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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/environment/fog.cpp
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/**************************************************************************/
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/* fog.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "fog.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/rendering_server_default.h"
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using namespace RendererRD;
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Fog *Fog::singleton = nullptr;
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Fog::Fog() {
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singleton = this;
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}
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Fog::~Fog() {
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singleton = nullptr;
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}
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int Fog::_get_fog_shader_group() {
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RenderingDevice *rd = RD::get_singleton();
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bool use_32_bit_atomics = rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT);
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bool use_vulkan_memory_model = rd->has_feature(RD::SUPPORTS_VULKAN_MEMORY_MODEL);
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if (use_vulkan_memory_model) {
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return use_32_bit_atomics ? VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL : VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL_NO_ATOMICS;
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} else {
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return use_32_bit_atomics ? VolumetricFogShader::SHADER_GROUP_BASE : VolumetricFogShader::SHADER_GROUP_NO_ATOMICS;
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}
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}
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int Fog::_get_fog_variant() {
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RenderingDevice *rd = RD::get_singleton();
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bool use_32_bit_atomics = rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT);
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bool use_vulkan_memory_model = rd->has_feature(RD::SUPPORTS_VULKAN_MEMORY_MODEL);
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return (use_vulkan_memory_model ? 2 : 0) + (use_32_bit_atomics ? 0 : 1);
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}
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int Fog::_get_fog_process_variant(int p_idx) {
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RenderingDevice *rd = RD::get_singleton();
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bool use_32_bit_atomics = rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT);
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bool use_vulkan_memory_model = rd->has_feature(RD::SUPPORTS_VULKAN_MEMORY_MODEL);
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return (use_vulkan_memory_model ? (VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX * 2) : 0) + (use_32_bit_atomics ? 0 : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX) + p_idx;
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}
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/* FOG VOLUMES */
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RID Fog::fog_volume_allocate() {
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return fog_volume_owner.allocate_rid();
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}
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void Fog::fog_volume_initialize(RID p_rid) {
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fog_volume_owner.initialize_rid(p_rid, FogVolume());
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}
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void Fog::fog_volume_free(RID p_rid) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
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fog_volume->dependency.deleted_notify(p_rid);
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fog_volume_owner.free(p_rid);
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}
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Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, nullptr);
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return &fog_volume->dependency;
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}
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void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL(fog_volume);
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if (p_shape == fog_volume->shape) {
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return;
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}
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fog_volume->shape = p_shape;
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fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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}
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void Fog::fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL(fog_volume);
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fog_volume->size = p_size;
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fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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}
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void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL(fog_volume);
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fog_volume->material = p_material;
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}
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RID Fog::fog_volume_get_material(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, RID());
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return fog_volume->material;
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}
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RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
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return fog_volume->shape;
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}
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AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, AABB());
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switch (fog_volume->shape) {
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case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
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case RS::FOG_VOLUME_SHAPE_CONE:
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case RS::FOG_VOLUME_SHAPE_CYLINDER:
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case RS::FOG_VOLUME_SHAPE_BOX: {
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AABB aabb;
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aabb.position = -fog_volume->size / 2;
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aabb.size = fog_volume->size;
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return aabb;
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}
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default: {
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// Need some size otherwise will get culled
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return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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}
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}
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}
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Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const {
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const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, Vector3());
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return fog_volume->size;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Fog material
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bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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uniform_set_updated = true;
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return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, _get_fog_variant()), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true, true);
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}
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Fog::FogMaterialData::~FogMaterialData() {
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free_parameters_uniform_set(uniform_set);
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}
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RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
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FogShaderData *shader_data = memnew(FogShaderData);
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return shader_data;
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}
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RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
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return Fog::get_singleton()->_create_fog_shader_func();
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}
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RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
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FogMaterialData *material_data = memnew(FogMaterialData);
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material_data->shader_data = p_shader;
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//update will happen later anyway so do nothing.
