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Working sky shader implementation

This commit is contained in:
clayjohn
2020-03-19 17:32:19 -07:00
parent c3fee7ba6c
commit 61a74739ca
40 changed files with 2354 additions and 1744 deletions

View File

@@ -115,12 +115,6 @@ class RasterizerEffectsRD {
} blur;
enum CubemapRoughnessSource {
CUBEMAP_ROUGHNESS_SOURCE_PANORAMA,
CUBEMAP_ROUGHNESS_SOURCE_CUBEMAP,
CUBEMAP_ROUGHNESS_SOURCE_MAX
};
struct CubemapRoughnessPushConstant {
uint32_t face_id;
uint32_t sample_count;
@@ -135,7 +129,7 @@ class RasterizerEffectsRD {
CubemapRoughnessPushConstant push_constant;
CubemapRoughnessShaderRD shader;
RID shader_version;
RID pipelines[CUBEMAP_ROUGHNESS_SOURCE_MAX];
RID pipeline;
} roughness;
enum TonemapMode {
@@ -341,12 +335,6 @@ class RasterizerEffectsRD {
} roughness_limiter;
enum CubemapDownsamplerSource {
CUBEMAP_DOWNSAMPLER_SOURCE_PANORAMA,
CUBEMAP_DOWNSAMPLER_SOURCE_CUBEMAP,
CUBEMAP_DOWNSAMPLER_SOURCE_MAX
};
struct CubemapDownsamplerPushConstant {
uint32_t face_size;
float pad[3];
@@ -357,7 +345,7 @@ class RasterizerEffectsRD {
CubemapDownsamplerPushConstant push_constant;
CubemapDownsamplerShaderRD shader;
RID shader_version;
RID pipelines[CUBEMAP_DOWNSAMPLER_SOURCE_MAX];
RID pipeline;
} cubemap_downsampler;
@@ -381,6 +369,15 @@ class RasterizerEffectsRD {
} filter;
struct SkyPushConstant {
float orientation[12];
float proj[4];
float position[3];
float multiplier;
float time;
float pad[3];
};
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@@ -403,7 +400,7 @@ public:
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
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 cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
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);
@@ -449,8 +446,9 @@ public:
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, bool p_source_is_panorama, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
RasterizerEffectsRD();
~RasterizerEffectsRD();