fog.cpp 50 KB

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  1. /*************************************************************************/
  2. /* fog.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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. #include "fog.h"
  31. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  32. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  33. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. using namespace RendererRD;
  36. Fog *Fog::singleton = nullptr;
  37. Fog::Fog() {
  38. singleton = this;
  39. }
  40. Fog::~Fog() {
  41. singleton = nullptr;
  42. }
  43. /* FOG VOLUMES */
  44. RID Fog::fog_volume_allocate() {
  45. return fog_volume_owner.allocate_rid();
  46. }
  47. void Fog::fog_volume_initialize(RID p_rid) {
  48. fog_volume_owner.initialize_rid(p_rid, FogVolume());
  49. }
  50. void Fog::fog_free(RID p_rid) {
  51. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
  52. fog_volume->dependency.deleted_notify(p_rid);
  53. fog_volume_owner.free(p_rid);
  54. }
  55. void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
  56. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  57. ERR_FAIL_COND(!fog_volume);
  58. if (p_shape == fog_volume->shape) {
  59. return;
  60. }
  61. fog_volume->shape = p_shape;
  62. fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  63. }
  64. void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
  65. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  66. ERR_FAIL_COND(!fog_volume);
  67. fog_volume->extents = p_extents;
  68. fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  69. }
  70. void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
  71. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  72. ERR_FAIL_COND(!fog_volume);
  73. fog_volume->material = p_material;
  74. }
  75. RID Fog::fog_volume_get_material(RID p_fog_volume) const {
  76. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  77. ERR_FAIL_COND_V(!fog_volume, RID());
  78. return fog_volume->material;
  79. }
  80. RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const {
  81. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  82. ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
  83. return fog_volume->shape;
  84. }
  85. AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
  86. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  87. ERR_FAIL_COND_V(!fog_volume, AABB());
  88. switch (fog_volume->shape) {
  89. case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
  90. case RS::FOG_VOLUME_SHAPE_CONE:
  91. case RS::FOG_VOLUME_SHAPE_CYLINDER:
  92. case RS::FOG_VOLUME_SHAPE_BOX: {
  93. AABB aabb;
  94. aabb.position = -fog_volume->extents;
  95. aabb.size = fog_volume->extents * 2;
  96. return aabb;
  97. }
  98. default: {
  99. // Need some size otherwise will get culled
  100. return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
  101. }
  102. }
  103. return AABB();
  104. }
  105. Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
  106. const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  107. ERR_FAIL_COND_V(!fog_volume, Vector3());
  108. return fog_volume->extents;
  109. }
  110. ////////////////////////////////////////////////////////////////////////////////
  111. // Fog material
  112. bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  113. uniform_set_updated = true;
  114. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  115. }
  116. Fog::FogMaterialData::~FogMaterialData() {
  117. free_parameters_uniform_set(uniform_set);
  118. }
  119. RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
  120. FogShaderData *shader_data = memnew(FogShaderData);
  121. return shader_data;
  122. }
  123. RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
  124. return Fog::get_singleton()->_create_fog_shader_func();
  125. };
  126. RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
  127. FogMaterialData *material_data = memnew(FogMaterialData);
  128. material_data->shader_data = p_shader;
  129. //update will happen later anyway so do nothing.
