fog.h 11 KB

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  1. /**************************************************************************/
  2. /* fog.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/templates/local_vector.h"
  32. #include "core/templates/rid_owner.h"
  33. #include "servers/rendering/environment/renderer_fog.h"
  34. #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
  35. #include "servers/rendering/renderer_rd/environment/gi.h"
  36. #include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
  37. #include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
  39. #include "servers/rendering/storage/utilities.h"
  40. #define RB_SCOPE_FOG SNAME("Fog")
  41. namespace RendererRD {
  42. class Fog : public RendererFog {
  43. private:
  44. static Fog *singleton;
  45. static int _get_fog_shader_group();
  46. static int _get_fog_variant();
  47. static int _get_fog_process_variant(int p_idx);
  48. /* FOG VOLUMES */
  49. struct FogVolume {
  50. RID material;
  51. Vector3 size = Vector3(2, 2, 2);
  52. RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
  53. Dependency dependency;
  54. };
  55. mutable RID_Owner<FogVolume, true> fog_volume_owner;
  56. struct FogVolumeInstance {
  57. RID volume;
  58. Transform3D transform;
  59. bool active = false;
  60. };
  61. mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
  62. const int SAMPLERS_BINDING_FIRST_INDEX = 3;
  63. /* Volumetric Fog */
  64. struct VolumetricFogShader {
  65. enum ShaderGroup {
  66. SHADER_GROUP_BASE,
  67. SHADER_GROUP_NO_ATOMICS,
  68. SHADER_GROUP_VULKAN_MEMORY_MODEL,
  69. SHADER_GROUP_VULKAN_MEMORY_MODEL_NO_ATOMICS,
  70. };
  71. enum FogSet {
  72. FOG_SET_BASE,
  73. FOG_SET_UNIFORMS,
  74. FOG_SET_MATERIAL,
  75. FOG_SET_MAX,
  76. };
  77. struct FogPushConstant {
  78. float position[3];
  79. float pad;
  80. float size[3];
  81. float pad2;
  82. int32_t corner[3];
  83. uint32_t shape;
  84. float transform[16];
  85. };
  86. struct VolumeUBO {
  87. float fog_frustum_size_begin[2];
  88. float fog_frustum_size_end[2];
  89. float fog_frustum_end;
  90. float z_near;
  91. float z_far;
  92. float time;
  93. int32_t fog_volume_size[3];
  94. uint32_t directional_light_count;
  95. uint32_t use_temporal_reprojection;
  96. uint32_t temporal_frame;
  97. float detail_spread;
  98. float temporal_blend;
  99. float to_prev_view[16];
  100. float transform[16];
  101. };
  102. ShaderCompiler compiler;
  103. VolumetricFogShaderRD shader;
  104. RID volume_ubo;
  105. RID default_shader;
  106. RID default_material;
  107. RID default_shader_rd;
  108. RID base_uniform_set;
  109. RID params_ubo;
  110. enum {
  111. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
  112. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
  113. VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
  114. VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
  115. VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
  116. VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
  117. };
  118. struct ParamsUBO {
  119. float fog_frustum_size_begin[2];
  120. float fog_frustum_size_end[2];
  121. float fog_frustum_end;
  122. float ambient_inject;
  123. float z_far;
  124. uint32_t filter_axis;
  125. float ambient_color[3];
  126. float sky_contribution;
  127. int32_t fog_volume_size[3];
  128. uint32_t directional_light_count;
  129. float base_emission[3];
  130. float base_density;
  131. float base_scattering[3];
  132. float phase_g;
  133. float detail_spread;
  134. float gi_inject;
  135. uint32_t max_voxel_gi_instances;
  136. uint32_t cluster_type_size;
  137. float screen_size[2];
  138. uint32_t cluster_shift;
  139. uint32_t cluster_width;
  140. uint32_t max_cluster_element_count_div_32;
  141. uint32_t use_temporal_reprojection;
  142. uint32_t temporal_frame;
  143. float temporal_blend;
  144. float cam_rotation[12];
  145. float to_prev_view[16];
  146. float radiance_inverse_xform[12];
  147. };
  148. VolumetricFogProcessShaderRD process_shader;
  149. RID process_shader_version;
  150. RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
  151. } volumetric_fog;
  152. 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);
  153. struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
  154. bool valid = false;
  155. RID version;
  156. RID pipeline;
  157. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  158. Vector<uint32_t> ubo_offsets;
  159. uint32_t ubo_size = 0;
  160. String code;
  161. bool uses_time = false;
  162. virtual void set_code(const String &p_Code);
  163. virtual bool is_animated() const;
  164. virtual bool casts_shadows() const;
