359 lines
11 KiB
C++
359 lines
11 KiB
C++
/**************************************************************************/
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/* fog.h */
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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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#ifndef FOG_RD_H
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#define FOG_RD_H
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "servers/rendering/environment/renderer_fog.h"
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#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
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#include "servers/rendering/renderer_rd/environment/gi.h"
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#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
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#include "servers/rendering/storage/utilities.h"
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#define RB_SCOPE_FOG SNAME("Fog")
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namespace RendererRD {
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class Fog : public RendererFog {
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private:
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static Fog *singleton;
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/* FOG VOLUMES */
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struct FogVolume {
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RID material;
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Vector3 size = Vector3(2, 2, 2);
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RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
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Dependency dependency;
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};
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mutable RID_Owner<FogVolume, true> fog_volume_owner;
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struct FogVolumeInstance {
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RID volume;
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Transform3D transform;
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bool active = false;
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};
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mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
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const int SAMPLERS_BINDING_FIRST_INDEX = 3;
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/* Volumetric Fog */
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struct VolumetricFogShader {
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enum FogSet {
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FOG_SET_BASE,
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FOG_SET_UNIFORMS,
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FOG_SET_MATERIAL,
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FOG_SET_MAX,
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};
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struct FogPushConstant {
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float position[3];
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float pad;
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float size[3];
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float pad2;
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int32_t corner[3];
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uint32_t shape;
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float transform[16];
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};
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struct VolumeUBO {
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float fog_frustum_size_begin[2];
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float fog_frustum_size_end[2];
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float fog_frustum_end;
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float z_near;
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float z_far;
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float time;
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int32_t fog_volume_size[3];
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uint32_t directional_light_count;
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uint32_t use_temporal_reprojection;
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uint32_t temporal_frame;
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float detail_spread;
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float temporal_blend;
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float to_prev_view[16];
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float transform[16];
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};
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ShaderCompiler compiler;
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VolumetricFogShaderRD shader;
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RID volume_ubo;
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RID default_shader;
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RID default_material;
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RID default_shader_rd;
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RID base_uniform_set;
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RID params_ubo;
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enum {
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VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
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VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
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VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
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VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
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VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
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VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
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};
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struct ParamsUBO {
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float fog_frustum_size_begin[2];
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float fog_frustum_size_end[2];
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float fog_frustum_end;
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float ambient_inject;
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float z_far;
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uint32_t filter_axis;
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float ambient_color[3];
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float sky_contribution;
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int32_t fog_volume_size[3];
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uint32_t directional_light_count;
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float base_emission[3];
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float base_density;
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float base_scattering[3];
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float phase_g;
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float detail_spread;
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float gi_inject;
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uint32_t max_voxel_gi_instances;
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uint32_t cluster_type_size;
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float screen_size[2];
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uint32_t cluster_shift;
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uint32_t cluster_width;
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uint32_t max_cluster_element_count_div_32;
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uint32_t use_temporal_reprojection;
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uint32_t temporal_frame;
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float temporal_blend;
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float cam_rotation[12];
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float to_prev_view[16];
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float radiance_inverse_xform[12];
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};
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VolumetricFogProcessShaderRD process_shader;
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RID process_shader_version;
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RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
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} volumetric_fog;
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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 {
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bool valid = false;
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RID version;
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RID pipeline;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size = 0;
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String code;
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bool uses_time = false;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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FogShaderData() {}
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virtual ~FogShaderData();
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};
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struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
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FogShaderData *shader_data = nullptr;
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RID uniform_set;
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bool uniform_set_updated;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~FogMaterialData();
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};
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RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
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static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
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RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
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static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
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public:
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static Fog *get_singleton() { return singleton; }
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Fog();
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~Fog();
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/* FOG VOLUMES */
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bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); };
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virtual RID fog_volume_allocate() override;
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virtual void fog_volume_initialize(RID p_rid) override;
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virtual void fog_volume_free(RID p_rid) override;
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Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
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virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
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virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
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virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
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virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
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RID fog_volume_get_material(RID p_fog_volume) const;
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virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
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Vector3 fog_volume_get_size(RID p_fog_volume) const;
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/* FOG VOLUMES INSTANCE */
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bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
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RID fog_volume_instance_create(RID p_fog_volume);
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void fog_instance_free(RID p_rid);
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void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
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Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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ERR_FAIL_NULL(fvi);
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fvi->transform = p_transform;
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}
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void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
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Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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ERR_FAIL_NULL(fvi);
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fvi->active = p_active;
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}
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RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
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Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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ERR_FAIL_NULL_V(fvi, RID());
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return fvi->volume;
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}
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Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const {
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Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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ERR_FAIL_NULL_V(fvi, Vector3());
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return fvi->transform.get_origin();
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}
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/* Volumetric FOG */
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class VolumetricFog : public RenderBufferCustomDataRD {
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GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
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public:
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enum {
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MAX_TEMPORAL_FRAMES = 16
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};
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uint32_t width = 0;
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uint32_t height = 0;
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uint32_t depth = 0;
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float length;
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float spread;
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RID light_density_map;
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RID prev_light_density_map;
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RID fog_map;
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RID density_map;
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RID light_map;
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RID emissive_map;
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RID fog_uniform_set;
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RID copy_uniform_set;
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struct {
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RID process_uniform_set_density;
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RID process_uniform_set;
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RID process_uniform_set2;
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} gi_dependent_sets;
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RID sdfgi_uniform_set;
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RID sky_uniform_set;
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int last_shadow_filter = -1;
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
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virtual void free_data() override {}
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bool sync_gi_dependent_sets_validity(bool p_ensure_freed = false);
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void init(const Vector3i &fog_size, RID p_sky_shader);
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~VolumetricFog();
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};
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void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
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void free_fog_shader();
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struct VolumetricFogSettings {
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Vector2i rb_size;
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double time;
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bool is_using_radiance_cubemap_array;
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uint32_t max_cluster_elements;
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bool volumetric_fog_filter_active;
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RID shadow_sampler;
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RID voxel_gi_buffer;
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RID shadow_atlas_depth;
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RID omni_light_buffer;
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RID spot_light_buffer;
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RID directional_shadow_depth;
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RID directional_light_buffer;
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// Objects related to our render buffer
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Ref<VolumetricFog> vfog;
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ClusterBuilderRD *cluster_builder;
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GI *gi;
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Ref<GI::SDFGI> sdfgi;
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Ref<GI::RenderBuffersGI> rbgi;
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RID env;
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SkyRD *sky;
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};
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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);
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};
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} // namespace RendererRD
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#endif // FOG_RD_H
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