fog.cpp 51 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_volume_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. Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const {
  56. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  57. ERR_FAIL_NULL_V(fog_volume, nullptr);
  58. return &fog_volume->dependency;
  59. }
  60. void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
  61. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  62. ERR_FAIL_COND(!fog_volume);
  63. if (p_shape == fog_volume->shape) {
  64. return;
  65. }
  66. fog_volume->shape = p_shape;
  67. fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  68. }
  69. void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
  70. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  71. ERR_FAIL_COND(!fog_volume);
  72. fog_volume->extents = p_extents;
  73. fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  74. }
  75. void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
  76. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  77. ERR_FAIL_COND(!fog_volume);
  78. fog_volume->material = p_material;
  79. }
  80. RID Fog::fog_volume_get_material(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, RID());
  83. return fog_volume->material;
  84. }
  85. RS::FogVolumeShape Fog::fog_volume_get_shape(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, RS::FOG_VOLUME_SHAPE_BOX);
  88. return fog_volume->shape;
  89. }
  90. AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
  91. FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  92. ERR_FAIL_COND_V(!fog_volume, AABB());
  93. switch (fog_volume->shape) {
  94. case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
  95. case RS::FOG_VOLUME_SHAPE_CONE:
  96. case RS::FOG_VOLUME_SHAPE_CYLINDER:
  97. case RS::FOG_VOLUME_SHAPE_BOX: {
  98. AABB aabb;
  99. aabb.position = -fog_volume->extents;
  100. aabb.size = fog_volume->extents * 2;
  101. return aabb;
  102. }
  103. default: {
  104. // Need some size otherwise will get culled
  105. return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
  106. }
  107. }
  108. }
  109. Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
  110. const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
  111. ERR_FAIL_COND_V(!fog_volume, Vector3());
  112. return fog_volume->extents;
  113. }
  114. ////////////////////////////////////////////////////////////////////////////////
  115. // Fog material
  116. bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  117. uniform_set_updated = true;
  118. 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);
  119. }
  120. Fog::FogMaterialData::~FogMaterialData() {
  121. free_parameters_uniform_set(uniform_set);
  122. }
  123. RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
  124. FogShaderData *shader_data = memnew(FogShaderData);
  125. return shader_data;
  126. }
  127. RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
  128. return Fog::get_singleton()->_create_fog_shader_func();
  129. };
  130. RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
  131. FogMaterialData *material_data = memnew(FogMaterialData);
  132. material_data->shader_data = p_shader;
  133. //update will happen later anyway so do nothing.
  134. return material_data;
  135. }
  136. RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  137. return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  138. };
  139. ////////////////////////////////////////////////////////////////////////////////
  140. // FOG VOLUMES INSTANCE
  141. RID Fog::fog_volume_instance_create(RID p_fog_volume) {
  142. FogVolumeInstance fvi;
  143. fvi.volume = p_fog_volume;
  144. return fog_volume_instance_owner.make_rid(fvi);
  145. }
  146. void Fog::fog_instance_free(RID p_rid) {
  147. fog_volume_instance_owner.free(p_rid);
  148. }
  149. ////////////////////////////////////////////////////////////////////////////////
  150. // Volumetric Fog Shader
  151. void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
  152. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  153. {
  154. // Initialize local fog shader
  155. Vector<String> volumetric_fog_modes;
  156. volumetric_fog_modes.push_back("");
  157. volumetric_fog.shader.initialize(volumetric_fog_modes);
  158. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  159. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
  160. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  161. }
  162. {
  163. ShaderCompiler::DefaultIdentifierActions actions;
  164. actions.renames["TIME"] = "scene_params.time";
  165. actions.renames["PI"] = _MKSTR(Math_PI);
  166. actions.renames["TAU"] = _MKSTR(Math_TAU);
  167. actions.renames["E"] = _MKSTR(Math_E);
  168. actions.renames["WORLD_POSITION"] = "world.xyz";
  169. actions.renames["OBJECT_POSITION"] = "params.position";
  170. actions.renames["UVW"] = "uvw";
  171. actions.renames["EXTENTS"] = "params.extents";
  172. actions.renames["ALBEDO"] = "albedo";
  173. actions.renames["DENSITY"] = "density";
  174. actions.renames["EMISSION"] = "emission";
  175. actions.renames["SDF"] = "sdf";
  176. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  177. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  178. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  179. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  180. actions.sampler_array_name = "material_samplers";
  181. actions.base_texture_binding_index = 1;
  182. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  183. actions.base_uniform_string = "material.";
  184. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  185. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  186. actions.global_buffer_array_variable = "global_variables.data";
  187. volumetric_fog.compiler.initialize(actions);
  188. }
  189. {
  190. // default material and shader for fog shader
  191. volumetric_fog.default_shader = material_storage->shader_allocate();
  192. material_storage->shader_initialize(volumetric_fog.default_shader);
  193. material_storage->shader_set_code(volumetric_fog.default_shader, R"(
  194. // Default fog shader.
