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- /**************************************************************************/
- /* fog.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "fog.h"
- #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
- #include "servers/rendering/rendering_server_default.h"
- using namespace RendererRD;
- Fog *Fog::singleton = nullptr;
- Fog::Fog() {
- singleton = this;
- }
- Fog::~Fog() {
- singleton = nullptr;
- }
- /* FOG VOLUMES */
- RID Fog::fog_volume_allocate() {
- return fog_volume_owner.allocate_rid();
- }
- void Fog::fog_volume_initialize(RID p_rid) {
- fog_volume_owner.initialize_rid(p_rid, FogVolume());
- }
- void Fog::fog_volume_free(RID p_rid) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
- fog_volume->dependency.deleted_notify(p_rid);
- fog_volume_owner.free(p_rid);
- }
- Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL_V(fog_volume, nullptr);
- return &fog_volume->dependency;
- }
- void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL(fog_volume);
- if (p_shape == fog_volume->shape) {
- return;
- }
- fog_volume->shape = p_shape;
- fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
- }
- void Fog::fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL(fog_volume);
- fog_volume->size = p_size;
- fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
- }
- void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL(fog_volume);
- fog_volume->material = p_material;
- }
- RID Fog::fog_volume_get_material(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL_V(fog_volume, RID());
- return fog_volume->material;
- }
- RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL_V(fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
- return fog_volume->shape;
- }
- AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
- FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL_V(fog_volume, AABB());
- switch (fog_volume->shape) {
- case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
- case RS::FOG_VOLUME_SHAPE_CONE:
- case RS::FOG_VOLUME_SHAPE_CYLINDER:
- case RS::FOG_VOLUME_SHAPE_BOX: {
- AABB aabb;
- aabb.position = -fog_volume->size / 2;
- aabb.size = fog_volume->size;
- return aabb;
- }
- default: {
- // Need some size otherwise will get culled
- return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
- }
- }
- }
- Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const {
- const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
- ERR_FAIL_NULL_V(fog_volume, Vector3());
- return fog_volume->size;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Fog material
- bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- uniform_set_updated = true;
- 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, true, true);
- }
- Fog::FogMaterialData::~FogMaterialData() {
- free_parameters_uniform_set(uniform_set);
- }
- RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
- FogShaderData *shader_data = memnew(FogShaderData);
- return shader_data;
- }
- RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
- return Fog::get_singleton()->_create_fog_shader_func();
- }
- RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
- FogMaterialData *material_data = memnew(FogMaterialData);
- material_data->shader_data = p_shader;
- //update will happen later anyway so do nothing.
- return material_data;
- }
- RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
- return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
- }
- ////////////////////////////////////////////////////////////////////////////////
- // FOG VOLUMES INSTANCE
- RID Fog::fog_volume_instance_create(RID p_fog_volume) {
- FogVolumeInstance fvi;
- fvi.volume = p_fog_volume;
- return fog_volume_instance_owner.make_rid(fvi);
- }
- void Fog::fog_instance_free(RID p_rid) {
- fog_volume_instance_owner.free(p_rid);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Volumetric Fog Shader
- void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- {
- String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
- // Initialize local fog shader
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("");
- volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
- material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
- material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
- volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
- }
- {
- ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["TIME"] = "scene_params.time";
- actions.renames["PI"] = String::num(Math::PI);
- actions.renames["TAU"] = String::num(Math::TAU);
- actions.renames["E"] = String::num(Math::E);
- actions.renames["WORLD_POSITION"] = "world.xyz";
- actions.renames["OBJECT_POSITION"] = "params.position";
- actions.renames["UVW"] = "uvw";
- actions.renames["SIZE"] = "params.size";
- actions.renames["ALBEDO"] = "albedo";
- actions.renames["DENSITY"] = "density";
- actions.renames["EMISSION"] = "emission";
- actions.renames["SDF"] = "sdf";
- actions.usage_defines["SDF"] = "#define SDF_USED\n";
- actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
- actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
- actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
- actions.base_uniform_string = "material.";
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
- actions.global_buffer_array_variable = "global_shader_uniforms.data";
- volumetric_fog.compiler.initialize(actions);
- }
- {
- // default material and shader for fog shader
- volumetric_fog.default_shader = material_storage->shader_allocate();
- material_storage->shader_initialize(volumetric_fog.default_shader);
- material_storage->shader_set_code(volumetric_fog.default_shader, R"(
- // Default fog shader.