  130. return material_data;
  131. }
  132. RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  133. return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  134. };
  135. ////////////////////////////////////////////////////////////////////////////////
  136. // FOG VOLUMES INSTANCE
  137. RID Fog::fog_volume_instance_create(RID p_fog_volume) {
  138. FogVolumeInstance fvi;
  139. fvi.volume = p_fog_volume;
  140. return fog_volume_instance_owner.make_rid(fvi);
  141. }
  142. void Fog::fog_instance_free(RID p_rid) {
  143. fog_volume_instance_owner.free(p_rid);
  144. }
  145. ////////////////////////////////////////////////////////////////////////////////
  146. // Volumetric Fog Shader
  147. void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
  148. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  149. {
  150. // Initialize local fog shader
  151. Vector<String> volumetric_fog_modes;
  152. volumetric_fog_modes.push_back("");
  153. volumetric_fog.shader.initialize(volumetric_fog_modes);
  154. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  155. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
  156. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  157. }
  158. {
  159. ShaderCompiler::DefaultIdentifierActions actions;
  160. actions.renames["TIME"] = "scene_params.time";
  161. actions.renames["PI"] = _MKSTR(Math_PI);
  162. actions.renames["TAU"] = _MKSTR(Math_TAU);
  163. actions.renames["E"] = _MKSTR(Math_E);
  164. actions.renames["WORLD_POSITION"] = "world.xyz";
  165. actions.renames["OBJECT_POSITION"] = "params.position";
  166. actions.renames["UVW"] = "uvw";
  167. actions.renames["EXTENTS"] = "params.extents";
  168. actions.renames["ALBEDO"] = "albedo";
  169. actions.renames["DENSITY"] = "density";
  170. actions.renames["EMISSION"] = "emission";
  171. actions.renames["SDF"] = "sdf";
  172. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  173. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  174. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  175. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  176. actions.sampler_array_name = "material_samplers";
  177. actions.base_texture_binding_index = 1;
  178. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  179. actions.base_uniform_string = "material.";
  180. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  181. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  182. actions.global_buffer_array_variable = "global_variables.data";
  183. volumetric_fog.compiler.initialize(actions);
  184. }
  185. {
  186. // default material and shader for fog shader
  187. volumetric_fog.default_shader = material_storage->shader_allocate();
  188. material_storage->shader_initialize(volumetric_fog.default_shader);
  189. material_storage->shader_set_code(volumetric_fog.default_shader, R"(
  190. // Default fog shader.
  191. shader_type fog;
  192. void fog() {
  193. DENSITY = 1.0;
  194. ALBEDO = vec3(1.0);
  195. }
  196. )");
  197. volumetric_fog.default_material = material_storage->material_allocate();
  198. material_storage->material_initialize(volumetric_fog.default_material);
  199. material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  200. FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
  201. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  202. Vector<RD::Uniform> uniforms;
  203. {
  204. Vector<RID> ids;
  205. ids.resize(12);
  206. RID *ids_ptr = ids.ptrw();
  207. ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  208. ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  209. ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  210. ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  211. ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  212. ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  213. ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  214. ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  215. ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  216. ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  217. ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  218. ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  219. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
  220. uniforms.push_back(u);
  221. }
  222. {
  223. RD::Uniform u;
  224. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  225. u.binding = 2;
  226. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  227. uniforms.push_back(u);
  228. }
  229. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  230. }
  231. {
  232. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
  233. defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
  234. if (p_is_using_radiance_cubemap_array) {
  235. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  236. }
  237. Vector<String> volumetric_fog_modes;
  238. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  239. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  240. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  241. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  242. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  243. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  244. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  245. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  246. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  247. }
  248. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  249. }
  250. }
  251. void Fog::free_fog_shader() {
  252. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  253. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  254. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  255. RD::get_singleton()->free(volumetric_fog.params_ubo);
  256. material_storage->shader_free(volumetric_fog.default_shader);
  257. material_storage->material_free(volumetric_fog.default_material);
  258. }
  259. void Fog::FogShaderData::set_path_hint(const String &p_path) {
  260. path = p_path;
  261. }
  262. void Fog::FogShaderData::set_code(const String &p_code) {
  263. //compile
  264. code = p_code;
  265. valid = false;
  266. ubo_size = 0;
  267. uniforms.clear();
  268. if (code.is_empty()) {
  269. return; //just invalid, but no error
  270. }
  271. ShaderCompiler::GeneratedCode gen_code;
  272. ShaderCompiler::IdentifierActions actions;
  273. actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
  274. uses_time = false;
  275. actions.usage_flag_pointers["TIME"] = &uses_time;
  276. actions.uniforms = &uniforms;
  277. Fog *fog_singleton = Fog::get_singleton();