  195. shader_type fog;
  196. void fog() {
  197. DENSITY = 1.0;
  198. ALBEDO = vec3(1.0);
  199. }
  200. )");
  201. volumetric_fog.default_material = material_storage->material_allocate();
  202. material_storage->material_initialize(volumetric_fog.default_material);
  203. material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  204. FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
  205. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  206. Vector<RD::Uniform> uniforms;
  207. {
  208. Vector<RID> ids;
  209. ids.resize(12);
  210. RID *ids_ptr = ids.ptrw();
  211. ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  212. ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  213. ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  214. ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  215. ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  216. ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  217. ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  218. ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  219. ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  220. ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  221. ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  222. ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  223. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
  224. uniforms.push_back(u);
  225. }
  226. {
  227. RD::Uniform u;
  228. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  229. u.binding = 2;
  230. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  231. uniforms.push_back(u);
  232. }
  233. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  234. }
  235. {
  236. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
  237. defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
  238. if (p_is_using_radiance_cubemap_array) {
  239. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  240. }
  241. Vector<String> volumetric_fog_modes;
  242. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  243. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  244. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  245. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  246. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  247. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  248. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  249. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  250. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  251. }
  252. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  253. }
  254. }
  255. void Fog::free_fog_shader() {
  256. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  257. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  258. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  259. RD::get_singleton()->free(volumetric_fog.params_ubo);
  260. material_storage->shader_free(volumetric_fog.default_shader);
  261. material_storage->material_free(volumetric_fog.default_material);
  262. }
  263. void Fog::FogShaderData::set_path_hint(const String &p_path) {
  264. path = p_path;
  265. }
  266. void Fog::FogShaderData::set_code(const String &p_code) {
  267. //compile
  268. code = p_code;
  269. valid = false;
  270. ubo_size = 0;
  271. uniforms.clear();
  272. if (code.is_empty()) {
  273. return; //just invalid, but no error
  274. }
  275. ShaderCompiler::GeneratedCode gen_code;
  276. ShaderCompiler::IdentifierActions actions;
  277. actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
  278. uses_time = false;
  279. actions.usage_flag_pointers["TIME"] = &uses_time;
  280. actions.uniforms = &uniforms;
  281. Fog *fog_singleton = Fog::get_singleton();
  282. Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  283. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  284. if (version.is_null()) {
  285. version = fog_singleton->volumetric_fog.shader.version_create();
  286. }
  287. 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);
  288. ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
  289. ubo_size = gen_code.uniform_total_size;
  290. ubo_offsets = gen_code.uniform_offsets;
  291. texture_uniforms = gen_code.texture_uniforms;
  292. pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  293. valid = true;
  294. }
  295. void Fog::FogShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
  296. if (!p_texture.is_valid()) {
  297. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  298. default_texture_params[p_name].erase(p_index);
  299. if (default_texture_params[p_name].is_empty()) {
  300. default_texture_params.erase(p_name);
  301. }
  302. }
  303. } else {
  304. if (!default_texture_params.has(p_name)) {
  305. default_texture_params[p_name] = HashMap<int, RID>();
  306. }
  307. default_texture_params[p_name][p_index] = p_texture;
  308. }
  309. }
  310. void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
  311. RBMap<int, StringName> order;
  312. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  313. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  314. continue;
  315. }
  316. if (E.value.texture_order >= 0) {
  317. order[E.value.texture_order + 100000] = E.key;
  318. } else {
  319. order[E.value.order] = E.key;
  320. }
  321. }
  322. String last_group;
  323. for (const KeyValue<int, StringName> &E : order) {
  324. String group = uniforms[E.value].group;
  325. if (!uniforms[E.value].subgroup.is_empty()) {
  326. group += "::" + uniforms[E.value].subgroup;
  327. }
  328. if (group != last_group) {
  329. PropertyInfo pi;
  330. pi.usage = PROPERTY_USAGE_GROUP;
  331. pi.name = group;