- shader_type fog;
- void fog() {
- DENSITY = 1.0;
- ALBEDO = vec3(1.0);
- }
- )");
- volumetric_fog.default_material = material_storage->material_allocate();
- material_storage->material_initialize(volumetric_fog.default_material);
- material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
- FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
- volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
- uniforms.push_back(u);
- }
- material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
- volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
- }
- {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
- defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
- if (p_is_using_radiance_cubemap_array) {
- defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
- }
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
- volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
- for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
- volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
- }
- volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
- }
- }
- void Fog::free_fog_shader() {
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- if (volumetric_fog.process_shader_version.is_valid()) {
- volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
- }
- if (volumetric_fog.volume_ubo.is_valid()) {
- RD::get_singleton()->free(volumetric_fog.volume_ubo);
- }
- if (volumetric_fog.params_ubo.is_valid()) {
- RD::get_singleton()->free(volumetric_fog.params_ubo);
- }
- if (volumetric_fog.default_shader.is_valid()) {
- material_storage->shader_free(volumetric_fog.default_shader);
- }
- if (volumetric_fog.default_material.is_valid()) {
- material_storage->material_free(volumetric_fog.default_material);
- }
- }
- void Fog::FogShaderData::set_code(const String &p_code) {
- //compile
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
- if (code.is_empty()) {
- return; //just invalid, but no error
- }
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions actions;
- actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
- uses_time = false;
- actions.usage_flag_pointers["TIME"] = &uses_time;
- actions.uniforms = &uniforms;
- Fog *fog_singleton = Fog::get_singleton();
- Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
- ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
- if (version.is_null()) {
- version = fog_singleton->volumetric_fog.shader.version_create();
- }
- 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);
- ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
- pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
- valid = true;
- }
- bool Fog::FogShaderData::is_animated() const {
- return false;
- }
- bool Fog::FogShaderData::casts_shadows() const {
- return false;
- }
- RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
- Fog *fog_singleton = Fog::get_singleton();
- return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
- }
- Fog::FogShaderData::~FogShaderData() {
- Fog *fog_singleton = Fog::get_singleton();
- ERR_FAIL_NULL(fog_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- fog_singleton->volumetric_fog.shader.version_free(version);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Volumetric Fog
- bool Fog::VolumetricFog::sync_gi_dependent_sets_validity(bool p_ensure_freed) {
- bool null = gi_dependent_sets.process_uniform_set_density.is_null();
- bool valid = !null && RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
- #ifdef DEV_ENABLED
- // It's all-or-nothing, or something else has changed that requires dev attention.