  278. Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  279. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  280. if (version.is_null()) {
  281. version = fog_singleton->volumetric_fog.shader.version_create();
  282. }
  283. fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
  284. ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
  285. ubo_size = gen_code.uniform_total_size;
  286. ubo_offsets = gen_code.uniform_offsets;
  287. texture_uniforms = gen_code.texture_uniforms;
  288. pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  289. valid = true;
  290. }
  291. void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  292. if (!p_texture.is_valid()) {
  293. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  294. default_texture_params[p_name].erase(p_index);
  295. if (default_texture_params[p_name].is_empty()) {
  296. default_texture_params.erase(p_name);
  297. }
  298. }
  299. } else {
  300. if (!default_texture_params.has(p_name)) {
  301. default_texture_params[p_name] = HashMap<int, RID>();
  302. }
  303. default_texture_params[p_name][p_index] = p_texture;
  304. }
  305. }
  306. void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
  307. RBMap<int, StringName> order;
  308. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  309. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  310. continue;
  311. }
  312. if (E.value.texture_order >= 0) {
  313. order[E.value.texture_order + 100000] = E.key;
  314. } else {
  315. order[E.value.order] = E.key;
  316. }
  317. }
  318. String last_group;
  319. for (const KeyValue<int, StringName> &E : order) {
  320. String group = uniforms[E.value].group;
  321. if (!uniforms[E.value].subgroup.is_empty()) {
  322. group += "::" + uniforms[E.value].subgroup;
  323. }
  324. if (group != last_group) {
  325. PropertyInfo pi;
  326. pi.usage = PROPERTY_USAGE_GROUP;
  327. pi.name = group;
  328. p_param_list->push_back(pi);
  329. last_group = group;
  330. }
  331. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  332. pi.name = E.value;
  333. p_param_list->push_back(pi);
  334. }
  335. }
  336. void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  337. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  338. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  339. continue;
  340. }
  341. RendererMaterialStorage::InstanceShaderParam p;
  342. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  343. p.info.name = E.key; //supply name
  344. p.index = E.value.instance_index;
  345. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  346. p_param_list->push_back(p);
  347. }
  348. }
  349. bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const {
  350. if (!uniforms.has(p_param)) {
  351. return false;
  352. }
  353. return uniforms[p_param].texture_order >= 0;
  354. }
  355. bool Fog::FogShaderData::is_animated() const {
  356. return false;
  357. }
  358. bool Fog::FogShaderData::casts_shadows() const {
  359. return false;
  360. }
  361. Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  362. if (uniforms.has(p_parameter)) {
  363. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  364. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  365. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  366. }
  367. return Variant();
  368. }
  369. RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
  370. Fog *fog_singleton = Fog::get_singleton();
  371. return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  372. }
  373. Fog::FogShaderData::~FogShaderData() {
  374. Fog *fog_singleton = Fog::get_singleton();
  375. ERR_FAIL_COND(!fog_singleton);
  376. //pipeline variants will clear themselves if shader is gone
  377. if (version.is_valid()) {
  378. fog_singleton->volumetric_fog.shader.version_free(version);
  379. }
  380. }
  381. ////////////////////////////////////////////////////////////////////////////////
  382. // Volumetric Fog
  383. void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
  384. width = fog_size.x;
  385. height = fog_size.y;
  386. depth = fog_size.z;
  387. RD::TextureFormat tf;
  388. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  389. tf.width = fog_size.x;
  390. tf.height = fog_size.y;
  391. tf.depth = fog_size.z;
  392. tf.texture_type = RD::TEXTURE_TYPE_3D;
  393. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  394. light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  395. RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
  396. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  397. prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  398. RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
  399. RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  400. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  401. fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  402. RD::get_singleton()->set_resource_name(fog_map, "Fog map");
  403. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  404. Vector<uint8_t> dm;
  405. dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
  406. dm.fill(0);
  407. density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  408. RD::get_singleton()->set_resource_name(density_map, "Fog density map");
  409. light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  410. RD::get_singleton()->set_resource_name(light_map, "Fog light map");
  411. emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  412. RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
  413. #else
  414. tf.format = RD::DATA_FORMAT_R32_UINT;
  415. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  416. density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  417. RD::get_singleton()->set_resource_name(density_map, "Fog density map");
  418. RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  419. light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  420. RD::get_singleton()->set_resource_name(light_map, "Fog light map");
  421. RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  422. emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  423. RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
  424. RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  425. #endif
  426. Vector<RD::Uniform> uniforms;
  427. {
  428. RD::Uniform u;
  429. u.binding = 0;
  430. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  431. u.append_id(fog_map);
  432. uniforms.push_back(u);
  433. }
  434. sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
  435. }
  436. Fog::VolumetricFog::~VolumetricFog() {
  437. RD::get_singleton()->free(prev_light_density_map);