  332. p_param_list->push_back(pi);
  333. last_group = group;
  334. }
  335. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  336. pi.name = E.value;
  337. p_param_list->push_back(pi);
  338. }
  339. }
  340. void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  341. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  342. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  343. continue;
  344. }
  345. RendererMaterialStorage::InstanceShaderParam p;
  346. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  347. p.info.name = E.key; //supply name
  348. p.index = E.value.instance_index;
  349. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  350. p_param_list->push_back(p);
  351. }
  352. }
  353. bool Fog::FogShaderData::is_parameter_texture(const StringName &p_param) const {
  354. if (!uniforms.has(p_param)) {
  355. return false;
  356. }
  357. return uniforms[p_param].texture_order >= 0;
  358. }
  359. bool Fog::FogShaderData::is_animated() const {
  360. return false;
  361. }
  362. bool Fog::FogShaderData::casts_shadows() const {
  363. return false;
  364. }
  365. Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  366. if (uniforms.has(p_parameter)) {
  367. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  368. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  369. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  370. }
  371. return Variant();
  372. }
  373. RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
  374. Fog *fog_singleton = Fog::get_singleton();
  375. return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  376. }
  377. Fog::FogShaderData::~FogShaderData() {
  378. Fog *fog_singleton = Fog::get_singleton();
  379. ERR_FAIL_COND(!fog_singleton);
  380. //pipeline variants will clear themselves if shader is gone
  381. if (version.is_valid()) {
  382. fog_singleton->volumetric_fog.shader.version_free(version);
  383. }
  384. }
  385. ////////////////////////////////////////////////////////////////////////////////
  386. // Volumetric Fog
  387. void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
  388. width = fog_size.x;
  389. height = fog_size.y;
  390. depth = fog_size.z;
  391. RD::TextureFormat tf;
  392. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  393. tf.width = fog_size.x;
  394. tf.height = fog_size.y;
  395. tf.depth = fog_size.z;
  396. tf.texture_type = RD::TEXTURE_TYPE_3D;
  397. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  398. light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  399. RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
  400. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  401. prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  402. RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
  403. RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  404. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  405. fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  406. RD::get_singleton()->set_resource_name(fog_map, "Fog map");
  407. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  408. Vector<uint8_t> dm;
  409. dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
  410. dm.fill(0);
  411. density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  412. RD::get_singleton()->set_resource_name(density_map, "Fog density map");
  413. light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  414. RD::get_singleton()->set_resource_name(light_map, "Fog light map");
  415. emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  416. RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
  417. #else
  418. tf.format = RD::DATA_FORMAT_R32_UINT;
  419. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  420. density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  421. RD::get_singleton()->set_resource_name(density_map, "Fog density map");
  422. RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  423. light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  424. RD::get_singleton()->set_resource_name(light_map, "Fog light map");
  425. RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  426. emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  427. RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
  428. RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  429. #endif
  430. Vector<RD::Uniform> uniforms;
  431. {
  432. RD::Uniform u;
  433. u.binding = 0;
  434. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  435. u.append_id(fog_map);
  436. uniforms.push_back(u);
  437. }
  438. sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
  439. }
  440. Fog::VolumetricFog::~VolumetricFog() {
  441. RD::get_singleton()->free(prev_light_density_map);
  442. RD::get_singleton()->free(light_density_map);
  443. RD::get_singleton()->free(fog_map);
  444. RD::get_singleton()->free(density_map);
  445. RD::get_singleton()->free(light_map);
  446. RD::get_singleton()->free(emissive_map);
  447. if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
  448. RD::get_singleton()->free(fog_uniform_set);
  449. }
  450. if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
  451. RD::get_singleton()->free(process_uniform_set_density);
  452. }
  453. if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
  454. RD::get_singleton()->free(process_uniform_set);
  455. }
  456. if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
  457. RD::get_singleton()->free(process_uniform_set2);
  458. }
  459. if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
  460. RD::get_singleton()->free(sdfgi_uniform_set);
  461. }
  462. if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
