/**************************************************************************/ /* fog.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "fog.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" using namespace RendererRD; Fog *Fog::singleton = nullptr; Fog::Fog() { singleton = this; } Fog::~Fog() { singleton = nullptr; } /* FOG VOLUMES */ RID Fog::fog_volume_allocate() { return fog_volume_owner.allocate_rid(); } void Fog::fog_volume_initialize(RID p_rid) { fog_volume_owner.initialize_rid(p_rid, FogVolume()); } void Fog::fog_volume_free(RID p_rid) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid); fog_volume->dependency.deleted_notify(p_rid); fog_volume_owner.free(p_rid); } Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL_V(fog_volume, nullptr); return &fog_volume->dependency; } void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL(fog_volume); if (p_shape == fog_volume->shape) { return; } fog_volume->shape = p_shape; fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } void Fog::fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL(fog_volume); fog_volume->size = p_size; fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL(fog_volume); fog_volume->material = p_material; } RID Fog::fog_volume_get_material(RID p_fog_volume) const { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL_V(fog_volume, RID()); return fog_volume->material; } RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL_V(fog_volume, RS::FOG_VOLUME_SHAPE_BOX); return fog_volume->shape; } AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL_V(fog_volume, AABB()); switch (fog_volume->shape) { case RS::FOG_VOLUME_SHAPE_ELLIPSOID: case RS::FOG_VOLUME_SHAPE_CONE: case RS::FOG_VOLUME_SHAPE_CYLINDER: case RS::FOG_VOLUME_SHAPE_BOX: { AABB aabb; aabb.position = -fog_volume->size / 2; aabb.size = fog_volume->size; return aabb; } default: { // Need some size otherwise will get culled return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } } } Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const { const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_NULL_V(fog_volume, Vector3()); return fog_volume->size; } //////////////////////////////////////////////////////////////////////////////// // Fog material bool Fog::FogMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { uniform_set_updated = true; 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, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true, true); } Fog::FogMaterialData::~FogMaterialData() { free_parameters_uniform_set(uniform_set); } RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() { FogShaderData *shader_data = memnew(FogShaderData); return shader_data; } RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() { return Fog::get_singleton()->_create_fog_shader_func(); }; RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) { FogMaterialData *material_data = memnew(FogMaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. return material_data; } RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return Fog::get_singleton()->_create_fog_material_func(static_cast(p_shader)); }; //////////////////////////////////////////////////////////////////////////////// // FOG VOLUMES INSTANCE RID Fog::fog_volume_instance_create(RID p_fog_volume) { FogVolumeInstance fvi; fvi.volume = p_fog_volume; return fog_volume_instance_owner.make_rid(fvi); } void Fog::fog_instance_free(RID p_rid) { fog_volume_instance_owner.free(p_rid); } //////////////////////////////////////////////////////////////////////////////// // Volumetric Fog Shader void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) { MaterialStorage *material_storage = MaterialStorage::get_singleton(); { String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n"; // Initialize local fog shader Vector volumetric_fog_modes; volumetric_fog_modes.push_back(""); volumetric_fog.shader.initialize(volumetric_fog_modes, defines); material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs); material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs); volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO)); } { ShaderCompiler::DefaultIdentifierActions actions; actions.renames["TIME"] = "scene_params.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); actions.renames["WORLD_POSITION"] = "world.xyz"; actions.renames["OBJECT_POSITION"] = "params.position"; actions.renames["UVW"] = "uvw"; actions.renames["SIZE"] = "params.size"; actions.renames["ALBEDO"] = "albedo"; actions.renames["DENSITY"] = "density"; actions.renames["EMISSION"] = "emission"; actions.renames["SDF"] = "sdf"; actions.usage_defines["SDF"] = "#define SDF_USED\n"; actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n"; actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n"; actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n"; actions.base_texture_binding_index = 1; actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL; actions.base_uniform_string = "material."; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; actions.global_buffer_array_variable = "global_shader_uniforms.data"; volumetric_fog.compiler.initialize(actions); } { // default material and shader for fog shader volumetric_fog.default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(volumetric_fog.default_shader); material_storage->shader_set_code(volumetric_fog.default_shader, R"( // Default fog shader. shader_type fog; void fog() { DENSITY = 1.0; ALBEDO = vec3(1.0); } )"); volumetric_fog.default_material = material_storage->material_allocate(); material_storage->material_initialize(volumetric_fog.default_material); material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader); FogMaterialData *md = static_cast(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE); } { String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n"; defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n"; if (p_is_using_radiance_cubemap_array) { defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; } Vector volumetric_fog_modes; volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); volumetric_fog_modes.push_back("\n#define MODE_COPY\n"); volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines); volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create(); for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) { volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i)); } volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); } } void