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return material_data;
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}
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RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
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return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
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}
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////////////////////////////////////////////////////////////////////////////////
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// FOG VOLUMES INSTANCE
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RID Fog::fog_volume_instance_create(RID p_fog_volume) {
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FogVolumeInstance fvi;
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fvi.volume = p_fog_volume;
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return fog_volume_instance_owner.make_rid(fvi);
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}
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void Fog::fog_instance_free(RID p_rid) {
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fog_volume_instance_owner.free(p_rid);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Volumetric Fog Shader
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void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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{
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String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
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// Initialize local fog shader
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Vector<ShaderRD::VariantDefine> volumetric_fog_modes;
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_BASE, "", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_NO_ATOMICS, "#define NO_IMAGE_ATOMICS\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL, "#define USE_VULKAN_MEMORY_MODEL\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL_NO_ATOMICS, "#define USE_VULKAN_MEMORY_MODEL\n#define NO_IMAGE_ATOMICS\n", false));
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volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
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volumetric_fog.shader.enable_group(_get_fog_shader_group());
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
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}
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{
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ShaderCompiler::DefaultIdentifierActions actions;
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actions.renames["TIME"] = "scene_params.time";
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actions.renames["PI"] = String::num(Math::PI);
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actions.renames["TAU"] = String::num(Math::TAU);
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actions.renames["E"] = String::num(Math::E);
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actions.renames["WORLD_POSITION"] = "world.xyz";
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actions.renames["OBJECT_POSITION"] = "params.position";
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actions.renames["UVW"] = "uvw";
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actions.renames["SIZE"] = "params.size";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["DENSITY"] = "density";
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actions.renames["EMISSION"] = "emission";
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actions.renames["SDF"] = "sdf";
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actions.usage_defines["SDF"] = "#define SDF_USED\n";
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actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
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actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
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actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
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actions.base_uniform_string = "material.";
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
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actions.global_buffer_array_variable = "global_shader_uniforms.data";
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volumetric_fog.compiler.initialize(actions);
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}
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{
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// default material and shader for fog shader
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volumetric_fog.default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(volumetric_fog.default_shader);
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material_storage->shader_set_code(volumetric_fog.default_shader, R"(
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// Default fog shader.
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shader_type fog;
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void fog() {
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DENSITY = 1.0;
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ALBEDO = vec3(1.0);
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}
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)");
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volumetric_fog.default_material = material_storage->material_allocate();
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material_storage->material_initialize(volumetric_fog.default_material);
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material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
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FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
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volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, _get_fog_variant());
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Vector<RD::Uniform> uniforms;
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 2;
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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uniforms.push_back(u);
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}
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material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
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volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
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}
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{
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String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
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defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
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if (p_is_using_radiance_cubemap_array) {
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defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
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}
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Vector<ShaderRD::VariantDefine> volumetric_fog_modes;
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int shader_group = 0;
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for (int vk_memory_model = 0; vk_memory_model < 2; vk_memory_model++) {
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for (int no_atomics = 0; no_atomics < 2; no_atomics++) {
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String base_define = vk_memory_model ? "\n#define USE_VULKAN_MEMORY_MODEL" : "";
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base_define += no_atomics ? "\n#define NO_IMAGE_ATOMICS" : "";
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_DENSITY\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_FILTER\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_FOG\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_COPY\n", false));
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shader_group++;
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}