  463. RD::get_singleton()->free(sky_uniform_set);
  464. }
  465. }
  466. 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) {
  467. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  468. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  469. Vector3 fog_position = Vector3(0, 0, 0);
  470. view_position.y = -view_position.y;
  471. fog_position.z = -view_position.z / fog_end;
  472. 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;
  473. 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;
  474. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  475. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  476. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  477. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  478. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  479. return Vector3i(fog_position);
  480. }
  481. 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) {
  482. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  483. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  484. RENDER_TIMESTAMP("> Volumetric Fog");
  485. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  486. Ref<VolumetricFog> fog = p_settings.vfog;
  487. if (p_fog_volumes.size() > 0) {
  488. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  489. RENDER_TIMESTAMP("Render FogVolumes");
  490. VolumetricFogShader::VolumeUBO params;
  491. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  492. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  493. float z_near = p_cam_projection.get_z_near();
  494. float z_far = p_cam_projection.get_z_far();
  495. float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
  496. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  497. Vector2 fog_near_size;
  498. if (p_cam_projection.is_orthogonal()) {
  499. fog_near_size = fog_far_size;
  500. } else {
  501. fog_near_size = Vector2();
  502. }
  503. params.fog_frustum_size_begin[0] = fog_near_size.x;
  504. params.fog_frustum_size_begin[1] = fog_near_size.y;
  505. params.fog_frustum_size_end[0] = fog_far_size.x;
  506. params.fog_frustum_size_end[1] = fog_far_size.y;
  507. params.fog_frustum_end = fog_end;
  508. params.z_near = z_near;
  509. params.z_far = z_far;
  510. params.time = p_settings.time;
  511. params.fog_volume_size[0] = fog->width;
  512. params.fog_volume_size[1] = fog->height;
  513. params.fog_volume_size[2] = fog->depth;
  514. params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
  515. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  516. params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  517. params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
  518. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  519. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  520. RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
  521. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  522. if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
  523. Vector<RD::Uniform> uniforms;
  524. {
  525. RD::Uniform u;
  526. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  527. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  528. #else
  529. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  530. #endif
  531. u.binding = 1;
  532. u.append_id(fog->emissive_map);
  533. uniforms.push_back(u);
  534. }
  535. {
  536. RD::Uniform u;
  537. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  538. u.binding = 2;
  539. u.append_id(volumetric_fog.volume_ubo);
  540. uniforms.push_back(u);
  541. }
  542. {
  543. RD::Uniform u;
  544. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  545. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  546. #else
  547. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  548. #endif
  549. u.binding = 3;
  550. u.append_id(fog->density_map);
  551. uniforms.push_back(u);
  552. }
  553. {
  554. RD::Uniform u;
  555. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  556. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  557. #else
  558. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  559. #endif
  560. u.binding = 4;
  561. u.append_id(fog->light_map);
  562. uniforms.push_back(u);
  563. }
  564. fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  565. }
  566. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  567. bool any_uses_time = false;
  568. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  569. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  570. ERR_FAIL_COND(!fog_volume_instance);
  571. RID fog_volume = fog_volume_instance->volume;
  572. RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
  573. FogMaterialData *material = nullptr;
  574. if (fog_material.is_valid()) {
  575. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
  576. if (!material || !material->shader_data->valid) {
  577. material = nullptr;
  578. }
  579. }
  580. if (!material) {
  581. fog_material = volumetric_fog.default_material;
  582. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
  583. }
  584. ERR_FAIL_COND(!material);
  585. FogShaderData *shader_data = material->shader_data;
  586. ERR_FAIL_COND(!shader_data);
  587. any_uses_time |= shader_data->uses_time;
  588. Vector3i min = Vector3i();
  589. Vector3i max = Vector3i();
  590. Vector3i kernel_size = Vector3i();
  591. Vector3 position = fog_volume_instance->transform.get_origin();
  592. RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
  593. Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
  594. if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
  595. // Local fog volume.