Fog::free_fog_shader() { MaterialStorage *material_storage = MaterialStorage::get_singleton(); if (volumetric_fog.process_shader_version.is_valid()) { volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); } if (volumetric_fog.volume_ubo.is_valid()) { RD::get_singleton()->free(volumetric_fog.volume_ubo); } if (volumetric_fog.params_ubo.is_valid()) { RD::get_singleton()->free(volumetric_fog.params_ubo); } if (volumetric_fog.default_shader.is_valid()) { material_storage->shader_free(volumetric_fog.default_shader); } if (volumetric_fog.default_material.is_valid()) { material_storage->material_free(volumetric_fog.default_material); } } void Fog::FogShaderData::set_code(const String &p_code) { //compile code = p_code; valid = false; ubo_size = 0; uniforms.clear(); if (code.is_empty()) { return; //just invalid, but no error } ShaderCompiler::GeneratedCode gen_code; ShaderCompiler::IdentifierActions actions; actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE; uses_time = false; actions.usage_flag_pointers["TIME"] = &uses_time; actions.uniforms = &uniforms; Fog *fog_singleton = Fog::get_singleton(); Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed."); if (version.is_null()) { version = fog_singleton->volumetric_fog.shader.version_create(); } 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); ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; ubo_offsets = gen_code.uniform_offsets; texture_uniforms = gen_code.texture_uniforms; pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0)); valid = true; } bool Fog::FogShaderData::is_animated() const { return false; } bool Fog::FogShaderData::casts_shadows() const { return false; } RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const { Fog *fog_singleton = Fog::get_singleton(); return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version); } Fog::FogShaderData::~FogShaderData() { Fog *fog_singleton = Fog::get_singleton(); ERR_FAIL_NULL(fog_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { fog_singleton->volumetric_fog.shader.version_free(version); } } //////////////////////////////////////////////////////////////////////////////// // Volumetric Fog bool Fog::VolumetricFog::sync_gi_dependent_sets_validity(bool p_ensure_freed) { bool null = gi_dependent_sets.process_uniform_set_density.is_null(); bool valid = !null && RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density); #ifdef DEV_ENABLED // It's all-or-nothing, or something else has changed that requires dev attention. DEV_ASSERT(null == gi_dependent_sets.process_uniform_set.is_null()); DEV_ASSERT(null == gi_dependent_sets.process_uniform_set2.is_null()); DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set)); DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set2)); #endif if (valid) { if (p_ensure_freed) { RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density); RD::get_singleton()->free(gi_dependent_sets.process_uniform_set); RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2); valid = false; } } if (!valid && !null) { gi_dependent_sets = {}; } return valid; } void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) { width = fog_size.x; height = fog_size.y; depth = fog_size.z; RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = fog_size.x; tf.height = fog_size.y; tf.depth = fog_size.z; tf.texture_type = RD::TEXTURE_TYPE_3D; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map"); tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map"); RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(fog_map, "Fog map"); #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) Vector dm; dm.resize(fog_size.x * fog_size.y * fog_size.z * 4); dm.fill(0); density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); RD::get_singleton()->set_resource_name(density_map, "Fog density map"); light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); RD::get_singleton()->set_resource_name(light_map, "Fog light map"); emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map"); #else tf.format = RD::DATA_FORMAT_R32_UINT; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(density_map, "Fog density map"); RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); light_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(light_map, "Fog light map"); RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1); emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map"); RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1); #endif Vector uniforms; { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(fog_map); uniforms.push_back(u); } sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG); } Fog::VolumetricFog::~VolumetricFog() { RD::get_singleton()->free(prev_light_density_map); RD::get_singleton()->free(light_density_map); RD::get_singleton()->free(fog_map); RD::get_singleton()->free(density_map); RD::get_singleton()->free(light_map); RD::get_singleton()->free(emissive_map); if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) { RD::get_singleton()->free(fog_uniform_set); } if (copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(copy_uniform_set)) { RD::get_singleton()->free(copy_uniform_set); } sync_gi_dependent_sets_validity(true); if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) { RD::get_singleton()->free(sdfgi_uniform_set); } if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) { RD::get_singleton()->free(sky_uniform_set); } } 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) { Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point); view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera Vector3 fog_position = Vector3(0, 0, 0); view_position.y = -view_position.y; fog_position.z = -view_position.z / fog_end; 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; 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; fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread)); fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5); fog_position = fog_position.clamp(Vector3(), fog_size); return Vector3i(fog_position); } 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 &p_fog_volumes) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); RENDER_TIMESTAMP("> Volumetric Fog"); RD::get_singleton()->draw_command_begin_label("Volumetric Fog"); Ref fog = p_settings.vfog; if (p_fog_volumes.size() > 0) { RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes"); RENDER_TIMESTAMP("Render FogVolumes"); VolumetricFogShader::VolumeUBO params; Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); float z_near = p_cam_projection.get_z_near(); float z_far = p_cam_projection.get_z_far(); float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); Vector2 fog_near_size; if (p_cam_projection.is_orthogonal()) { fog_near_size = fog_far_size; } else { fog_near_size = frustum_near_size.max(Vector2(0.001, 0.001)); } params.fog_frustum_size_begin[0] = fog_near_size.x; params.fog_frustum_size_begin[1] = fog_near_size.y; params.fog_frustum_size_end[0] = fog_far_size.x; params.fog_frustum_size_end[1] = fog_far_size.y; params.fog_frustum_end = fog_end; params.z_near = z_near; params.z_far = z_far; params.time = p_settings.time; params.fog_volume_size[0] = fog->width; params.fog_volume_size[1] = fog->height; params.fog_volume_size[2] = fog->depth; params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env); Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform); RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms); if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) { Vector uniforms; { RD::Uniform u; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 1; u.append_id(fog->emissive_map); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; u.append_id(volumetric_fog.volume_ubo); uniforms.push_back(u); } { RD::Uniform u; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 3; u.append_id(fog->density_map); uniforms.push_back(u); } { RD::Uniform u; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 4; u.append_id(fog->light_map); uniforms.push_back(u); } fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); bool any_uses_time = false; for (int i = 0; i < (int)p_fog_volumes.size(); i++) { FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]); ERR_FAIL_NULL(fog_volume_instance); RID fog_volume = fog_volume_instance->volume; RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume); FogMaterialData *material = nullptr; if (fog_material.is_valid()) { material = static_cast(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { fog_material = volumetric_fog.default_material; material = static_cast(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); } ERR_FAIL_NULL(material); FogShaderData *shader_data = material->shader_data; ERR_FAIL_NULL(shader_data); any_uses_time |= shader_data->uses_time; Vector3i min; Vector3i max; Vector3i kernel_size; Vector3 position = fog_volume_instance->transform.get_origin(); RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume); Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_size(fog_volume) / 2; if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { // Local fog volume. Vector3i points[8]; Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth); float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1); max = Vector3i(1, 1, 1); for (int j = 0; j < 8; j++) { min = min.min(points[j]); max = max.max(points[j]); } kernel_size = max - min; } else { // Volume type global runs on all cells extents = Vector3(fog->width, fog->height, fog->depth); min = Vector3i(0, 0, 0); kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth)); } if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) { continue; } VolumetricFogShader::FogPushConstant push_constant; push_constant.position[0] = position.x; push_constant.position[1] = position.y; push_constant.position[2] = position.z; push_constant.size[0] = extents.x * 2; push_constant.size[1] = extents.y * 2; push_constant.size[2] = extents.z * 2; push_constant.corner[0] = min.x; push_constant.corner[1] = min.y; push_constant.corner[2] = min.z; push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume)); RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant)); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE); if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL); material->set_as_used(); } RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z); } if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { RenderingServerDefault::redraw_request(); } RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->compute_list_end(); } bool gi_dependent_sets_valid = fog->sync_gi_dependent_sets_validity(); if (!fog->copy_uniform_set.is_null() && !RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) { fog->copy_uniform_set = RID(); } if (!gi_dependent_sets_valid || fog->copy_uniform_set.is_null()) { //re create uniform set if needed Vector uniforms; Vector copy_uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; if (p_settings.shadow_atlas_depth.is_null()) { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); } else { u.append_id(p_settings.shadow_atlas_depth); } uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; if (p_settings.directional_shadow_depth.is_valid()) { u.append_id(p_settings.directional_shadow_depth); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); } uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 3; u.append_id(p_settings.omni_light_buffer); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 4; u.append_id(p_settings.spot_light_buffer); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 5; u.append_id(p_settings.directional_light_buffer); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 6; u.append_id(p_settings.cluster_builder->get_cluster_buffer()); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 7; u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 8; u.append_id(fog->light_density_map); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; u.append_id(fog->fog_map); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; u.append_id(fog->prev_light_density_map); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 10; u.append_id(p_settings.shadow_sampler); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 11; u.append_id(p_settings.voxel_gi_buffer); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 12; for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) { u.append_id(p_settings.rbgi->voxel_gi_textures[i]); } uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 13; u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 14; u.append_id(volumetric_fog.params_ubo); uniforms.push_back(u); copy_uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 