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}
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volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
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volumetric_fog.process_shader.enable_group(_get_fog_shader_group());
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volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
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for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
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volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(i)));
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}
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volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
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}
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}
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void Fog::free_fog_shader() {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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if (volumetric_fog.process_shader_version.is_valid()) {
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volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
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}
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if (volumetric_fog.volume_ubo.is_valid()) {
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RD::get_singleton()->free(volumetric_fog.volume_ubo);
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}
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if (volumetric_fog.params_ubo.is_valid()) {
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RD::get_singleton()->free(volumetric_fog.params_ubo);
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}
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if (volumetric_fog.default_shader.is_valid()) {
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material_storage->shader_free(volumetric_fog.default_shader);
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}
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if (volumetric_fog.default_material.is_valid()) {
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material_storage->material_free(volumetric_fog.default_material);
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}
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}
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void Fog::FogShaderData::set_code(const String &p_code) {
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//compile
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code = p_code;
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valid = false;
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ubo_size = 0;
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uniforms.clear();
361
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if (code.is_empty()) {
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return; //just invalid, but no error
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}
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ShaderCompiler::GeneratedCode gen_code;
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ShaderCompiler::IdentifierActions actions;
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actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
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uses_time = false;
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actions.usage_flag_pointers["TIME"] = &uses_time;
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actions.uniforms = &uniforms;
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Fog *fog_singleton = Fog::get_singleton();
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Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
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ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
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if (version.is_null()) {
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version = fog_singleton->volumetric_fog.shader.version_create();
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}
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fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
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ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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ubo_offsets = gen_code.uniform_offsets;
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texture_uniforms = gen_code.texture_uniforms;
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pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, _get_fog_variant()));
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valid = true;
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}
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bool Fog::FogShaderData::is_animated() const {
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return false;
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}
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bool Fog::FogShaderData::casts_shadows() const {
402
return false;
403
}
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RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
406
Fog *fog_singleton = Fog::get_singleton();
407
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return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
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}
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Pair<ShaderRD *, RID> Fog::FogShaderData::get_native_shader_and_version() const {
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Fog *fog_singleton = Fog::get_singleton();
413
return { &fog_singleton->volumetric_fog.shader, version };
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}
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Fog::FogShaderData::~FogShaderData() {
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Fog *fog_singleton = Fog::get_singleton();
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ERR_FAIL_NULL(fog_singleton);
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//pipeline variants will clear themselves if shader is gone
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if (version.is_valid()) {
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fog_singleton->volumetric_fog.shader.version_free(version);
422
}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Volumetric Fog
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bool Fog::VolumetricFog::sync_gi_dependent_sets_validity(bool p_ensure_freed) {
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bool null = gi_dependent_sets.process_uniform_set_density.is_null();
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bool valid = !null && RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
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#ifdef DEV_ENABLED
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// It's all-or-nothing, or something else has changed that requires dev attention.
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set.is_null());
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set2.is_null());
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set2));
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#endif
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if (valid) {
441
if (p_ensure_freed) {
442
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
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valid = false;
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}
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}
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if (!valid && !null) {
450
gi_dependent_sets = {};
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}
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return valid;
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}
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void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
457
width = fog_size.x;
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height = fog_size.y;
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depth = fog_size.z;
460