  596. Vector3i points[8];
  597. Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth);
  598. float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  599. 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);
  600. 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);
  601. 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);
  602. 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);
  603. 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);
  604. 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);
  605. 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);
  606. 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);
  607. min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1);
  608. max = Vector3i(1, 1, 1);
  609. for (int j = 0; j < 8; j++) {
  610. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  611. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  612. }
  613. kernel_size = max - min;
  614. } else {
  615. // Volume type global runs on all cells
  616. extents = Vector3(fog->width, fog->height, fog->depth);
  617. min = Vector3i(0, 0, 0);
  618. kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth));
  619. }
  620. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  621. continue;
  622. }
  623. VolumetricFogShader::FogPushConstant push_constant;
  624. push_constant.position[0] = position.x;
  625. push_constant.position[1] = position.y;
  626. push_constant.position[2] = position.z;
  627. push_constant.extents[0] = extents.x;
  628. push_constant.extents[1] = extents.y;
  629. push_constant.extents[2] = extents.z;
  630. push_constant.corner[0] = min.x;
  631. push_constant.corner[1] = min.y;
  632. push_constant.corner[2] = min.z;
  633. push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
  634. RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
  635. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  636. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  637. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  638. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  639. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  640. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  641. }
  642. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  643. }
  644. if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
  645. RenderingServerDefault::redraw_request();
  646. }
  647. RD::get_singleton()->draw_command_end_label();
  648. RD::get_singleton()->compute_list_end();
  649. }
  650. if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) {
  651. //re create uniform set if needed
  652. Vector<RD::Uniform> uniforms;
  653. Vector<RD::Uniform> copy_uniforms;
  654. {
  655. RD::Uniform u;
  656. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  657. u.binding = 1;
  658. if (p_settings.shadow_atlas_depth.is_null()) {
  659. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  660. } else {
  661. u.append_id(p_settings.shadow_atlas_depth);
  662. }
  663. uniforms.push_back(u);
  664. copy_uniforms.push_back(u);
  665. }
  666. {
  667. RD::Uniform u;
  668. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  669. u.binding = 2;
  670. if (p_settings.directional_shadow_depth.is_valid()) {
  671. u.append_id(p_settings.directional_shadow_depth);
  672. } else {
  673. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
  674. }
  675. uniforms.push_back(u);
  676. copy_uniforms.push_back(u);
  677. }
  678. {
  679. RD::Uniform u;
  680. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  681. u.binding = 3;
  682. u.append_id(p_settings.omni_light_buffer);
  683. uniforms.push_back(u);
  684. copy_uniforms.push_back(u);
  685. }
  686. {
  687. RD::Uniform u;
  688. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  689. u.binding = 4;
  690. u.append_id(p_settings.spot_light_buffer);
  691. uniforms.push_back(u);
  692. copy_uniforms.push_back(u);
  693. }
  694. {
  695. RD::Uniform u;
  696. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  697. u.binding = 5;
  698. u.append_id(p_settings.directional_light_buffer);
  699. uniforms.push_back(u);
  700. copy_uniforms.push_back(u);
  701. }
  702. {
  703. RD::Uniform u;
  704. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  705. u.binding = 6;
  706. u.append_id(p_settings.cluster_builder->get_cluster_buffer());
  707. uniforms.push_back(u);
  708. copy_uniforms.push_back(u);
  709. }
  710. {
  711. RD::Uniform u;
  712. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  713. u.binding = 7;
  714. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  715. uniforms.push_back(u);
  716. copy_uniforms.push_back(u);
  717. }
  718. {
  719. RD::Uniform u;
  720. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  721. u.binding = 8;
  722. u.append_id(fog->light_density_map);
  723. uniforms.push_back(u);
  724. copy_uniforms.push_back(u);
  725. }
  726. {
  727. RD::Uniform u;
  728. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  729. u.binding = 9;
  730. u.append_id(fog->fog_map);
  731. uniforms.push_back(u);
  732. }
  733. {
  734. RD::Uniform u;
  735. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  736. u.binding = 9;
  737. u.append_id(fog->prev_light_density_map);
  738. copy_uniforms.push_back(u);
  739. }
  740. {
