virtualx-engine/servers/rendering/renderer_rd/environment/fog.h

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/**************************************************************************/
/* fog.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef FOG_RD_H
#define FOG_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_fog.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
#include "servers/rendering/storage/utilities.h"
#define RB_SCOPE_FOG SNAME("Fog")
namespace RendererRD {
class Fog : public RendererFog {
private:
static Fog *singleton;
/* FOG VOLUMES */
struct FogVolume {
RID material;
Vector3 size = Vector3(2, 2, 2);
RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
Dependency dependency;
};
mutable RID_Owner<FogVolume, true> fog_volume_owner;
struct FogVolumeInstance {
RID volume;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
/* Volumetric Fog */
struct VolumetricFogShader {
enum FogSet {
FOG_SET_BASE,
FOG_SET_UNIFORMS,
FOG_SET_MATERIAL,
FOG_SET_MAX,
};
struct FogPushConstant {
float position[3];
float pad;
float size[3];
float pad2;
int32_t corner[3];
uint32_t shape;
float transform[16];
};
struct VolumeUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float z_near;
float z_far;
float time;
int32_t fog_volume_size[3];
uint32_t directional_light_count;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float detail_spread;
float temporal_blend;
float to_prev_view[16];
float transform[16];
};
ShaderCompiler compiler;
VolumetricFogShaderRD shader;
RID volume_ubo;
RID default_shader;
RID default_material;
RID default_shader_rd;
RID base_uniform_set;
RID params_ubo;
enum {
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
};
struct ParamsUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float ambient_inject;
float z_far;
uint32_t filter_axis;
float ambient_color[3];
float sky_contribution;
int32_t fog_volume_size[3];
uint32_t directional_light_count;
float base_emission[3];
float base_density;
float base_scattering[3];
float phase_g;
float detail_spread;
float gi_inject;
uint32_t max_voxel_gi_instances;
uint32_t cluster_type_size;
float screen_size[2];
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t max_cluster_element_count_div_32;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float temporal_blend;
float cam_rotation[12];
float to_prev_view[16];
float radiance_inverse_xform[12];
};
VolumetricFogProcessShaderRD process_shader;
RID process_shader_version;
RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
} volumetric_fog;
Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
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struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
bool valid = false;
RID version;
RID pipeline;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
FogShaderData() {}
virtual ~FogShaderData();
};
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struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
FogShaderData *shader_data = nullptr;
RID uniform_set;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~FogMaterialData();
};
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RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
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RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
public:
static Fog *get_singleton() { return singleton; }
Fog();
~Fog();
/* FOG VOLUMES */
bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); };
virtual RID fog_volume_allocate() override;
virtual void fog_volume_initialize(RID p_rid) override;
virtual void fog_volume_free(RID p_rid) override;
Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
Vector3 fog_volume_get_size(RID p_fog_volume) const;
/* FOG VOLUMES INSTANCE */
bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
RID fog_volume_instance_create(RID p_fog_volume);
void fog_instance_free(RID p_rid);
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_COND(!fvi);
fvi->transform = p_transform;
}
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_COND(!fvi);
fvi->active = p_active;
}
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_COND_V(!fvi, RID());
return fvi->volume;
}
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const {
Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
ERR_FAIL_COND_V(!fvi, Vector3());
return fvi->transform.get_origin();
}
/* Volumetric FOG */
class VolumetricFog : public RenderBufferCustomDataRD {
GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
public:
enum {
MAX_TEMPORAL_FRAMES = 16
};
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 0;
float length;
float spread;
RID light_density_map;
RID prev_light_density_map;
RID fog_map;
RID density_map;
RID light_map;
RID emissive_map;
RID fog_uniform_set;
RID copy_uniform_set;
struct {
RID process_uniform_set_density;
RID process_uniform_set;
RID process_uniform_set2;
} gi_dependent_sets;
RID sdfgi_uniform_set;
RID sky_uniform_set;
int last_shadow_filter = -1;
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
virtual void free_data() override{};
bool sync_gi_dependent_sets_validity(bool p_ensure_freed = false);
void init(const Vector3i &fog_size, RID p_sky_shader);
~VolumetricFog();
};
void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
void free_fog_shader();
struct VolumetricFogSettings {
Vector2i rb_size;
double time;
bool is_using_radiance_cubemap_array;
uint32_t max_cluster_elements;
bool volumetric_fog_filter_active;
RID shadow_sampler;
RID voxel_gi_buffer;
RID shadow_atlas_depth;
RID omni_light_buffer;
RID spot_light_buffer;
RID directional_shadow_depth;
RID directional_light_buffer;
// Objects related to our render buffer
Ref<VolumetricFog> vfog;
ClusterBuilderRD *cluster_builder;
GI *gi;
Ref<GI::SDFGI> sdfgi;
Ref<GI::RenderBuffersGI> rbgi;
RID env;
SkyRD *sky;
};
void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
};
} // namespace RendererRD
#endif // FOG_RD_H