atomic_type = RD::get_singleton()->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT) ? RD::UNIFORM_TYPE_IMAGE : RD::UNIFORM_TYPE_STORAGE_BUFFER;
461
462
RD::TextureFormat tf;
463
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
464
tf.width = fog_size.x;
465
tf.height = fog_size.y;
466
tf.depth = fog_size.z;
467
tf.texture_type = RD::TEXTURE_TYPE_3D;
468
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
469
470
light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
471
RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
472
473
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
474
475
prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
476
RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
477
RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
478
479
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
480
481
fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
482
RD::get_singleton()->set_resource_name(fog_map, "Fog map");
483
484
if (atomic_type == RD::UNIFORM_TYPE_STORAGE_BUFFER) {
485
Vector<uint8_t> dm;
486
dm.resize_initialized(fog_size.x * fog_size.y * fog_size.z * 4);
487
488
density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
489
RD::get_singleton()->set_resource_name(density_map, "Fog density map");
490
light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
491
RD::get_singleton()->set_resource_name(light_map, "Fog light map");
492
emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
493
RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
494
} else {
495
tf.format = RD::DATA_FORMAT_R32_UINT;
496
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_ATOMIC_BIT;
497
density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
498
RD::get_singleton()->set_resource_name(density_map, "Fog density map");
499
RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
500
light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
501
RD::get_singleton()->set_resource_name(light_map, "Fog light map");
502
RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
503
emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
504
RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
505
RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
506
}
507
508
Vector<RD::Uniform> uniforms;
509
{
510
RD::Uniform u;
511
u.binding = 0;
512
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
513
u.append_id(fog_map);
514
uniforms.push_back(u);
515
}
516
517
sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
518
}
519
520
Fog::VolumetricFog::~VolumetricFog() {
521
RD::get_singleton()->free(prev_light_density_map);
522
RD::get_singleton()->free(light_density_map);
523
RD::get_singleton()->free(fog_map);
524
RD::get_singleton()->free(density_map);
525
RD::get_singleton()->free(light_map);
526
RD::get_singleton()->free(emissive_map);
527
528
if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
529
RD::get_singleton()->free(fog_uniform_set);
530
}
531
if (copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(copy_uniform_set)) {
532
RD::get_singleton()->free(copy_uniform_set);
533
}
534
535
sync_gi_dependent_sets_validity(true);
536
537
if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
538
RD::get_singleton()->free(sdfgi_uniform_set);
539
}
540
if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
541
RD::get_singleton()->free(sky_uniform_set);
542
}
543
}
544
545
Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
546
Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
547
view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
548
Vector3 fog_position = Vector3(0, 0, 0);
549
550
view_position.y = -view_position.y;
551
fog_position.z = -view_position.z / fog_end;
552
fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
553
fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
554
fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
555
fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
556
557
fog_position = fog_position.clamp(Vector3(), fog_size);
558
559
return Vector3i(fog_position);
560
}
561
562
void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
563
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
564
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
565
566
RENDER_TIMESTAMP("> Volumetric Fog");
567
RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
568
569
Ref<VolumetricFog> fog = p_settings.vfog;
570
571
if (p_fog_volumes.size() > 0) {
572
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
573
574
RENDER_TIMESTAMP("Render FogVolumes");
575
576
VolumetricFogShader::VolumeUBO params;
577
578
Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
579
Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
580
float z_near = p_cam_projection.get_z_near();
581
float z_far = p_cam_projection.get_z_far();
582
float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
583
584
Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
585
Vector2 fog_near_size;
586
if (p_cam_projection.is_orthogonal()) {
587
fog_near_size = fog_far_size;
588
} else {
589
fog_near_size = frustum_near_size.maxf(0.001);
590
}
591
592
params.fog_frustum_size_begin[0] = fog_near_size.x;
593
params.fog_frustum_size_begin[1] = fog_near_size.y;
594
595
params.fog_frustum_size_end[0] = fog_far_size.x;
596
params.fog_frustum_size_end[1] = fog_far_size.y;
597
598
params.fog_frustum_end = fog_end;
599
params.z_near = z_near;
600
params.z_far = z_far;
601
params.time = p_settings.time;
602
603
params.fog_volume_size[0] = fog->width;
604
params.fog_volume_size[1] = fog->height;
605
params.fog_volume_size[2] = fog->depth;
606
607
params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
608
params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
609
params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
610
params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
611
612
Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
613
RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
614
RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
615
616
RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params);
617
618
if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
619
Vector<RD::Uniform> uniforms;
620
621
{
622
RD::Uniform u;
623
u.uniform_type = fog->atomic_type;
624
u.binding = 1;
625
u.append_id(fog->emissive_map);
626
uniforms.push_back(u);
627
}
628
629
{
630
RD::Uniform u;
631
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
632
u.binding = 2;
633
u.append_id(volumetric_fog.volume_ubo);
634
uniforms.push_back(u);
635
}
636
637
{
638
RD::Uniform u;
639
u.uniform_type = fog->atomic_type;
640
u.binding = 3;
641
u.append_id(fog->density_map);
642
uniforms.push_back(u);
643
}
644
645
{
646
RD::Uniform u;
647
u.uniform_type = fog->atomic_type;
648
u.binding = 4;
649
u.append_id(fog->light_map);
650
uniforms.push_back(u);
651
}
652
653
fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
654
}
655
656
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
657
bool any_uses_time = false;
658
Vector3 cam_position = p_cam_transform.get_origin();
659
660
for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
661
FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
662
ERR_FAIL_NULL(fog_volume_instance);
663
RID fog_volume = fog_volume_instance->volume;
664
665
RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
666
667
FogMaterialData *material = nullptr;
668
669
if (fog_material.is_valid()) {
670
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
671
if (!material || !material->shader_data->valid) {
672
material = nullptr;
673
}
674
}
675
676
if (!material) {
677
fog_material = volumetric_fog.default_material;
678
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
679
}
680
681
ERR_FAIL_NULL(material);
682
683
FogShaderData *shader_data = material->shader_data;
684
685
ERR_FAIL_NULL(shader_data);
686
687
any_uses_time |= shader_data->uses_time;
688
689
Vector3i froxel_min;
690
Vector3i froxel_max;
691
Vector3i kernel_size;
692
693
Vector3 fog_position = fog_volume_instance->transform.get_origin();
694
RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
695
Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_size(fog_volume) / 2;
696
697
if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
698
// Local fog volume.