  741. RD::Uniform u;
  742. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  743. u.binding = 10;
  744. u.append_id(p_settings.shadow_sampler);
  745. uniforms.push_back(u);
  746. copy_uniforms.push_back(u);
  747. }
  748. {
  749. RD::Uniform u;
  750. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  751. u.binding = 11;
  752. u.append_id(p_settings.voxel_gi_buffer);
  753. uniforms.push_back(u);
  754. copy_uniforms.push_back(u);
  755. }
  756. {
  757. RD::Uniform u;
  758. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  759. u.binding = 12;
  760. for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
  761. u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
  762. }
  763. uniforms.push_back(u);
  764. copy_uniforms.push_back(u);
  765. }
  766. {
  767. RD::Uniform u;
  768. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  769. u.binding = 13;
  770. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  771. uniforms.push_back(u);
  772. copy_uniforms.push_back(u);
  773. }
  774. {
  775. RD::Uniform u;
  776. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  777. u.binding = 14;
  778. u.append_id(volumetric_fog.params_ubo);
  779. uniforms.push_back(u);
  780. copy_uniforms.push_back(u);
  781. }
  782. {
  783. RD::Uniform u;
  784. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  785. u.binding = 15;
  786. u.append_id(fog->prev_light_density_map);
  787. uniforms.push_back(u);
  788. }
  789. {
  790. RD::Uniform u;
  791. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  792. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  793. #else
  794. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  795. #endif
  796. u.binding = 16;
  797. u.append_id(fog->density_map);
  798. uniforms.push_back(u);
  799. }
  800. {
  801. RD::Uniform u;
  802. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  803. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  804. #else
  805. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  806. #endif
  807. u.binding = 17;
  808. u.append_id(fog->light_map);
  809. uniforms.push_back(u);
  810. }
  811. {
  812. RD::Uniform u;
  813. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  814. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  815. #else
  816. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  817. #endif
  818. u.binding = 18;
  819. u.append_id(fog->emissive_map);
  820. uniforms.push_back(u);
  821. }
  822. {
  823. RD::Uniform u;
  824. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  825. u.binding = 19;
  826. 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);
  827. 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();
  828. u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
  829. uniforms.push_back(u);
  830. }
  831. 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);
  832. 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);
  833. RID aux7 = uniforms.write[7].get_id(0);
  834. RID aux8 = uniforms.write[8].get_id(0);
  835. uniforms.write[7].set_id(0, aux8);
  836. uniforms.write[8].set_id(0, aux7);
  837. 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);
  838. uniforms.remove_at(8);
  839. uniforms.write[7].set_id(0, aux7);
  840. 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);
  841. }
  842. 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());
  843. if (using_sdfgi) {
  844. if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) {
  845. Vector<RD::Uniform> uniforms;
  846. {
  847. RD::Uniform u;
  848. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  849. u.binding = 0;
  850. u.append_id(p_settings.gi->sdfgi_ubo);
  851. uniforms.push_back(u);
  852. }
  853. {
  854. RD::Uniform u;
  855. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  856. u.binding = 1;
  857. u.append_id(p_settings.sdfgi->ambient_texture);
  858. uniforms.push_back(u);
  859. }
  860. {
  861. RD::Uniform u;
  862. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  863. u.binding = 2;
  864. u.append_id(p_settings.sdfgi->occlusion_texture);
  865. uniforms.push_back(u);
  866. }
  867. 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);
  868. }
  869. }
  870. fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
  871. fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  872. VolumetricFogShader::ParamsUBO params;
  873. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  874. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  875. float z_near = p_cam_projection.get_z_near();
  876. float z_far = p_cam_projection.get_z_far();
  877. float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
  878. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  879. Vector2 fog_near_size;
  880. if (p_cam_projection.is_orthogonal()) {
  881. fog_near_size = fog_far_size;
  882. } else {
  883. fog_near_size = Vector2();
  884. }
  885. params.fog_frustum_size_begin[0] = fog_near_size.x;
  886. params.fog_frustum_size_begin[1] = fog_near_size.y;
  887. params.fog_frustum_size_end[0] = fog_far_size.x;
  888. params.fog_frustum_size_end[1] = fog_far_size.y;
  889. 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);
  890. params.z_far = z_far;
  891. params.fog_frustum_end = fog_end;
  892. Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