  438. RD::get_singleton()->free(light_density_map);
  439. RD::get_singleton()->free(fog_map);
  440. RD::get_singleton()->free(density_map);
  441. RD::get_singleton()->free(light_map);
  442. RD::get_singleton()->free(emissive_map);
  443. if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
  444. RD::get_singleton()->free(fog_uniform_set);
  445. }
  446. if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
  447. RD::get_singleton()->free(process_uniform_set_density);
  448. }
  449. if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
  450. RD::get_singleton()->free(process_uniform_set);
  451. }
  452. if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
  453. RD::get_singleton()->free(process_uniform_set2);
  454. }
  455. if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
  456. RD::get_singleton()->free(sdfgi_uniform_set);
  457. }
  458. if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
  459. RD::get_singleton()->free(sky_uniform_set);
  460. }
  461. }
  462. Vector3i Fog::_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) {
  463. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  464. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  465. Vector3 fog_position = Vector3(0, 0, 0);
  466. view_position.y = -view_position.y;
  467. fog_position.z = -view_position.z / fog_end;
  468. fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
  469. fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
  470. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  471. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  472. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  473. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  474. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  475. return Vector3i(fog_position);
  476. }
  477. void Fog::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) {
  478. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  479. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  480. RENDER_TIMESTAMP("> Volumetric Fog");
  481. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  482. Ref<VolumetricFog> fog = p_settings.vfog;
  483. if (p_fog_volumes.size() > 0) {
  484. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  485. RENDER_TIMESTAMP("Render FogVolumes");
  486. VolumetricFogShader::VolumeUBO params;
  487. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  488. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  489. float z_near = p_cam_projection.get_z_near();
  490. float z_far = p_cam_projection.get_z_far();
  491. float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
  492. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  493. Vector2 fog_near_size;
  494. if (p_cam_projection.is_orthogonal()) {
  495. fog_near_size = fog_far_size;
  496. } else {
  497. fog_near_size = Vector2();
  498. }
  499. params.fog_frustum_size_begin[0] = fog_near_size.x;
  500. params.fog_frustum_size_begin[1] = fog_near_size.y;
  501. params.fog_frustum_size_end[0] = fog_far_size.x;
  502. params.fog_frustum_size_end[1] = fog_far_size.y;
  503. params.fog_frustum_end = fog_end;
  504. params.z_near = z_near;
  505. params.z_far = z_far;
  506. params.time = p_settings.time;
  507. params.fog_volume_size[0] = fog->width;
  508. params.fog_volume_size[1] = fog->height;
  509. params.fog_volume_size[2] = fog->depth;
  510. params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
  511. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  512. params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  513. params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
  514. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  515. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  516. RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
  517. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  518. if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
  519. Vector<RD::Uniform> uniforms;
  520. {
  521. RD::Uniform u;
  522. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  523. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  524. #else
  525. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  526. #endif
  527. u.binding = 1;
  528. u.append_id(fog->emissive_map);
  529. uniforms.push_back(u);
  530. }
  531. {
  532. RD::Uniform u;
  533. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  534. u.binding = 2;
  535. u.append_id(volumetric_fog.volume_ubo);
  536. uniforms.push_back(u);
  537. }
  538. {
  539. RD::Uniform u;
  540. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  541. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  542. #else
  543. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  544. #endif
  545. u.binding = 3;
  546. u.append_id(fog->density_map);
  547. uniforms.push_back(u);
  548. }
  549. {
  550. RD::Uniform u;
  551. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  552. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  553. #else
  554. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  555. #endif
  556. u.binding = 4;
  557. u.append_id(fog->light_map);
  558. uniforms.push_back(u);
  559. }
  560. fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  561. }
  562. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  563. bool any_uses_time = false;
  564. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  565. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  566. ERR_FAIL_COND(!fog_volume_instance);
  567. RID fog_volume = fog_volume_instance->volume;
  568. RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
  569. FogMaterialData *material = nullptr;
  570. if (fog_material.is_valid()) {
  571. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
  572. if (!material || !material->shader_data->valid) {
  573. material = nullptr;
  574. }
  575. }
  576. if (!material) {
  577. fog_material = volumetric_fog.default_material;
  578. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
  579. }
  580. ERR_FAIL_COND(!material);
  581. FogShaderData *shader_data = material->shader_data;
  582. ERR_FAIL_COND(!shader_data);
  583. any_uses_time |= shader_data->uses_time;
  584. Vector3i min = Vector3i();
  585. Vector3i max = Vector3i();
  586. Vector3i kernel_size = Vector3i();
  587. Vector3 position = fog_volume_instance->transform.get_origin();
  588. RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
  589. Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
  590. if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
  591. // Local fog volume.