- DEV_ASSERT(null == gi_dependent_sets.process_uniform_set.is_null());
- DEV_ASSERT(null == gi_dependent_sets.process_uniform_set2.is_null());
- DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set));
- DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set2));
- #endif
- if (valid) {
- if (p_ensure_freed) {
- RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
- RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
- RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
- valid = false;
- }
- }
- if (!valid && !null) {
- gi_dependent_sets = {};
- }
- return valid;
- }
- void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
- width = fog_size.x;
- height = fog_size.y;
- depth = fog_size.z;
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = fog_size.x;
- tf.height = fog_size.y;
- tf.depth = fog_size.z;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
- RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(fog_map, "Fog map");
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- Vector<uint8_t> dm;
- dm.resize_initialized(fog_size.x * fog_size.y * fog_size.z * 4);
- density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(density_map, "Fog density map");
- light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(light_map, "Fog light map");
- emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
- #else
- tf.format = RD::DATA_FORMAT_R32_UINT;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(density_map, "Fog density map");
- RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(light_map, "Fog light map");
- RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
- RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- #endif
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.append_id(fog_map);
- uniforms.push_back(u);
- }
- sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
- }
- Fog::VolumetricFog::~VolumetricFog() {
- RD::get_singleton()->free(prev_light_density_map);
- RD::get_singleton()->free(light_density_map);
- RD::get_singleton()->free(fog_map);
- RD::get_singleton()->free(density_map);
- RD::get_singleton()->free(light_map);
- RD::get_singleton()->free(emissive_map);
- if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
- RD::get_singleton()->free(fog_uniform_set);
- }
- if (copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(copy_uniform_set)) {
- RD::get_singleton()->free(copy_uniform_set);
- }
- sync_gi_dependent_sets_validity(true);
- if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
- RD::get_singleton()->free(sdfgi_uniform_set);
- }
- if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
- RD::get_singleton()->free(sky_uniform_set);
- }
- }
- 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) {
- Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
- view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
- Vector3 fog_position = Vector3(0, 0, 0);
- view_position.y = -view_position.y;
- fog_position.z = -view_position.z / fog_end;
- 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;
- 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;
- fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
- fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
- fog_position = fog_position.clamp(Vector3(), fog_size);
- return Vector3i(fog_position);
- }
- 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) {
- RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- RENDER_TIMESTAMP("> Volumetric Fog");
- RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
- Ref<VolumetricFog> fog = p_settings.vfog;
- if (p_fog_volumes.size() > 0) {
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
- RENDER_TIMESTAMP("Render FogVolumes");
- VolumetricFogShader::VolumeUBO params;
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = frustum_near_size.maxf(0.001);
- }
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
- params.fog_frustum_end = fog_end;
- params.z_near = z_near;
- params.z_far = z_far;
- params.time = p_settings.time;
- params.fog_volume_size[0] = fog->width;
- params.fog_volume_size[1] = fog->height;
- params.fog_volume_size[2] = fog->depth;
- params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
- params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
- params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
- Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
- RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
- RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
- RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms);
- if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- #else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- #endif
- u.binding = 1;
- u.append_id(fog->emissive_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(volumetric_fog.volume_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- #else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- #endif
- u.binding = 3;
- u.append_id(fog->density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- #else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- #endif
- u.binding = 4;
- u.append_id(fog->light_map);
- uniforms.push_back(u);
- }
- fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
- }
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- bool any_uses_time = false;
- Vector3 cam_position = p_cam_transform.get_origin();
- for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
- FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
- ERR_FAIL_NULL(fog_volume_instance);
- RID fog_volume = fog_volume_instance->volume;
- RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
- FogMaterialData *material = nullptr;
- if (fog_material.is_valid()) {
- material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
- if (!material) {
- fog_material = volumetric_fog.default_material;
- material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
- }
- ERR_FAIL_NULL(material);
- FogShaderData *shader_data = material->shader_data;
- ERR_FAIL_NULL(shader_data);
- any_uses_time |= shader_data->uses_time;
- Vector3i froxel_min;
- Vector3i froxel_max;
- Vector3i kernel_size;
- Vector3 fog_position = fog_volume_instance->transform.get_origin();
- RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
- Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_size(fog_volume) / 2;
- if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
- // Local fog volume.
- Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth);
- float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
- Vector3 corners[8]{
- fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)),
- fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)),
- fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)),
- fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)),
- fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)),
- fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)),
- fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)),
- fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z))
- };
- Vector3i froxels[8];
- Vector3 corner_min = corners[0];
- Vector3 corner_max = corners[0];
- for (int j = 0; j < 8; j++) {
- froxels[j] = _point_get_position_in_froxel_volume(corners[j], fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
- corner_min = corner_min.min(corners[j]);
- corner_max = corner_max.max(corners[j]);
- }
- froxel_min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1);
- froxel_max = Vector3i(1, 1, 1);
- // Tracking just the corners of the fog volume can result in missing some fog:
- // when the camera's near plane is inside the fog, we must always consider the entire screen
- Vector3 near_plane_corner(frustum_near_size.x, frustum_near_size.y, z_near);
- float expand = near_plane_corner.length();
- if (cam_position.x > (corner_min.x - expand) && cam_position.x < (corner_max.x + expand) &&
- cam_position.y > (corner_min.y - expand) && cam_position.y < (corner_max.y + expand) &&
- cam_position.z > (corner_min.z - expand) && cam_position.z < (corner_max.z + expand)) {
- froxel_min.x = 0;
- froxel_min.y = 0;
- froxel_min.z = 0;
- froxel_max.x = int32_t(fog->width);
- froxel_max.y = int32_t(fog->height);
- for (int j = 0; j < 8; j++) {
- froxel_max.z = MAX(froxel_max.z, froxels[j].z);
- }
- } else {
- // Camera is guaranteed to be outside the fog volume
- for (int j = 0; j < 8; j++) {
- froxel_min = froxel_min.min(froxels[j]);
- froxel_max = froxel_max.max(froxels[j]);
- }
- }
- kernel_size = froxel_max - froxel_min;
- } else {
- // Volume type global runs on all cells
- extents = Vector3(fog->width, fog->height, fog->depth);
- froxel_min = Vector3i(0, 0, 0);
- kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth));
- }
- if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
- continue;
- }
- VolumetricFogShader::FogPushConstant push_constant;
- push_constant.position[0] = fog_position.x;
- push_constant.position[1] = fog_position.y;
- push_constant.position[2] = fog_position.z;
- push_constant.size[0] = extents.x * 2;
- push_constant.size[1] = extents.y * 2;
- push_constant.size[2] = extents.z * 2;
- push_constant.corner[0] = froxel_min.x;
- push_constant.corner[1] = froxel_min.y;
- push_constant.corner[2] = froxel_min.z;
- push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
- RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
- if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
- material->set_as_used();
- }
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
- }
- if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
- RenderingServerDefault::redraw_request();
- }
- RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->compute_list_end();
- }
- bool gi_dependent_sets_valid = fog->sync_gi_dependent_sets_validity();
- if (!fog->copy_uniform_set.is_null() && !RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
- fog->copy_uniform_set = RID();
- }
- if (!gi_dependent_sets_valid || fog->copy_uniform_set.is_null()) {
- //re create uniform set if needed
- Vector<RD::Uniform> uniforms;
- Vector<RD::Uniform> copy_uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- if (p_settings.shadow_atlas_depth.is_null()) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
- } else {
- u.append_id(p_settings.shadow_atlas_depth);
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- if (p_settings.directional_shadow_depth.is_valid()) {
- u.append_id(p_settings.directional_shadow_depth);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 3;
- u.append_id(p_settings.omni_light_buffer);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
- u.append_id(p_settings.spot_light_buffer);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 5;
- u.append_id(p_settings.directional_light_buffer);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.append_id(p_settings.cluster_builder->get_cluster_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.append_id(fog->light_density_map);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.append_id(fog->fog_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.append_id(fog->prev_light_density_map);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.append_id(p_settings.shadow_sampler);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 11;
- u.append_id(p_settings.voxel_gi_buffer);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
- u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 13;
- u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 14;
- u.append_id(volumetric_fog.params_ubo);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 15;
- u.append_id(fog->prev_light_density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- #else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- #endif
- u.binding = 16;
- u.append_id(fog->density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- #else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- #endif
- u.binding = 17;
- u.append_id(fog->light_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- #if defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- #else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- #endif
- u.binding = 18;
- u.append_id(fog->emissive_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 19;