699
Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth);
700
float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
701
Vector3 corners[8]{
702
fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)),
703
fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)),
704
fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)),
705
fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)),
706
fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)),
707
fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)),
708
fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)),
709
fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z))
710
};
711
Vector3i froxels[8];
712
Vector3 corner_min = corners[0];
713
Vector3 corner_max = corners[0];
714
for (int j = 0; j < 8; j++) {
715
froxels[j] = _point_get_position_in_froxel_volume(corners[j], fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
716
corner_min = corner_min.min(corners[j]);
717
corner_max = corner_max.max(corners[j]);
718
}
719
720
froxel_min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1);
721
froxel_max = Vector3i(1, 1, 1);
722
723
// Tracking just the corners of the fog volume can result in missing some fog:
724
// when the camera's near plane is inside the fog, we must always consider the entire screen
725
Vector3 near_plane_corner(frustum_near_size.x, frustum_near_size.y, z_near);
726
float expand = near_plane_corner.length();
727
if (cam_position.x > (corner_min.x - expand) && cam_position.x < (corner_max.x + expand) &&
728
cam_position.y > (corner_min.y - expand) && cam_position.y < (corner_max.y + expand) &&
729
cam_position.z > (corner_min.z - expand) && cam_position.z < (corner_max.z + expand)) {
730
froxel_min.x = 0;
731
froxel_min.y = 0;
732
froxel_min.z = 0;
733
froxel_max.x = int32_t(fog->width);
734
froxel_max.y = int32_t(fog->height);
735
for (int j = 0; j < 8; j++) {
736
froxel_max.z = MAX(froxel_max.z, froxels[j].z);
737
}
738
} else {
739
// Camera is guaranteed to be outside the fog volume
740
for (int j = 0; j < 8; j++) {
741
froxel_min = froxel_min.min(froxels[j]);
742
froxel_max = froxel_max.max(froxels[j]);
743
}
744
}
745
746
kernel_size = froxel_max - froxel_min;
747
} else {
748
// Volume type global runs on all cells
749
extents = Vector3(fog->width, fog->height, fog->depth);
750
froxel_min = Vector3i(0, 0, 0);
751
kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth));
752
}
753
754
if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
755
continue;
756
}
757
758
VolumetricFogShader::FogPushConstant push_constant;
759
push_constant.position[0] = fog_position.x;
760
push_constant.position[1] = fog_position.y;
761
push_constant.position[2] = fog_position.z;
762
push_constant.size[0] = extents.x * 2;
763
push_constant.size[1] = extents.y * 2;
764
push_constant.size[2] = extents.z * 2;
765
push_constant.corner[0] = froxel_min.x;
766
push_constant.corner[1] = froxel_min.y;
767
push_constant.corner[2] = froxel_min.z;
768
push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
769
RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
770
771
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
772
773
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
774
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
775
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
776
if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
777
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
778
material->set_as_used();
779
}
780
781
RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
782
}
783
if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
784
RenderingServerDefault::redraw_request();
785
}
786
787
RD::get_singleton()->draw_command_end_label();
788
789
RD::get_singleton()->compute_list_end();
790
}
791
792
bool gi_dependent_sets_valid = fog->sync_gi_dependent_sets_validity();
793
if (!fog->copy_uniform_set.is_null() && !RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
794
fog->copy_uniform_set = RID();
795
}
796
if (!gi_dependent_sets_valid || fog->copy_uniform_set.is_null()) {
797
//re create uniform set if needed
798
Vector<RD::Uniform> uniforms;
799
Vector<RD::Uniform> copy_uniforms;
800
801
{
802
RD::Uniform u;
803
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
804
u.binding = 1;
