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-rw-r--r--servers/rendering/renderer_rd/environment/fog.h247
1 files changed, 246 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
index 55a01c3616..171f9f3b88 100644
--- a/servers/rendering/renderer_rd/environment/fog.h
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -34,12 +34,18 @@
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_fog.h"
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/environment/gi.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
class Fog : public RendererFog {
public:
+ /* FOG VOLUMES */
+
struct FogVolume {
RID material;
Vector3 extents = Vector3(1, 1, 1);
@@ -49,10 +55,179 @@ public:
Dependency dependency;
};
+ struct FogVolumeInstance {
+ RID volume;
+ Transform3D transform;
+ bool active = false;
+ };
+
private:
static Fog *singleton;
mutable RID_Owner<FogVolume, true> fog_volume_owner;
+ mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
+
+ /* Volumetric Fog */
+ struct VolumetricFogShader {
+ enum FogSet {
+ FOG_SET_BASE,
+ FOG_SET_UNIFORMS,
+ FOG_SET_MATERIAL,
+ FOG_SET_MAX,
+ };
+
+ struct FogPushConstant {
+ float position[3];
+ float pad;
+
+ float extents[3];
+ float pad2;
+
+ int32_t corner[3];
+ uint32_t shape;
+
+ float transform[16];
+ };
+
+ struct VolumeUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ float time;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float detail_spread;
+ float temporal_blend;
+
+ float to_prev_view[16];
+ float transform[16];
+ };
+
+ ShaderCompiler compiler;
+ VolumetricFogShaderRD shader;
+ RID volume_ubo;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ RID params_ubo;
+
+ enum {
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
+ VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
+ };
+
+ struct ParamsUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ uint32_t filter_axis;
+
+ float ambient_color[3];
+ float sky_contribution;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ float base_emission[3];
+ float base_density;
+
+ float base_scattering[3];
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint32_t max_voxel_gi_instances;
+ uint32_t cluster_type_size;
+
+ float screen_size[2];
+ uint32_t cluster_shift;
+ uint32_t cluster_width;
+
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float temporal_blend;
+
+ float cam_rotation[12];
+ float to_prev_view[16];
+ float radiance_inverse_xform[12];
+ };
+
+ VolumetricFogProcessShaderRD process_shader;
+
+ RID process_shader_version;
+ RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
+
+ } volumetric_fog;
+
+ Vector3i _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);
+
+ struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
+ bool valid = false;
+ RID version;
+
+ RID pipeline;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ FogShaderData() {}
+ virtual ~FogShaderData();
+ };
+
+ struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
+ FogShaderData *shader_data = nullptr;
+ RID uniform_set;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~FogMaterialData();
+ };
+
+ RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
+ static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
+
+ RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
+ static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
public:
static Fog *get_singleton() { return singleton; }
@@ -76,8 +251,78 @@ public:
RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
Vector3 fog_volume_get_extents(RID p_fog_volume) const;
+
+ /* FOG VOLUMES INSTANCE */
+
+ FogVolumeInstance *get_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.get_or_null(p_rid); };
+ bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
+
+ RID fog_volume_instance_create(RID p_fog_volume);
+ void fog_instance_free(RID p_rid);
+
+ /* Volumetric FOG */
+ struct VolumetricFog {
+ enum {
+ MAX_TEMPORAL_FRAMES = 16
+ };
+
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+
+ float length;
+ float spread;
+
+ RID light_density_map;
+ RID prev_light_density_map;
+ RID fog_map;
+ RID density_map;
+ RID light_map;
+ RID emissive_map;
+
+ RID fog_uniform_set;
+ RID copy_uniform_set;
+ RID process_uniform_set_density;
+ RID process_uniform_set;
+ RID process_uniform_set2;
+ RID sdfgi_uniform_set;
+ RID sky_uniform_set;
+
+ int last_shadow_filter = -1;
+
+ VolumetricFog(const Vector3i &fog_size, RID p_sky_shader);
+ ~VolumetricFog();
+ };
+
+ void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
+ void free_fog_shader();
+
+ struct VolumetricFogSettings {
+ Vector2i rb_size;
+ double time;
+ bool is_using_radiance_cubemap_array;
+ uint32_t max_cluster_elements;
+ bool volumetric_fog_filter_active;
+ RID shadow_sampler;
+ RID voxel_gl_buffer;
+ RID shadow_atlas_depth;
+ RID omni_light_buffer;
+ RID spot_light_buffer;
+ RID directional_shadow_depth;
+ RID directional_light_buffer;
+
+ // Objects related to our render buffer
+ VolumetricFog *vfog;
+ ClusterBuilderRD *cluster_builder;
+ GI *gi;
+ GI::SDFGI *sdfgi;
+ GI::RenderBuffersGI *rbgi;
+ RID env;
+ SkyRD *sky;
+ };
+ void 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);
};
} // namespace RendererRD
-#endif // !FOG_RD_H
+#endif // FOG_RD_H