From 9d341acf2d315293b3d3aa261230b38ee6e35afd Mon Sep 17 00:00:00 2001 From: clayjohn Date: Mon, 17 Aug 2020 21:12:51 -0700 Subject: Add fog to sky shaders --- .../rasterizer_rd/rasterizer_effects_rd.cpp | 4 +- .../rasterizer_rd/rasterizer_effects_rd.h | 2 +- .../rasterizer_rd/rasterizer_scene_high_end_rd.cpp | 68 ++-- .../rasterizer_rd/rasterizer_scene_rd.cpp | 402 ++++++++++++++------- .../rendering/rasterizer_rd/rasterizer_scene_rd.h | 37 +- servers/rendering/rasterizer_rd/shaders/sky.glsl | 81 ++++- servers/rendering/shader_types.cpp | 1 + 7 files changed, 431 insertions(+), 164 deletions(-) (limited to 'servers/rendering') 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 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 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 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 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 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 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 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 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"); -- cgit v1.2.3