805
if (p_settings.shadow_atlas_depth.is_null()) {
806
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
807
} else {
808
u.append_id(p_settings.shadow_atlas_depth);
809
}
810
811
uniforms.push_back(u);
812
copy_uniforms.push_back(u);
813
}
814
815
{
816
RD::Uniform u;
817
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
818
u.binding = 2;
819
if (p_settings.directional_shadow_depth.is_valid()) {
820
u.append_id(p_settings.directional_shadow_depth);
821
} else {
822
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
823
}
824
uniforms.push_back(u);
825
copy_uniforms.push_back(u);
826
}
827
828
{
829
RD::Uniform u;
830
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
831
u.binding = 3;
832
u.append_id(p_settings.omni_light_buffer);
833
uniforms.push_back(u);
834
copy_uniforms.push_back(u);
835
}
836
{
837
RD::Uniform u;
838
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
839
u.binding = 4;
840
u.append_id(p_settings.spot_light_buffer);
841
uniforms.push_back(u);
842
copy_uniforms.push_back(u);
843
}
844
845
{
846
RD::Uniform u;
847
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
848
u.binding = 5;
849
u.append_id(p_settings.directional_light_buffer);
850
uniforms.push_back(u);
851
copy_uniforms.push_back(u);
852
}
853
854
{
855
RD::Uniform u;
856
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
857
u.binding = 6;
858
u.append_id(p_settings.cluster_builder->get_cluster_buffer());
859
uniforms.push_back(u);
860
copy_uniforms.push_back(u);
861
}
862
863
{
864
RD::Uniform u;
865
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
866
u.binding = 7;
867
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
868
uniforms.push_back(u);
869
copy_uniforms.push_back(u);
870
}
871
872
{
873
RD::Uniform u;
874
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
875
u.binding = 8;
876
u.append_id(fog->light_density_map);
877
uniforms.push_back(u);
878
copy_uniforms.push_back(u);
879
}
880
881
{
882
RD::Uniform u;
883
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
884
u.binding = 9;
885
u.append_id(fog->fog_map);
886
uniforms.push_back(u);
887
}
888
889
{
890
RD::Uniform u;
891
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
892
u.binding = 9;
893
u.append_id(fog->prev_light_density_map);
894
copy_uniforms.push_back(u);
895
}
896
897
{
898
RD::Uniform u;
899
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
900
u.binding = 10;
901
u.append_id(p_settings.shadow_sampler);
902
uniforms.push_back(u);
903
copy_uniforms.push_back(u);
904
}
905
906
{
907
RD::Uniform u;
908
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
909
u.binding = 11;
910
u.append_id(p_settings.voxel_gi_buffer);
911
uniforms.push_back(u);
912
copy_uniforms.push_back(u);
913
}
914
915
{
916
RD::Uniform u;
917
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
918
u.binding = 12;
919
for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
920
u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
921
}
922
uniforms.push_back(u);
923
copy_uniforms.push_back(u);
924
}
925
{
926
RD::Uniform u;
927
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
928
u.binding = 13;
929
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
930
uniforms.push_back(u);
931
copy_uniforms.push_back(u);
932
}
933
{
934
RD::Uniform u;
935
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
936
u.binding = 14;
937
u.append_id(volumetric_fog.params_ubo);
938
uniforms.push_back(u);
939
copy_uniforms.push_back(u);
940
}
941
{
942
RD::Uniform u;
943
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
944
u.binding = 15;
945
u.append_id(fog->prev_light_density_map);
946
uniforms.push_back(u);
947
}
948
{
949
RD::Uniform u;
950
u.uniform_type = fog->atomic_type;
951
u.binding = 16;
952
u.append_id(fog->density_map);
953
uniforms.push_back(u);
954
}
955
{
956
RD::Uniform u;
957
u.uniform_type = fog->atomic_type;
958
u.binding = 17;
959
u.append_id(fog->light_map);
960
uniforms.push_back(u);
961
}
962
963
{
964
RD::Uniform u;
965
u.uniform_type = fog->atomic_type;
966
u.binding = 18;
967
u.append_id(fog->emissive_map);
968
uniforms.push_back(u);
969
}
970
971
{
972
RD::Uniform u;
973
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
974
u.binding = 19;
975
RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
