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-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp4
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h2
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp68
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp402
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h37
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl81
-rw-r--r--servers/rendering/shader_types.cpp1
7 files changed, 431 insertions, 164 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index 390272b4b8..b3279f041f 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -1171,7 +1171,7 @@ void RasterizerEffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_des
RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
SkyPushConstant sky_push_constant;
zeromem(&sky_push_constant, sizeof(SkyPushConstant));
@@ -1198,7 +1198,7 @@ void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_lights, 3);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 2ba9610498..b0964f23e7 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -638,7 +638,7 @@ public:
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
- void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+ void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index f65c5d5de3..11abb8f4a8 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -1156,8 +1156,19 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
if (render_buffers_has_volumetric_fog(p_render_buffers)) {
scene_state.ubo.volumetric_fog_enabled = true;
- scene_state.ubo.volumetric_fog_inv_length = 1.0 / render_buffers_get_volumetric_fog_end(p_render_buffers);
- scene_state.ubo.volumetric_fog_detail_spread = 1.0 / render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
}
}
#if 0
@@ -1696,6 +1707,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
}
RID radiance_uniform_set;
bool draw_sky = false;
+ bool draw_sky_fog_only = false;
Color clear_color;
bool keep_color = false;
@@ -1711,12 +1723,20 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(p_environment);
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
} break;
case RS::ENV_BG_SKY: {
draw_sky = true;
@@ -1733,18 +1753,19 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
}
}
// setup sky if used for ambient, reflections, or background
- if (draw_sky || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ RENDER_TIMESTAMP("Setup Sky");
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+
+ _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
+
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
- RENDER_TIMESTAMP("Setup Sky");
- CameraMatrix projection = p_cam_projection;
- if (p_reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
- }
-
- _setup_sky(p_environment, p_cam_transform.origin, screen_size);
_update_sky(p_environment, projection, p_cam_transform);
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
} else {
@@ -1813,8 +1834,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
{
- bool will_continue_color = (can_continue_color || draw_sky || debug_giprobes || debug_sdfgi_probes);
- bool will_continue_depth = (can_continue_depth || draw_sky || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
//regular forward for now
Vector<Color> c;
@@ -1841,8 +1862,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (debug_giprobes) {
//debug giprobes
- bool will_continue_color = (can_continue_color || draw_sky);
- bool will_continue_depth = (can_continue_depth || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
@@ -1856,8 +1877,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (debug_sdfgi_probes) {
//debug giprobes
- bool will_continue_color = (can_continue_color || draw_sky);
- bool will_continue_depth = (can_continue_depth || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
@@ -1867,7 +1888,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RD::get_singleton()->draw_list_end();
}
- if (draw_sky) {
+ if (draw_sky || draw_sky_fog_only) {
RENDER_TIMESTAMP("Render Sky");
CameraMatrix projection = p_cam_projection;
@@ -2532,8 +2553,13 @@ void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_b
RD::Uniform u;
u.binding = 10;
u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
- if (vfog.is_null()) {
+ RID vfog = RID();
+ if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
+ vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
+ if (vfog.is_null()) {
+ vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ } else {
vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.ids.push_back(vfog);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index 5e39455c29..34818d2683 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -2066,22 +2066,33 @@ RID RasterizerSceneRD::sky_get_material(RID p_sky) const {
void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
ERR_FAIL_COND(!is_environment(p_environment));
+ SkyMaterialData *material = nullptr;
+
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
+ RID sky_material;
- SkyMaterialData *material = nullptr;
+ RS::EnvironmentBG background = environment_get_background(p_environment);
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(environment_get_sky(p_environment));
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
}
- if (!material) {
- sky_material = sky_shader.default_material;
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
@@ -2121,7 +2132,7 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -2134,149 +2145,191 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
-void RasterizerSceneRD::_setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size) {
+void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
ERR_FAIL_COND(!is_environment(p_environment));
+ SkyMaterialData *material = nullptr;
+
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
+ RID sky_material;
- SkyMaterialData *material = nullptr;
+ SkyShaderData *shader_data = nullptr;
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
+ RS::EnvironmentBG background = environment_get_background(p_environment);
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(environment_get_sky(p_environment));
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
}
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ }
- ERR_FAIL_COND(!material);
+ ERR_FAIL_COND(!material);
- SkyShaderData *shader_data = material->shader_data;
+ shader_data = material->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_COND(!shader_data);
+ }
- // Invalidate supbass buffers if screen size changes
- if (sky->screen_size != p_screen_size) {
- sky->screen_size = p_screen_size;
- sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
- sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
- if (shader_data->uses_half_res) {
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
+ if (sky) {
+ // Invalidate supbass buffers if screen size changes
+ if (sky->screen_size != p_screen_size) {
+ sky->screen_size = p_screen_size;
+ sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
+ sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
+ if (shader_data->uses_half_res) {
+ if (sky->half_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->half_res_pass);
+ sky->half_res_pass = RID();
+ }
+ _sky_invalidate(sky);
}
- _sky_invalidate(sky);
- }
- if (shader_data->uses_quarter_res) {
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
+ if (shader_data->uses_quarter_res) {
+ if (sky->quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->quarter_res_pass);
+ sky->quarter_res_pass = RID();
+ }
+ _sky_invalidate(sky);
}
+ }
+
+ // Create new subpass buffers if necessary
+ if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
+ (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
+ sky->radiance.is_null()) {
_sky_invalidate(sky);
+ _update_dirty_skys();
}
- }
- // Create new subpass buffers if necessary
- if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
- (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
- sky->radiance.is_null()) {
- _sky_invalidate(sky);
- _update_dirty_skys();
- }
+ if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
+ sky->prev_time = time;
+ sky->reflection.dirty = true;
+ RenderingServerRaster::redraw_request();
+ }
- if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
- sky->prev_time = time;
- sky->reflection.dirty = true;
- RenderingServerRaster::redraw_request();
- }
+ if (material != sky->prev_material) {
+ sky->prev_material = material;
+ sky->reflection.dirty = true;
+ }
- if (material != sky->prev_material) {
- sky->prev_material = material;
- sky->reflection.dirty = true;
- }
+ if (material->uniform_set_updated) {
+ material->uniform_set_updated = false;
+ sky->reflection.dirty = true;
+ }
- if (material->uniform_set_updated) {
- material->uniform_set_updated = false;
- sky->reflection.dirty = true;
- }
+ if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_transform.origin;
+ sky->reflection.dirty = true;
+ }
- if (!p_position.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_position;
- sky->reflection.dirty = true;
- }
+ if (shader_data->uses_light) {
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
- if (shader_data->uses_light || sky_scene_state.light_uniform_set.is_null()) {
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- if (sky_scene_state.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_scene_state.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
- sky_scene_state.directional_lights[i].enabled = false;
- }
- }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
+ sky_scene_state.directional_lights[i].enabled = false;
+ }
+ }
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
+ }
}
}
+
+ if (light_data_dirty) {
+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+
+ RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+ sky_scene_state.directional_lights = temp;
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ sky->reflection.dirty = true;
+ }
}
+ }
- if (light_data_dirty || sky_scene_state.light_uniform_set.is_null()) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+ //setup fog variables
+ sky_scene_state.ubo.volumetric_fog_enabled = false;
+ if (p_render_buffers.is_valid()) {
+ if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ sky_scene_state.ubo.volumetric_fog_enabled = true;
- if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.light_uniform_set);
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.directional_light_buffer);
- uniforms.push_back(u);
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
+ }
- sky_scene_state.light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_LIGHTS);
+ RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
- RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.directional_light_count;
- sky->reflection.dirty = true;
+ if (fog_uniform_set != RID()) {
+ sky_scene_state.fog_uniform_set = fog_uniform_set;
+ } else {
+ sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
}
}
+
+ sky_scene_state.ubo.z_far = p_projection.get_z_far();
+ sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+ sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_environment);
+ sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+ sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
+ RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
}
void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
@@ -2371,7 +2424,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -2389,7 +2442,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -2403,7 +2456,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -2965,7 +3018,7 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
return env->fog_height_density;
}
-void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
+void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2973,7 +3026,7 @@ void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable,
env->volumetric_fog_density = p_density;
env->volumetric_fog_light = p_light;
env->volumetric_fog_light_energy = p_light_energy;
- env->volumetric_fog_length = p_lenght;
+ env->volumetric_fog_length = p_length;
env->volumetric_fog_detail_spread = p_detail_spread;
env->volumetric_fog_shadow_filter = p_shadow_filter;
env->volumetric_fog_gi_inject = p_gi_inject;
@@ -5607,6 +5660,17 @@ RID RasterizerSceneRD::render_buffers_get_volumetric_fog_texture(RID p_render_bu
return rb->volumetric_fog->fog_map;
}
+RID RasterizerSceneRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ if (!rb->volumetric_fog) {
+ return RID();
+ }
+
+ return rb->volumetric_fog->sky_uniform_set;
+}
+
float RasterizerSceneRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
@@ -5838,7 +5902,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
uint32_t light_count = 0;
r_directional_light_count = 0;
r_positional_light_count = 0;
- sky_scene_state.directional_light_count = 0;
+ sky_scene_state.ubo.directional_light_count = 0;
for (int i = 0; i < p_light_cull_count; i++) {
RID li = p_light_cull_result[i];
@@ -6010,7 +6074,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
sky_light_data.enabled = true;
sky_light_data.size = angular_diameter;
- sky_scene_state.directional_light_count++;
+ sky_scene_state.ubo.directional_light_count++;
