diff options
Diffstat (limited to 'servers/rendering/renderer_rd/environment/fog.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/environment/fog.cpp | 1212 |
1 files changed, 1212 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp new file mode 100644 index 0000000000..74082906c4 --- /dev/null +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -0,0 +1,1212 @@ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#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_COND(!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_extents(RID p_fog_volume, const Vector3 &p_extents) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + + fog_volume->extents = p_extents; + 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_COND(!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_COND_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_COND_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_COND_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->extents; + aabb.size = fog_volume->extents * 2; + 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_extents(RID p_fog_volume) const { + const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, Vector3()); + return fog_volume->extents; +} + +//////////////////////////////////////////////////////////////////////////////// +// 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); +} + +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(); + + { + // Initialize local fog shader + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back(""); + volumetric_fog.shader.initialize(volumetric_fog_modes); + + 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"] = _MKSTR(Math_PI); + actions.renames["TAU"] = _MKSTR(Math_TAU); + actions.renames["E"] = _MKSTR(Math_E); + actions.renames["WORLD_POSITION"] = "world.xyz"; + actions.renames["OBJECT_POSITION"] = "params.position"; + actions.renames["UVW"] = "uvw"; + actions.renames["EXTENTS"] = "params.extents"; + 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.sampler_array_name = "material_samplers"; + 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_variables.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; + + { + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); + uniforms.push_back(u); + } + + { + 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); + } + + 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(); + + volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); + RD::get_singleton()->free(volumetric_fog.volume_ubo); + RD::get_singleton()->free(volumetric_fog.params_ubo); + material_storage->shader_free(volumetric_fog.default_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 + + 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; +} + +void Fog::FogShaderData::set_default_texture_parameter(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_shader_uniform_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_parameter_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; +} + +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(); + + return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version); +} + +Fog::FogShaderData::~FogShaderData() { + Fog *fog_singleton = Fog::get_singleton(); + ERR_FAIL_COND(!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 + +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(IOS_ENABLED) + Vector<uint8_t> dm; + dm.resize(fog_size.x * fog_size.y * fog_size.z * 4); + dm.fill(0); + + 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 (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) { + RD::get_singleton()->free(process_uniform_set_density); + } + if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) { + RD::get_singleton()->free(process_uniform_set); + } + if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) { + RD::get_singleton()->free(process_uniform_set2); + } + 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.x = CLAMP(fog_position.x, 0.0, fog_size.x); + fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y); + fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z); + + 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 = Vector2(); + } + + 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, RD::BARRIER_MASK_COMPUTE); + + 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(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(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(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(fog->density_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#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(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; + + 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_COND(!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_COND(!material); + + FogShaderData *shader_data = material->shader_data; + + ERR_FAIL_COND(!shader_data); + + any_uses_time |= shader_data->uses_time; + + Vector3i min = Vector3i(); + Vector3i max = Vector3i(); + Vector3i kernel_size = Vector3i(); + + Vector3 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_extents(fog_volume); + + if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { + // Local fog volume. + Vector3i points[8]; + 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); + 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); + 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); + 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); + 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); + 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(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++) { + min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z)); + max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z)); + } + + kernel_size = max - min; + } else { + // Volume type global runs on all cells + extents = Vector3(fog->width, fog->height, fog->depth); + 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] = position.x; + push_constant.position[1] = position.y; + push_constant.position[2] = position.z; + push_constant.extents[0] = extents.x; + push_constant.extents[1] = extents.y; + push_constant.extents[2] = extents.z; + push_constant.corner[0] = min.x; + push_constant.corner[1] = min.y; + push_constant.corner[2] = 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); + } + + 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(); + } + + 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; + + { + 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(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(fog->density_map); + uniforms.push_back(u); + } + { + RD::Uniform u; +#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(fog->light_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#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(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); + } + + 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); + + 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); + + uniforms.write[7].set_id(0, aux8); + uniforms.write[8].set_id(0, aux7); + + 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); + 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.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 = Vector2(); + } + + 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 = (p_settings.rb_size.x - 1) / cluster_size + 1; + uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1; + 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::BARRIER_MASK_COMPUTE); + + 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->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->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->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->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); + + RENDER_TIMESTAMP("< Volumetric Fog"); + RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_end_label(); +} |