- 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);
- 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();
- u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
- uniforms.push_back(u);
- }
- if (fog->copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
- RD::get_singleton()->free(fog->copy_uniform_set);
- }
- 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);
- if (!gi_dependent_sets_valid) {
- fog->gi_dependent_sets.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);
- RID aux7 = uniforms.write[7].get_id(0);
- RID aux8 = uniforms.write[8].get_id(0);
- uniforms.write[7].set_id(0, aux8);
- uniforms.write[8].set_id(0, aux7);
- fog->gi_dependent_sets.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);
- uniforms.remove_at(8);
- uniforms.write[7].set_id(0, aux7);
- fog->gi_dependent_sets.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);
- }
- }
- 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());
- if (using_sdfgi) {
- if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.append_id(p_settings.gi->sdfgi_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.append_id(p_settings.sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.append_id(p_settings.sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
- 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);
- }
- }
- fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
- fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
- VolumetricFogShader::ParamsUBO params;
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = frustum_near_size.maxf(0.001);
- }
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
- 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);
- params.z_far = z_far;
- params.fog_frustum_end = fog_end;
- Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
- params.ambient_color[0] = ambient_color.r;
- params.ambient_color[1] = ambient_color.g;
- params.ambient_color[2] = ambient_color.b;
- params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
- params.fog_volume_size[0] = fog->width;
- params.fog_volume_size[1] = fog->height;
- params.fog_volume_size[2] = fog->depth;
- params.directional_light_count = p_directional_light_count;
- Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
- params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
- params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
- params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
- params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
- Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
- params.base_scattering[0] = base_scattering.r;
- params.base_scattering[1] = base_scattering.g;
- params.base_scattering[2] = base_scattering.b;
- params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
- params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
- params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
- params.cam_rotation[0] = p_cam_transform.basis[0][0];
- params.cam_rotation[1] = p_cam_transform.basis[1][0];
- params.cam_rotation[2] = p_cam_transform.basis[2][0];
- params.cam_rotation[3] = 0;
- params.cam_rotation[4] = p_cam_transform.basis[0][1];
- params.cam_rotation[5] = p_cam_transform.basis[1][1];
- params.cam_rotation[6] = p_cam_transform.basis[2][1];
- params.cam_rotation[7] = 0;
- params.cam_rotation[8] = p_cam_transform.basis[0][2];
- params.cam_rotation[9] = p_cam_transform.basis[1][2];
- params.cam_rotation[10] = p_cam_transform.basis[2][2];
- params.cam_rotation[11] = 0;
- params.filter_axis = 0;
- params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
- Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
- RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
- params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
- params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
- {
- uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
- params.cluster_shift = get_shift_from_power_of_2(cluster_size);
- uint32_t cluster_screen_width = Math::division_round_up((uint32_t)p_settings.rb_size.x, cluster_size);
- uint32_t cluster_screen_height = Math::division_round_up((uint32_t)p_settings.rb_size.y, cluster_size);
- params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
- params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
- params.cluster_width = cluster_screen_width;
- params.screen_size[0] = p_settings.rb_size.x;
- params.screen_size[1] = p_settings.rb_size.y;
- }
- Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
- sky_transform = sky_transform.inverse() * p_cam_transform.basis;
- RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
- RENDER_TIMESTAMP("Render Fog");
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- 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]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- // Copy fog to history buffer
- if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- RD::get_singleton()->draw_command_end_label();
- if (p_settings.volumetric_fog_filter_active) {
- RD::get_singleton()->draw_command_begin_label("Filter Fog");
- RENDER_TIMESTAMP("Filter Fog");
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
- RD::get_singleton()->compute_list_end();
- //need restart for buffer update
- params.filter_axis = 1;
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms);
- compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
- }
- RENDER_TIMESTAMP("Integrate Fog");
- RD::get_singleton()->draw_command_begin_label("Integrate Fog");
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
- RD::get_singleton()->compute_list_end();
- RENDER_TIMESTAMP("< Volumetric Fog");
- RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->draw_command_end_label();
- }
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