976
RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID();
977
u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
978
uniforms.push_back(u);
979
}
980
981
if (fog->copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
982
RD::get_singleton()->free(fog->copy_uniform_set);
983
}
984
fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY)), 0);
985
986
if (!gi_dependent_sets_valid) {
987
fog->gi_dependent_sets.process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG)), 0);
988
989
RID aux7 = uniforms.write[7].get_id(0);
990
RID aux8 = uniforms.write[8].get_id(0);
991
992
uniforms.write[7].set_id(0, aux8);
993
uniforms.write[8].set_id(0, aux7);
994
995
fog->gi_dependent_sets.process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG)), 0);
996
997
uniforms.remove_at(8);
998
uniforms.write[7].set_id(0, aux7);
999
fog->gi_dependent_sets.process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY)), 0);
1000
}
1001
}
1002
1003
bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid());
1004
1005
if (using_sdfgi) {
1006
if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) {
1007
Vector<RD::Uniform> uniforms;
1008
1009
{
1010
RD::Uniform u;
1011
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
1012
u.binding = 0;
1013
u.append_id(p_settings.gi->sdfgi_ubo);
1014
uniforms.push_back(u);
1015
}
1016
1017
{
1018
RD::Uniform u;
1019
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
1020
u.binding = 1;
1021
u.append_id(p_settings.sdfgi->ambient_texture);
1022
uniforms.push_back(u);
1023
}
1024
1025
{
1026
RD::Uniform u;
1027
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
1028
u.binding = 2;
1029
u.append_id(p_settings.sdfgi->occlusion_texture);
1030
uniforms.push_back(u);
1031
}
1032
1033
fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI)), 1);
1034
}
1035
}
1036
1037
fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
1038
fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
1039
1040
VolumetricFogShader::ParamsUBO params;
1041
1042
Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
1043
Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
1044
float z_near = p_cam_projection.get_z_near();
1045
float z_far = p_cam_projection.get_z_far();
1046
float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
1047
1048
Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
1049
Vector2 fog_near_size;
1050
if (p_cam_projection.is_orthogonal()) {
1051
fog_near_size = fog_far_size;
1052
} else {
1053
fog_near_size = frustum_near_size.maxf(0.001);
1054
}
1055
1056
params.fog_frustum_size_begin[0] = fog_near_size.x;
1057
params.fog_frustum_size_begin[1] = fog_near_size.y;
1058
1059
params.fog_frustum_size_end[0] = fog_far_size.x;
1060
params.fog_frustum_size_end[1] = fog_far_size.y;
1061
1062
params.ambient_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_ambient_inject(p_settings.env) * RendererSceneRenderRD::get_singleton()->environment_get_ambient_light_energy(p_settings.env);
1063
params.z_far = z_far;
1064
1065
params.fog_frustum_end = fog_end;
1066
1067
Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
1068
params.ambient_color[0] = ambient_color.r;
1069
params.ambient_color[1] = ambient_color.g;
1070
params.ambient_color[2] = ambient_color.b;
1071
params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
1072
1073
params.fog_volume_size[0] = fog->width;
1074
params.fog_volume_size[1] = fog->height;
1075
params.fog_volume_size[2] = fog->depth;
1076
1077
params.directional_light_count = p_directional_light_count;
1078
1079
Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
1080
params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
1081
params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
1082
params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
1083
params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
1084
1085
Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
1086
params.base_scattering[0] = base_scattering.r;
1087
params.base_scattering[1] = base_scattering.g;
1088
params.base_scattering[2] = base_scattering.b;
1089
params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
1090
1091
params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
1092
params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
1093
1094