  165. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  166. virtual Pair<ShaderRD *, RID> get_native_shader_and_version() const;
  167. FogShaderData() {}
  168. virtual ~FogShaderData();
  169. };
  170. struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
  171. FogShaderData *shader_data = nullptr;
  172. RID uniform_set;
  173. bool uniform_set_updated;
  174. virtual void set_render_priority(int p_priority) {}
  175. virtual void set_next_pass(RID p_pass) {}
  176. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  177. virtual ~FogMaterialData();
  178. };
  179. RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
  180. static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
  181. RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
  182. static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
  183. public:
  184. static Fog *get_singleton() { return singleton; }
  185. Fog();
  186. ~Fog();
  187. /* FOG VOLUMES */
  188. bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); }
  189. virtual RID fog_volume_allocate() override;
  190. virtual void fog_volume_initialize(RID p_rid) override;
  191. virtual void fog_volume_free(RID p_rid) override;
  192. Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
  193. virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
  194. virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
  195. virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
  196. virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
  197. RID fog_volume_get_material(RID p_fog_volume) const;
  198. virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
  199. Vector3 fog_volume_get_size(RID p_fog_volume) const;
  200. /* FOG VOLUMES INSTANCE */
  201. bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); }
  202. RID fog_volume_instance_create(RID p_fog_volume);
  203. void fog_instance_free(RID p_rid);
  204. void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  205. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  206. ERR_FAIL_NULL(fvi);
  207. fvi->transform = p_transform;
  208. }
  209. void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  210. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  211. ERR_FAIL_NULL(fvi);
  212. fvi->active = p_active;
  213. }
  214. RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  215. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  216. ERR_FAIL_NULL_V(fvi, RID());
  217. return fvi->volume;
  218. }
  219. Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  220. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  221. ERR_FAIL_NULL_V(fvi, Vector3());
  222. return fvi->transform.get_origin();
  223. }
  224. /* Volumetric FOG */
  225. class VolumetricFog : public RenderBufferCustomDataRD {
  226. GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
  227. public:
  228. enum {
  229. MAX_TEMPORAL_FRAMES = 16
  230. };
  231. uint32_t width = 0;
  232. uint32_t height = 0;
  233. uint32_t depth = 0;
  234. float length;
  235. float spread;
  236. RID light_density_map;
  237. RID prev_light_density_map;
  238. RID fog_map;
  239. RID density_map;
  240. RID light_map;
  241. RID emissive_map;
  242. RID fog_uniform_set;
  243. RID copy_uniform_set;
  244. struct {
  245. RID process_uniform_set_density;
  246. RID process_uniform_set;
  247. RID process_uniform_set2;
  248. } gi_dependent_sets;
  249. RID sdfgi_uniform_set;
  250. RID sky_uniform_set;
  251. int last_shadow_filter = -1;
  252. // If the device doesn't support image atomics, use storage buffers instead.
  253. RD::UniformType atomic_type = RD::UNIFORM_TYPE_IMAGE;
  254. virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
  255. virtual void free_data() override {}
  256. bool sync_gi_dependent_sets_validity(bool p_ensure_freed = false);
  257. void init(const Vector3i &fog_size, RID p_sky_shader);
  258. ~VolumetricFog();
  259. };
  260. void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
  261. void free_fog_shader();
  262. struct VolumetricFogSettings {
  263. Vector2i rb_size;
  264. double time;
  265. bool is_using_radiance_cubemap_array;
  266. uint32_t max_cluster_elements;
  267. bool volumetric_fog_filter_active;
  268. RID shadow_sampler;
  269. RID voxel_gi_buffer;
  270. RID shadow_atlas_depth;
  271. RID omni_light_buffer;
  272. RID spot_light_buffer;
  273. RID directional_shadow_depth;
  274. RID directional_light_buffer;
  275. // Objects related to our render buffer
  276. Ref<VolumetricFog> vfog;
  277. ClusterBuilderRD *cluster_builder;
  278. GI *gi;
  279. Ref<GI::SDFGI> sdfgi;
  280. Ref<GI::RenderBuffersGI> rbgi;
  281. RID env;
  282. SkyRD *sky;
  283. };
  284. 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);
  285. };
  286. } // namespace RendererRD