  592. Vector3i points[8];
  593. Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth);
  594. float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  595. points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  596. points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  597. points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  598. points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  599. points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  600. points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  601. points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  602. points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
  603. min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1);
  604. max = Vector3i(1, 1, 1);
  605. for (int j = 0; j < 8; j++) {
  606. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  607. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  608. }
  609. kernel_size = max - min;
  610. } else {
  611. // Volume type global runs on all cells
  612. extents = Vector3(fog->width, fog->height, fog->depth);
  613. min = Vector3i(0, 0, 0);
  614. kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth));
  615. }
  616. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  617. continue;
  618. }
  619. VolumetricFogShader::FogPushConstant push_constant;
  620. push_constant.position[0] = position.x;
  621. push_constant.position[1] = position.y;
  622. push_constant.position[2] = position.z;
  623. push_constant.extents[0] = extents.x;
  624. push_constant.extents[1] = extents.y;
  625. push_constant.extents[2] = extents.z;
  626. push_constant.corner[0] = min.x;
  627. push_constant.corner[1] = min.y;
  628. push_constant.corner[2] = min.z;
  629. push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
  630. RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
  631. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  632. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  633. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  634. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  635. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  636. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  637. }
  638. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  639. }
  640. if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
  641. RenderingServerDefault::redraw_request();
  642. }
  643. RD::get_singleton()->draw_command_end_label();
  644. RD::get_singleton()->compute_list_end();
  645. }
  646. if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) {
  647. //re create uniform set if needed
  648. Vector<RD::Uniform> uniforms;
  649. Vector<RD::Uniform> copy_uniforms;
  650. {
  651. RD::Uniform u;
  652. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  653. u.binding = 1;
  654. if (p_settings.shadow_atlas_depth.is_null()) {
  655. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  656. } else {
  657. u.append_id(p_settings.shadow_atlas_depth);
  658. }
  659. uniforms.push_back(u);
  660. copy_uniforms.push_back(u);
  661. }
  662. {
  663. RD::Uniform u;
  664. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  665. u.binding = 2;
  666. if (p_settings.directional_shadow_depth.is_valid()) {
  667. u.append_id(p_settings.directional_shadow_depth);
  668. } else {
  669. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  670. }
  671. uniforms.push_back(u);
  672. copy_uniforms.push_back(u);
  673. }
  674. {
  675. RD::Uniform u;
  676. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  677. u.binding = 3;
  678. u.append_id(p_settings.omni_light_buffer);
  679. uniforms.push_back(u);
  680. copy_uniforms.push_back(u);
  681. }
  682. {
  683. RD::Uniform u;
  684. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  685. u.binding = 4;
  686. u.append_id(p_settings.spot_light_buffer);
  687. uniforms.push_back(u);
  688. copy_uniforms.push_back(u);
  689. }
  690. {
  691. RD::Uniform u;
  692. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  693. u.binding = 5;
  694. u.append_id(p_settings.directional_light_buffer);
  695. uniforms.push_back(u);
  696. copy_uniforms.push_back(u);
  697. }
  698. {
  699. RD::Uniform u;
  700. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  701. u.binding = 6;
  702. u.append_id(p_settings.cluster_builder->get_cluster_buffer());
  703. uniforms.push_back(u);
  704. copy_uniforms.push_back(u);
  705. }
  706. {
  707. RD::Uniform u;
  708. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  709. u.binding = 7;
  710. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  711. uniforms.push_back(u);
  712. copy_uniforms.push_back(u);
  713. }
  714. {
  715. RD::Uniform u;
  716. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  717. u.binding = 8;
  718. u.append_id(fog->light_density_map);
  719. uniforms.push_back(u);
  720. copy_uniforms.push_back(u);
  721. }
  722. {
  723. RD::Uniform u;
  724. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  725. u.binding = 9;
  726. u.append_id(fog->fog_map);
  727. uniforms.push_back(u);
  728. }
  729. {
  730. RD::Uniform u;
  731. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  732. u.binding = 9;
  733. u.append_id(fog->prev_light_density_map);
  734. copy_uniforms.push_back(u);
  735. }
  736. {
  737. RD::Uniform u;