15; u.append_id(fog->prev_light_density_map); uniforms.push_back(u); } { RD::Uniform u; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 16; u.append_id(fog->density_map); uniforms.push_back(u); } { RD::Uniform u; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 17; u.append_id(fog->light_map); uniforms.push_back(u); } { RD::Uniform u; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; #else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; #endif u.binding = 18; u.append_id(fog->emissive_map); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 19; 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); 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(); u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture); uniforms.push_back(u); } if (fog->copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) { RD::get_singleton()->free(fog->copy_uniform_set); } fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); if (!gi_dependent_sets_valid) { 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, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); RID aux7 = uniforms.write[7].get_id(0); RID aux8 = uniforms.write[8].get_id(0); uniforms.write[7].set_id(0, aux8); uniforms.write[8].set_id(0, aux7); 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, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); uniforms.remove_at(8); uniforms.write[7].set_id(0, aux7); 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, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); } } 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()); if (using_sdfgi) { if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 0; u.append_id(p_settings.gi->sdfgi_ubo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; u.append_id(p_settings.sdfgi->ambient_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; u.append_id(p_settings.sdfgi->occlusion_texture); uniforms.push_back(u); } fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); } } fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); VolumetricFogShader::ParamsUBO params; Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); float z_near = p_cam_projection.get_z_near(); float z_far = p_cam_projection.get_z_far(); float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); Vector2 fog_near_size; if (p_cam_projection.is_orthogonal()) { fog_near_size = fog_far_size; } else { fog_near_size = frustum_near_size.max(Vector2(0.001, 0.001)); } params.fog_frustum_size_begin[0] = fog_near_size.x; params.fog_frustum_size_begin[1] = fog_near_size.y; params.fog_frustum_size_end[0] = fog_far_size.x; params.fog_frustum_size_end[1] = fog_far_size.y; 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); params.z_far = z_far; params.fog_frustum_end = fog_end; Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear(); params.ambient_color[0] = ambient_color.r; params.ambient_color[1] = ambient_color.g; params.ambient_color[2] = ambient_color.b; params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env); params.fog_volume_size[0] = fog->width; params.fog_volume_size[1] = fog->height; params.fog_volume_size[2] = fog->depth; params.directional_light_count = p_directional_light_count; Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear(); params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env); Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear(); params.base_scattering[0] = base_scattering.r; params.base_scattering[1] = base_scattering.g; params.base_scattering[2] = base_scattering.b; params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env); params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env); params.cam_rotation[0] = p_cam_transform.basis[0][0]; params.cam_rotation[1] = p_cam_transform.basis[1][0]; params.cam_rotation[2] = p_cam_transform.basis[2][0]; params.cam_rotation[3] = 0; params.cam_rotation[4] = p_cam_transform.basis[0][1]; params.cam_rotation[5] = p_cam_transform.basis[1][1]; params.cam_rotation[6] = p_cam_transform.basis[2][1]; params.cam_rotation[7] = 0; params.cam_rotation[8] = p_cam_transform.basis[0][2]; params.cam_rotation[9] = p_cam_transform.basis[1][2]; params.cam_rotation[10] = p_cam_transform.basis[2][2]; params.cam_rotation[11] = 0; params.filter_axis = 0; params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0; params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env); { uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size(); params.cluster_shift = get_shift_from_power_of_2(cluster_size); uint32_t cluster_screen_width = Math::division_round_up((uint32_t)p_settings.rb_size.x, cluster_size); uint32_t cluster_screen_height = Math::division_round_up((uint32_t)p_settings.rb_size.y, cluster_size); params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32; params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32); params.cluster_width = cluster_screen_width; params.screen_size[0] = p_settings.rb_size.x; params.screen_size[1] = p_settings.rb_size.y; } Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env); sky_transform = sky_transform.inverse() * p_cam_transform.basis; RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform); RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog"); RENDER_TIMESTAMP("Render Fog"); RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); 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]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0); if (using_sdfgi) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1); } RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); // Copy fog to history buffer if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); } RD::get_singleton()->draw_command_end_label(); if (p_settings.volumetric_fog_filter_active) { RD::get_singleton()->draw_command_begin_label("Filter Fog"); RENDER_TIMESTAMP("Filter Fog"); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_end(); //need restart for buffer update params.filter_axis = 1; RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); RD::get_singleton()->draw_command_end_label(); } RENDER_TIMESTAMP("Integrate Fog"); RD::get_singleton()->draw_command_begin_label("Integrate Fog"); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1); RD::get_singleton()->compute_list_end(); RENDER_TIMESTAMP("< Volumetric Fog"); RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->draw_command_end_label(); }