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
//compile
@ -345,6 +347,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_default_texture_param(const Strin
default_texture_params[p_name] = p_texture;
}
}
void RasterizerSceneHighEndRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
@ -377,6 +380,7 @@ bool RasterizerSceneHighEndRD::ShaderData::is_param_texture(const StringName &p_
bool RasterizerSceneHighEndRD::ShaderData::is_animated() const {
return false;
}
bool RasterizerSceneHighEndRD::ShaderData::casts_shadows() const {
return false;
}
@ -499,6 +503,7 @@ void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringN
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RasterizerSceneHighEndRD::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
@ -517,6 +522,255 @@ RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_material_fu
return material_data;
}
/* SKY SHADER */
void RasterizerSceneHighEndRD::SkyShaderData::set_code(const String &p_code) {
//compile
code = p_code;
valid = false;
ubo_size = 0;
uniforms.clear();
if (code == String()) {
return; //just invalid, but no error
}
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
// actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
// actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.uniforms = &uniforms;
RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
Error err = scene_singleton->sky_shader.compiler.compile(VS::SHADER_SKY, code, &actions, path, gen_code);
ERR_FAIL_COND(err != OK);
if (version.is_null()) {
version = scene_singleton->sky_shader.shader.version_create();
}
#if 0
print_line("**compiling shader:");
print_line("**defines:\n");
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
scene_singleton->sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
ERR_FAIL_COND(!scene_singleton->sky_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
ubo_offsets = gen_code.uniform_offsets;
texture_uniforms = gen_code.texture_uniforms;
//update pipelines
for (int i = 0; i < SKY_VERSION_MAX; i++) {
RD::PipelineDepthStencilState depth_stencil_state;
depth_stencil_state.enable_depth_test = false;
RID shader_variant = scene_singleton->sky_shader.shader.version_get_shader(version, i);
pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
}
valid = true;
}
void RasterizerSceneHighEndRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
} else {
default_texture_params[p_name] = p_texture;
}
}
void RasterizerSceneHighEndRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
pi.name = E->get();
p_param_list->push_back(pi);
}
}
bool RasterizerSceneHighEndRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool RasterizerSceneHighEndRD::SkyShaderData::is_animated() const {
return false;
}
bool RasterizerSceneHighEndRD::SkyShaderData::casts_shadows() const {
return false;
}
Variant RasterizerSceneHighEndRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
return Variant();
}
RasterizerSceneHighEndRD::SkyShaderData::SkyShaderData() {
valid = false;
}
RasterizerSceneHighEndRD::SkyShaderData::~SkyShaderData() {
RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
scene_singleton->sky_shader.shader.version_free(version);
}
}
RasterizerStorageRD::ShaderData *RasterizerSceneHighEndRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
void RasterizerSceneHighEndRD::SkyMaterialData::set_render_priority(int p_priority) {
priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
}
void RasterizerSceneHighEndRD::SkyMaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
void RasterizerSceneHighEndRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky_shader.shader.version_get_shader(shader_data->version, 0), 2);
}
RasterizerSceneHighEndRD::SkyMaterialData::~SkyMaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() {
clear();
}
@ -1294,6 +1548,39 @@ void RasterizerSceneHighEndRD::_draw_sky(RD::DrawListID p_draw_list, RD::Framebu
ERR_FAIL_COND(!is_environment(p_environment));
RID env_material = environment_get_bg_material(p_environment);
ERR_FAIL_COND(!env_material.is_valid());
SkyMaterialData *material = NULL;
if (env_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(env_material, RasterizerStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
material = NULL;
}
}
if (!material) {
env_material = sky_shader.default_material;
material = (SkyMaterialData *)storage->material_get_data(env_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
ERR_FAIL_COND(!material);
SkyShaderData *shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
//@TODO need to gather parameters we source from our environment settings and feed into our material/shader
// such as bg energy, sky transform, etc.
// some we should remove and make part of our material settings instead of environment settings
/*
TODO need to change this to use our sky shader instead
RID sky = environment_get_sky(p_environment);
ERR_FAIL_COND(!sky.is_valid());
RID panorama = sky_get_panorama_texture_rd(sky);
@ -1320,6 +1607,7 @@ void RasterizerSceneHighEndRD::_draw_sky(RD::DrawListID p_draw_list, RD::Framebu
sky_transform = p_transform.basis * sky_transform;
storage->get_effects()->render_panorama(p_draw_list, p_fb_format, panorama, camera, sky_transform, 1.0, multiplier);
*/
}
void RasterizerSceneHighEndRD::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment) {
@ -1809,7 +2097,9 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
case VS::ENV_BG_SKY: {
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
// TODO: change this, we need to check if our radiance texture is dirty and needs updating...
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
draw_sky = true;
}
} break;
@ -2371,7 +2661,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
singleton = this;
storage = p_storage;
/* SHADER */
/* SCENE SHADER */
{
String defines;
@ -2596,6 +2886,41 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
shader.compiler.initialize(actions);
}
/* SKY SHADER */
{
// Initialize sky, we may need two modes here
Vector<String> sky_modes;
sky_modes.push_back(""); // background
sky_shader.shader.initialize(sky_modes);
}
// register our shader funds
storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
ShaderCompilerRD::DefaultIdentifierActions actions;
actions.renames["COLOR"] = "color";
actions.renames["EYEDIR"] = "cube_normal";
// actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
// actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
// are these correct?
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 2;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
sky_shader.compiler.initialize(actions);
}
//render list
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
render_list.init();
@ -2621,6 +2946,17 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
}
{
// default material and shader for sky shader
sky_shader.default_shader = storage->shader_create();
storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0, 0.0, 0.0); } \n");
sky_shader.default_material = storage->material_create();
storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
MaterialData *md = (MaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
}
{
overdraw_material_shader = storage->shader_create();