  738. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  739. u.binding = 10;
  740. u.append_id(p_settings.shadow_sampler);
  741. uniforms.push_back(u);
  742. copy_uniforms.push_back(u);
  743. }
  744. {
  745. RD::Uniform u;
  746. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  747. u.binding = 11;
  748. u.append_id(p_settings.voxel_gi_buffer);
  749. uniforms.push_back(u);
  750. copy_uniforms.push_back(u);
  751. }
  752. {
  753. RD::Uniform u;
  754. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  755. u.binding = 12;
  756. for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
  757. u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
  758. }
  759. uniforms.push_back(u);
  760. copy_uniforms.push_back(u);
  761. }
  762. {
  763. RD::Uniform u;
  764. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  765. u.binding = 13;
  766. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  767. uniforms.push_back(u);
  768. copy_uniforms.push_back(u);
  769. }
  770. {
  771. RD::Uniform u;
  772. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  773. u.binding = 14;
  774. u.append_id(volumetric_fog.params_ubo);
  775. uniforms.push_back(u);
  776. copy_uniforms.push_back(u);
  777. }
  778. {
  779. RD::Uniform u;
  780. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  781. u.binding = 15;
  782. u.append_id(fog->prev_light_density_map);
  783. uniforms.push_back(u);
  784. }
  785. {
  786. RD::Uniform u;
  787. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  788. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  789. #else
  790. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  791. #endif
  792. u.binding = 16;
  793. u.append_id(fog->density_map);
  794. uniforms.push_back(u);
  795. }
  796. {
  797. RD::Uniform u;
  798. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  799. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  800. #else
  801. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  802. #endif
  803. u.binding = 17;
  804. u.append_id(fog->light_map);
  805. uniforms.push_back(u);
  806. }
  807. {
  808. RD::Uniform u;
  809. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  810. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  811. #else
  812. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  813. #endif
  814. u.binding = 18;
  815. u.append_id(fog->emissive_map);
  816. uniforms.push_back(u);
  817. }
  818. {
  819. RD::Uniform u;
  820. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  821. u.binding = 19;
  822. RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  823. RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID();
  824. u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
  825. uniforms.push_back(u);
  826. }
  827. fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
  828. fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
  829. RID aux7 = uniforms.write[7].get_id(0);
  830. RID aux8 = uniforms.write[8].get_id(0);
  831. uniforms.write[7].set_id(0, aux8);
  832. uniforms.write[8].set_id(0, aux7);
  833. fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
  834. uniforms.remove_at(8);
  835. uniforms.write[7].set_id(0, aux7);
  836. fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
  837. }
  838. bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid());
  839. if (using_sdfgi) {
  840. if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) {
  841. Vector<RD::Uniform> uniforms;
  842. {
  843. RD::Uniform u;
  844. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  845. u.binding = 0;
  846. u.append_id(p_settings.gi->sdfgi_ubo);
  847. uniforms.push_back(u);
  848. }
  849. {
  850. RD::Uniform u;
  851. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  852. u.binding = 1;
  853. u.append_id(p_settings.sdfgi->ambient_texture);
  854. uniforms.push_back(u);
  855. }
  856. {
  857. RD::Uniform u;
  858. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  859. u.binding = 2;
  860. u.append_id(p_settings.sdfgi->occlusion_texture);
  861. uniforms.push_back(u);
  862. }
  863. fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
  864. }
  865. }
  866. fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
  867. fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  868. VolumetricFogShader::ParamsUBO params;
  869. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  870. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  871. float z_near = p_cam_projection.get_z_near();
  872. float z_far = p_cam_projection.get_z_far();
  873. float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
  874. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  875. Vector2 fog_near_size;
  876. if (p_cam_projection.is_orthogonal()) {
  877. fog_near_size = fog_far_size;
  878. } else {
  879. fog_near_size = Vector2();
  880. }
  881. params.fog_frustum_size_begin[0] = fog_near_size.x;
  882. params.fog_frustum_size_begin[1] = fog_near_size.y;
  883. params.fog_frustum_size_end[0] = fog_far_size.x;
  884. params.fog_frustum_size_end[1] = fog_far_size.y;
  885. params.ambient_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_ambient_inject(p_settings.env) * RendererSceneRenderRD::get_singleton()->environment_get_ambient_light_energy(p_settings.env);
  886. params.z_far = z_far;
  887. params.fog_frustum_end = fog_end;
