diff options
Diffstat (limited to 'servers/rendering/renderer_rd/environment/fog.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/environment/fog.cpp | 300 |
1 files changed, 109 insertions, 191 deletions
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index fba04c0db4..2787693aeb 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fog.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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" @@ -57,12 +57,19 @@ void Fog::fog_volume_initialize(RID p_rid) { fog_volume_owner.initialize_rid(p_rid, FogVolume()); } -void Fog::fog_free(RID p_rid) { +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_COND(!fog_volume); @@ -122,8 +129,6 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } } - - return AABB(); } Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { @@ -138,30 +143,30 @@ Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { 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); + 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); } Fog::FogMaterialData::~FogMaterialData() { free_parameters_uniform_set(uniform_set); } -RendererRD::ShaderData *Fog::_create_fog_shader_func() { +RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() { FogShaderData *shader_data = memnew(FogShaderData); return shader_data; } -RendererRD::ShaderData *Fog::_create_fog_shader_funcs() { +RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() { return Fog::get_singleton()->_create_fog_shader_func(); }; -RendererRD::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) { +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::MaterialData *Fog::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) { +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)); }; @@ -190,8 +195,8 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay volumetric_fog_modes.push_back(""); volumetric_fog.shader.initialize(volumetric_fog_modes); - material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs); - material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs); + 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)); } @@ -246,7 +251,7 @@ ALBEDO = vec3(1.0); 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::SHADER_TYPE_FOG)); + 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; @@ -314,10 +319,6 @@ void Fog::free_fog_shader() { material_storage->material_free(volumetric_fog.default_material); } -void Fog::FogShaderData::set_path_hint(const String &p_path) { - path = p_path; -} - void Fog::FogShaderData::set_code(const String &p_code) { //compile @@ -361,83 +362,6 @@ void Fog::FogShaderData::set_code(const String &p_code) { valid = true; } -void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { - if (!p_texture.is_valid()) { - if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { - default_texture_params[p_name].erase(p_index); - - if (default_texture_params[p_name].is_empty()) { - default_texture_params.erase(p_name); - } - } - } else { - if (!default_texture_params.has(p_name)) { - default_texture_params[p_name] = HashMap<int, RID>(); - } - default_texture_params[p_name][p_index] = p_texture; - } -} - -void Fog::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - RBMap<int, StringName> order; - - for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; - } - - if (E.value.texture_order >= 0) { - order[E.value.texture_order + 100000] = E.key; - } else { - order[E.value.order] = E.key; - } - } - - String last_group; - for (const KeyValue<int, StringName> &E : order) { - String group = uniforms[E.value].group; - if (!uniforms[E.value].subgroup.is_empty()) { - group += "::" + uniforms[E.value].subgroup; - } - - if (group != last_group) { - PropertyInfo pi; - pi.usage = PROPERTY_USAGE_GROUP; - pi.name = group; - p_param_list->push_back(pi); - - last_group = group; - } - - PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); - pi.name = E.value; - p_param_list->push_back(pi); - } -} - -void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { - for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { - if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; - } - - RendererMaterialStorage::InstanceShaderParam p; - p.info = ShaderLanguage::uniform_to_property_info(E.value); - p.info.name = E.key; //supply name - p.index = E.value.instance_index; - p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); - p_param_list->push_back(p); - } -} - -bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const { - if (!uniforms.has(p_param)) { - return false; - } - - return uniforms[p_param].texture_order >= 0; -} - bool Fog::FogShaderData::is_animated() const { return false; } @@ -446,15 +370,6 @@ bool Fog::FogShaderData::casts_shadows() const { return false; } -Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const { - if (uniforms.has(p_parameter)) { - ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; - Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; - return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); - } - return Variant(); -} - RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const { Fog *fog_singleton = Fog::get_singleton(); @@ -473,7 +388,7 @@ Fog::FogShaderData::~FogShaderData() { //////////////////////////////////////////////////////////////////////////////// // Volumetric Fog -Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) { +void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) { width = fog_size.x; height = fog_size.y; depth = fog_size.z; @@ -500,7 +415,7 @@ Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) { fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(fog_map, "Fog map"); -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) Vector<uint8_t> dm; dm.resize(fog_size.x * fog_size.y * fog_size.z * 4); dm.fill(0); @@ -591,6 +506,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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"); @@ -623,9 +540,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P params.z_far = z_far; params.time = p_settings.time; - params.fog_volume_size[0] = p_settings.vfog->width; - params.fog_volume_size[1] = p_settings.vfog->height; - params.fog_volume_size[2] = p_settings.vfog->depth; + 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; @@ -638,18 +555,18 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); - if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) { + 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(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 1; - u.append_id(p_settings.vfog->emissive_map); + u.append_id(fog->emissive_map); uniforms.push_back(u); } @@ -663,29 +580,29 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P { RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 3; - u.append_id(p_settings.vfog->density_map); + u.append_id(fog->density_map); uniforms.push_back(u); } { RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 4; - u.append_id(p_settings.vfog->light_map); + u.append_id(fog->light_map); uniforms.push_back(u); } - p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + 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(); @@ -701,7 +618,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P FogMaterialData *material = nullptr; if (fog_material.is_valid()) { - material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG)); + material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -709,7 +626,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P if (!material) { fog_material = volumetric_fog.default_material; - material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG)); + material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); } ERR_FAIL_COND(!material); @@ -720,9 +637,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P any_uses_time |= shader_data->uses_time; - Vector3i min = Vector3i(); - Vector3i max = Vector3i(); - Vector3i kernel_size = Vector3i(); + Vector3i min; + Vector3i max; + Vector3i kernel_size; Vector3 position = fog_volume_instance->transform.get_origin(); RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume); @@ -731,7 +648,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { // Local fog volume. Vector3i points[8]; - Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + 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); 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); 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); @@ -742,7 +659,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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); 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); - min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1); + min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1); max = Vector3i(1, 1, 1); for (int j = 0; j < 8; j++) { @@ -753,9 +670,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P kernel_size = max - min; } else { // Volume type global runs on all cells - extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + extents = Vector3(fog->width, fog->height, fog->depth); min = Vector3i(0, 0, 0); - kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth)); + 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) { @@ -777,11 +694,12 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + 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); @@ -795,7 +713,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::get_singleton()->compute_list_end(); } - if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) { + if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) { //re create uniform set if needed Vector<RD::Uniform> uniforms; Vector<RD::Uniform> copy_uniforms; @@ -805,7 +723,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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::DEFAULT_RD_TEXTURE_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); } else { u.append_id(p_settings.shadow_atlas_depth); } @@ -821,7 +739,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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::DEFAULT_RD_TEXTURE_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); } uniforms.push_back(u); copy_uniforms.push_back(u); @@ -875,7 +793,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 8; - u.append_id(p_settings.vfog->light_density_map); + u.append_id(fog->light_density_map); uniforms.push_back(u); copy_uniforms.push_back(u); } @@ -884,7 +802,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.append_id(p_settings.vfog->fog_map); + u.append_id(fog->fog_map); uniforms.push_back(u); } @@ -892,7 +810,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.append_id(p_settings.vfog->prev_light_density_map); + u.append_id(fog->prev_light_density_map); copy_uniforms.push_back(u); } @@ -909,7 +827,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 11; - u.append_id(p_settings.voxel_gl_buffer); + u.append_id(p_settings.voxel_gi_buffer); uniforms.push_back(u); copy_uniforms.push_back(u); } @@ -944,41 +862,41 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 15; - u.append_id(p_settings.vfog->prev_light_density_map); + u.append_id(fog->prev_light_density_map); uniforms.push_back(u); } { RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 16; - u.append_id(p_settings.vfog->density_map); + u.append_id(fog->density_map); uniforms.push_back(u); } { RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 17; - u.append_id(p_settings.vfog->light_map); + u.append_id(fog->light_map); uniforms.push_back(u); } { RD::Uniform u; -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 18; - u.append_id(p_settings.vfog->emissive_map); + u.append_id(fog->emissive_map); uniforms.push_back(u); } @@ -986,15 +904,15 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + 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); } - p_settings.vfog->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); + 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); - p_settings.vfog->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); + 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); RID aux7 = uniforms.write[7].get_id(0); RID aux8 = uniforms.write[8].get_id(0); @@ -1002,17 +920,17 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P uniforms.write[7].set_id(0, aux8); uniforms.write[8].set_id(0, aux7); - p_settings.vfog->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); + 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); uniforms.remove_at(8); uniforms.write[7].set_id(0, aux7); - p_settings.vfog->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); + 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); } - 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 != nullptr); + 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 (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) { + if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) { Vector<RD::Uniform> uniforms; { @@ -1039,12 +957,12 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P uniforms.push_back(u); } - p_settings.vfog->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->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); } } - p_settings.vfog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); - p_settings.vfog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + 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; @@ -1079,9 +997,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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] = p_settings.vfog->width; - params.fog_volume_size[1] = p_settings.vfog->height; - params.fog_volume_size[2] = p_settings.vfog->depth; + 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; @@ -1149,19 +1067,19 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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, p_settings.vfog->process_uniform_set_density, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0); if (using_sdfgi) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1); } - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + 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, p_settings.vfog->copy_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + 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(); @@ -1172,8 +1090,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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, p_settings.vfog->process_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->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 @@ -1183,8 +1101,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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, p_settings.vfog->process_uniform_set2, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->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(); @@ -1194,8 +1112,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P 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, p_settings.vfog->process_uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1); RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); |