View File

@ -36,6 +36,7 @@
#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer_rd/shaders/scene_high_end.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
class RasterizerSceneHighEndRD : public RasterizerSceneRD {
@ -48,7 +49,9 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
MATERIAL_UNIFORM_SET = 5
};
/* Shader */
/* Scene Shader */
// TODO possibly rename this to make it clear we have a SceneShader and SkyShader??
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
@ -193,6 +196,87 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint32_t pad[3];
};
/* Sky shader */
enum SkyVersion {
SKY_VERSION_BACKGROUND,
SKY_VERSION_MAX
};
struct SkyShader {
SkyShaderRD shader;
ShaderCompilerRD compiler;
RID default_shader;
RID default_material;
RID default_shader_rd;
} sky_shader;
struct SkyShaderData : public RasterizerStorageRD::ShaderData {
bool valid;
RID version;
RenderPipelineVertexFormatCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String path;
String code;
Map<StringName, RID> default_texture_params;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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;
SkyShaderData();
virtual ~SkyShaderData();
};
RasterizerStorageRD::ShaderData *_create_sky_shader_func();
static RasterizerStorageRD::ShaderData *_create_sky_shader_funcs() {
return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_sky_shader_func();
};
// !BAS! Can we re-use MaterialData for our sky shader? does it need its own material subclass?
struct SkyMaterialData : public RasterizerStorageRD::MaterialData {
// !BAS! do we need all of these?
uint64_t last_frame;
SkyShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~SkyMaterialData();
};
RasterizerStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
static RasterizerStorageRD::MaterialData *_create_sky_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
struct SkyPushConstant {
float orientation[12];
float proj[4];
float multiplier;
float alpha;
float depth;
float pad;
};
/* Framebuffer */
struct RenderBufferDataHighEnd : public RenderBufferData {

View File

@ -444,6 +444,11 @@ void RasterizerSceneRD::environment_set_sky_orientation(RID p_env, const Basis &
ERR_FAIL_COND(!env);
env->sky_orientation = p_orientation;
}
void RasterizerSceneRD::environment_set_bg_material(RID p_env, RID p_material) {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_material = p_material;
}
void RasterizerSceneRD::environment_set_bg_color(RID p_env, const Color &p_color) {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@ -490,6 +495,11 @@ Basis RasterizerSceneRD::environment_get_sky_orientation(RID p_env) const {
ERR_FAIL_COND_V(!env, Basis());
return env->sky_orientation;
}
RID RasterizerSceneRD::environment_get_bg_material(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RID());
return env->bg_material;
}
Color RasterizerSceneRD::environment_get_bg_color(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());

