d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
351 lines
11 KiB
C++
351 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 extents = Vector3(1, 1, 1);
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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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/* 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 extents[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_extents(RID p_fog_volume, const Vector3 &p_extents) 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_extents(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_COND(!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_COND(!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_COND_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_COND_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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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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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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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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