params.cam_rotation[0] = p_cam_transform.basis[0][0];
1095
params.cam_rotation[1] = p_cam_transform.basis[1][0];
1096
params.cam_rotation[2] = p_cam_transform.basis[2][0];
1097
params.cam_rotation[3] = 0;
1098
params.cam_rotation[4] = p_cam_transform.basis[0][1];
1099
params.cam_rotation[5] = p_cam_transform.basis[1][1];
1100
params.cam_rotation[6] = p_cam_transform.basis[2][1];
1101
params.cam_rotation[7] = 0;
1102
params.cam_rotation[8] = p_cam_transform.basis[0][2];
1103
params.cam_rotation[9] = p_cam_transform.basis[1][2];
1104
params.cam_rotation[10] = p_cam_transform.basis[2][2];
1105
params.cam_rotation[11] = 0;
1106
params.filter_axis = 0;
1107
params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
1108
params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
1109
1110
Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
1111
RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
1112
1113
params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
1114
params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
1115
1116
{
1117
uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
1118
params.cluster_shift = get_shift_from_power_of_2(cluster_size);
1119
1120
uint32_t cluster_screen_width = Math::division_round_up((uint32_t)p_settings.rb_size.x, cluster_size);
1121
uint32_t cluster_screen_height = Math::division_round_up((uint32_t)p_settings.rb_size.y, cluster_size);
1122
params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
1123
params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
1124
params.cluster_width = cluster_screen_width;
1125
1126
params.screen_size[0] = p_settings.rb_size.x;
1127
params.screen_size[1] = p_settings.rb_size.y;
1128
}
1129
1130
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
1131
sky_transform = sky_transform.inverse() * p_cam_transform.basis;
1132
RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
1133
1134
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
1135
1136
RENDER_TIMESTAMP("Render Fog");
1137
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
1138
1139
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
1140
1141
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
1142
1143
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
1144
1145
if (using_sdfgi) {
1146
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
1147
}
1148
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1149
RD::get_singleton()->compute_list_add_barrier(compute_list);
1150
1151
// Copy fog to history buffer
1152
if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
1153
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
1154
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
1155
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1156
RD::get_singleton()->compute_list_add_barrier(compute_list);
1157
}
1158
RD::get_singleton()->draw_command_end_label();
1159
1160
if (p_settings.volumetric_fog_filter_active) {
1161
RD::get_singleton()->draw_command_begin_label("Filter Fog");
1162
1163
RENDER_TIMESTAMP("Filter Fog");
1164
1165
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
1166
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
1167
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1168
1169
RD::get_singleton()->compute_list_end();
1170
//need restart for buffer update
1171
1172
params.filter_axis = 1;
1173
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
1174
1175
compute_list = RD::get_singleton()->compute_list_begin();
1176
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
1177
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0);
1178
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1179
1180
RD::get_singleton()->compute_list_add_barrier(compute_list);
1181
RD::get_singleton()->draw_command_end_label();
1182
}
1183
1184
RENDER_TIMESTAMP("Integrate Fog");
1185
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
1186
1187
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
1188
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
1189
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
1190
1191
RD::get_singleton()->compute_list_end();
1192
1193
RENDER_TIMESTAMP("< Volumetric Fog");
1194
RD::get_singleton()->draw_command_end_label();
1195
RD::get_singleton()->draw_command_end_label();
1196
}
1197
1198