View File

@ -465,6 +465,7 @@ private:
// BG
VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR;
RID sky;
RID bg_material;
float sky_custom_fov = 0.0;
Basis sky_orientation;
Color bg_color;
@ -661,6 +662,7 @@ public:
void environment_set_sky(RID p_env, RID p_sky);
void environment_set_sky_custom_fov(RID p_env, float p_scale);
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
void environment_set_bg_material(RID p_env, RID p_material);
void environment_set_bg_color(RID p_env, const Color &p_color);
void environment_set_bg_energy(RID p_env, float p_energy);
void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
@ -670,6 +672,7 @@ public:
RID environment_get_sky(RID p_env) const;
float environment_get_sky_custom_fov(RID p_env) const;
Basis environment_get_sky_orientation(RID p_env) const;
RID environment_get_bg_material(RID p_env) const;
Color environment_get_bg_color(RID p_env) const;
float environment_get_bg_energy(RID p_env) const;
int environment_get_canvas_max_layer(RID p_env) const;

View File

@ -881,6 +881,8 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
new_type = SHADER_TYPE_PARTICLES;
else if (mode_string == "spatial")
new_type = SHADER_TYPE_3D;
else if (mode_string == "sky")
new_type = SHADER_TYPE_SKY;
else
new_type = SHADER_TYPE_MAX;

View File

@ -44,6 +44,7 @@ public:
SHADER_TYPE_2D,
SHADER_TYPE_3D,
SHADER_TYPE_PARTICLES,
SHADER_TYPE_SKY,
SHADER_TYPE_MAX
};

View File

@ -49,6 +49,22 @@ layout(push_constant, binding = 1, std430) uniform Params {
}
params;
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
} material;
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
vec4 texturePanorama(sampler2D pano, vec3 normal) {
vec2 st = vec2(
@ -68,12 +84,34 @@ layout(location = 0) out vec4 frag_color;
void main() {
vec3 cube_normal;
cube_normal.z = -1000000.0;
cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal.z = -cube_normal.z;
frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
vec3 color = vec3(0.0, 0.0, 0.0);
// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
#ifndef REALLYINCLUDETHIS
{
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
}
#endif
// color = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
{
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
}
frag_color.rgb = color;
frag_color.a = params.alpha;
}

View File

@ -285,7 +285,13 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity");
shader_modes[VS::SHADER_PARTICLES].modes.push_back("keep_data");
/************ SKY **************************/
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = ShaderLanguage::TYPE_VEC3;
shader_types.insert("spatial");
shader_types.insert("canvas_item");
shader_types.insert("particles");
shader_types.insert("sky");
}

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@ -515,6 +515,7 @@ public:
BIND2(environment_set_sky, RID, RID)
BIND2(environment_set_sky_custom_fov, RID, float)
BIND2(environment_set_sky_orientation, RID, const Basis &)
BIND2(environment_set_bg_material, RID, RID)
BIND2(environment_set_bg_color, RID, const Color &)
BIND2(environment_set_bg_energy, RID, float)
BIND2(environment_set_canvas_max_layer, RID, int)

View File

@ -429,6 +429,7 @@ public:
FUNC2(environment_set_sky, RID, RID)
FUNC2(environment_set_sky_custom_fov, RID, float)
FUNC2(environment_set_sky_orientation, RID, const Basis &)
FUNC2(environment_set_bg_material, RID, RID)
FUNC2(environment_set_bg_color, RID, const Color &)
FUNC2(environment_set_bg_energy, RID, float)
FUNC2(environment_set_canvas_max_layer, RID, int)

View File

@ -1797,6 +1797,7 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky);
ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov);
ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &VisualServer::environment_set_sky_orientation);
ClassDB::bind_method(D_METHOD("environment_set_bg_material", "env", "material"), &VisualServer::environment_set_bg_material);
ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color);
ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
@ -1971,6 +1972,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(SHADER_SPATIAL);
BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
BIND_ENUM_CONSTANT(SHADER_PARTICLES);
BIND_ENUM_CONSTANT(SHADER_SKY);
BIND_ENUM_CONSTANT(SHADER_MAX);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);

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@ -160,6 +160,7 @@ public:
SHADER_SPATIAL,
SHADER_CANVAS_ITEM,
SHADER_PARTICLES,
SHADER_SKY,
SHADER_MAX
};
@ -715,6 +716,7 @@ public:
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
virtual void environment_set_bg_material(RID p_env, RID p_material) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;