  893. params.ambient_color[0] = ambient_color.r;
  894. params.ambient_color[1] = ambient_color.g;
  895. params.ambient_color[2] = ambient_color.b;
  896. params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
  897. params.fog_volume_size[0] = fog->width;
  898. params.fog_volume_size[1] = fog->height;
  899. params.fog_volume_size[2] = fog->depth;
  900. params.directional_light_count = p_directional_light_count;
  901. Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
  902. params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
  903. params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
  904. params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
  905. params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
  906. Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
  907. params.base_scattering[0] = base_scattering.r;
  908. params.base_scattering[1] = base_scattering.g;
  909. params.base_scattering[2] = base_scattering.b;
  910. params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
  911. params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
  912. params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
  913. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  914. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  915. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  916. params.cam_rotation[3] = 0;
  917. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  918. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  919. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  920. params.cam_rotation[7] = 0;
  921. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  922. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  923. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  924. params.cam_rotation[11] = 0;
  925. params.filter_axis = 0;
  926. params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
  927. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  928. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  929. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  930. params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
  931. params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
  932. {
  933. uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
  934. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  935. uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
  936. uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
  937. params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
  938. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
  939. params.cluster_width = cluster_screen_width;
  940. params.screen_size[0] = p_settings.rb_size.x;
  941. params.screen_size[1] = p_settings.rb_size.y;
  942. }
  943. Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
  944. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  945. RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  946. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  947. RENDER_TIMESTAMP("Render Fog");
  948. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  949. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  950. 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]);
  951. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0);
  952. if (using_sdfgi) {
  953. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
  954. }
  955. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  956. RD::get_singleton()->compute_list_add_barrier(compute_list);
  957. // Copy fog to history buffer
  958. if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
  959. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  960. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
  961. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  962. RD::get_singleton()->compute_list_add_barrier(compute_list);
  963. }
  964. RD::get_singleton()->draw_command_end_label();
  965. if (p_settings.volumetric_fog_filter_active) {
  966. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  967. RENDER_TIMESTAMP("Filter Fog");
  968. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  969. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
  970. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  971. RD::get_singleton()->compute_list_end();
  972. //need restart for buffer update
  973. params.filter_axis = 1;
  974. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  975. compute_list = RD::get_singleton()->compute_list_begin();
  976. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  977. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set2, 0);
  978. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
  979. RD::get_singleton()->compute_list_add_barrier(compute_list);
  980. RD::get_singleton()->draw_command_end_label();
  981. }
  982. RENDER_TIMESTAMP("Integrate Fog");
  983. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  984. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  985. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
  986. RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
  987. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  988. RENDER_TIMESTAMP("< Volumetric Fog");
  989. RD::get_singleton()->draw_command_end_label();
  990. RD::get_singleton()->draw_command_end_label();
  991. }