}
r_directional_light_count++;
@@ -6317,7 +6381,22 @@ void RasterizerSceneRD::_volumetric_fog_erase(RenderBuffers *rb) {
RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->fog_map);
+
+ if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ }
+ if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
+ }
+ if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
+ }
+
memdelete(rb->volumetric_fog);
+
rb->volumetric_fog = nullptr;
}
@@ -6407,6 +6486,17 @@ void RasterizerSceneRD::_update_volumetric_fog(RID p_render_buffers, RID p_envir
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
_render_buffers_uniform_set_changed(p_render_buffers);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(rb->volumetric_fog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
}
//update directional shadow
@@ -7907,6 +7997,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+ actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
@@ -7931,6 +8022,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
+ sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
+
Vector<RD::Uniform> uniforms;
{
@@ -7962,7 +8055,70 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
uniforms.push_back(u);
}
- sky_scene_state.sampler_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_SAMPLERS);
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.directional_light_buffer);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ u.ids.push_back(vfog);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+ }
+
+ {
+ // Need defaults for using fog with clear color
+ sky_scene_state.fog_shader = storage->shader_create();
+ storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+ sky_scene_state.fog_material = storage->material_create();
+ storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
}
{
@@ -8179,11 +8335,8 @@ RasterizerSceneRD::~RasterizerSceneRD() {
RD::get_singleton()->free(E->get().cubemap);
}
- if (sky_scene_state.sampler_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.sampler_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.sampler_uniform_set);
- }
- if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.light_uniform_set);
+ if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.uniform_set);
}
RD::get_singleton()->free(default_giprobe_buffer);
@@ -8199,14 +8352,19 @@ RasterizerSceneRD::~RasterizerSceneRD() {
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+ volumetric_fog.shader.version_free(volumetric_fog.shader_version);
+
memdelete_arr(gi_probe_lights);
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
+ RD::get_singleton()->free(sky_scene_state.uniform_buffer);
memdelete_arr(sky_scene_state.directional_lights);
memdelete_arr(sky_scene_state.last_frame_directional_lights);
storage->free(sky_shader.default_shader);
storage->free(sky_shader.default_material);
+ storage->free(sky_scene_state.fog_shader);
+ storage->free(sky_scene_state.fog_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index 4c48960587..f504240f50 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -63,14 +63,37 @@ protected:
};
struct SkySceneState {
+ struct UBO {
+ uint32_t volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint32_t volumetric_fog_pad;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ uint32_t fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint32_t directional_light_count;
+ };
+
+ UBO ubo;
+
SkyDirectionalLightData *directional_lights;
SkyDirectionalLightData *last_frame_directional_lights;
uint32_t max_directional_lights;
- uint32_t directional_light_count;
uint32_t last_frame_directional_light_count;
RID directional_light_buffer;
- RID sampler_uniform_set;
- RID light_uniform_set;
+ RID uniform_set;
+ RID uniform_buffer;
+ RID fog_uniform_set;
+ RID default_fog_uniform_set;
+
+ RID fog_shader;
+ RID fog_material;
+ RID fog_only_texture_uniform_set;
} sky_scene_state;
struct RenderBufferData {
@@ -105,7 +128,7 @@ protected:
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
- void _setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size);
+ void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
@@ -244,10 +267,10 @@ private:
};
enum SkySet {
- SKY_SET_SAMPLERS,
+ SKY_SET_UNIFORMS,
SKY_SET_MATERIAL,
SKY_SET_TEXTURES,
- SKY_SET_LIGHTS,
+ SKY_SET_FOG,
SKY_SET_MAX
};
@@ -1355,6 +1378,7 @@ private:
RID uniform_set;
RID uniform_set2;
RID sdfgi_uniform_set;
+ RID sky_uniform_set;
int last_shadow_filter = -1;
};
@@ -1837,6 +1861,7 @@ public:
bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
+ RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 9c59be6841..7b6de6a555 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -58,6 +58,35 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
+layout(set = 0, binding = 2, std140) uniform SceneData {
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ bool fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint directional_light_count;
+}
+scene_data;
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(set = 0, binding = 3, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+
+directional_lights;
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -77,6 +106,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
+layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
+
#ifdef USE_CUBEMAP_PASS
#define AT_CUBEMAP_PASS true
#else
@@ -95,18 +126,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
#define AT_QUARTER_RES_PASS false
#endif
-struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
-};
-
-layout(set = 3, binding = 0, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-
-directional_lights;
-
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -115,6 +134,30 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
+vec4 volumetric_fog_process(vec2 screen_uv) {
+ vec3 fog_pos = vec3(screen_uv, 1.0);
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 view) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
+
+ return vec4(fog_color, fog_amount);
+}
+
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -178,6 +221,20 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(uv);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+#endif // DISABLE_FOG
+
// Blending is disabled for Sky, so alpha doesn't blend
// alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 06cb6171a5..76aeb5989c 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -328,6 +328,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
+ shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
shader_types.insert("spatial");
shader_types.insert("canvas_item");