  888. Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
  889. params.ambient_color[0] = ambient_color.r;
  890. params.ambient_color[1] = ambient_color.g;
  891. params.ambient_color[2] = ambient_color.b;
  892. params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
  893. params.fog_volume_size[0] = fog->width;
  894. params.fog_volume_size[1] = fog->height;
  895. params.fog_volume_size[2] = fog->depth;
  896. params.directional_light_count = p_directional_light_count;
  897. Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
  898. params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
  899. params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
  900. params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
  901. params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
  902. Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
  903. params.base_scattering[0] = base_scattering.r;
  904. params.base_scattering[1] = base_scattering.g;
  905. params.base_scattering[2] = base_scattering.b;
  906. params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
  907. params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  908. params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
  909. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  910. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  911. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  912. params.cam_rotation[3] = 0;
  913. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  914. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  915. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  916. params.cam_rotation[7] = 0;
  917. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  918. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  919. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  920. params.cam_rotation[11] = 0;
  921. params.filter_axis = 0;
  922. params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
  923. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  924. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  925. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  926. params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
  927. params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
  928. {
  929. uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
  930. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  931. uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
  932. uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
  933. params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
  934. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
  935. params.cluster_width = cluster_screen_width;
  936. params.screen_size[0] = p_settings.rb_size.x;
  937. params.screen_size[1] = p_settings.rb_size.y;
  938. }
  939. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
  940. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  941. RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  942. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  943. RENDER_TIMESTAMP("Render Fog");
  944. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  945. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  946. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
  947. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0);
  948. if (using_sdfgi) {
  949. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
  950. }
  951. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  952. RD::get_singleton()->compute_list_add_barrier(compute_list);
  953. // Copy fog to history buffer
  954. if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
  955. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  956. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
  957. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  958. RD::get_singleton()->compute_list_add_barrier(compute_list);
  959. }
  960. RD::get_singleton()->draw_command_end_label();
  961. if (p_settings.volumetric_fog_filter_active) {
  962. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  963. RENDER_TIMESTAMP("Filter Fog");
  964. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  965. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
  966. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  967. RD::get_singleton()->compute_list_end();
  968. //need restart for buffer update
  969. params.filter_axis = 1;
  970. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  971. compute_list = RD::get_singleton()->compute_list_begin();
  972. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  973. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set2, 0);
  974. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  975. RD::get_singleton()->compute_list_add_barrier(compute_list);
  976. RD::get_singleton()->draw_command_end_label();
  977. }
  978. RENDER_TIMESTAMP("Integrate Fog");
  979. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  980. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  981. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
  982. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
  983. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  984. RENDER_TIMESTAMP("< Volumetric Fog");
  985. RD::get_singleton()->draw_command_end_label();
  986. RD::get_singleton()->draw_command_end_label();
  987. }