fog.h 11 KB

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  1. /**************************************************************************/
  2. /* fog.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef FOG_RD_H
  31. #define FOG_RD_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "servers/rendering/environment/renderer_fog.h"
  35. #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
  36. #include "servers/rendering/renderer_rd/environment/gi.h"
  37. #include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
  38. #include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
  40. #include "servers/rendering/storage/utilities.h"
  41. #define RB_SCOPE_FOG SNAME("Fog")
  42. namespace RendererRD {
  43. class Fog : public RendererFog {
  44. private:
  45. static Fog *singleton;
  46. /* FOG VOLUMES */
  47. struct FogVolume {
  48. RID material;
  49. Vector3 size = Vector3(2, 2, 2);
  50. RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
  51. Dependency dependency;
  52. };
  53. mutable RID_Owner<FogVolume, true> fog_volume_owner;
  54. struct FogVolumeInstance {
  55. RID volume;
  56. Transform3D transform;
  57. bool active = false;
  58. };
  59. mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
  60. const int SAMPLERS_BINDING_FIRST_INDEX = 3;
  61. /* Volumetric Fog */
  62. struct VolumetricFogShader {
  63. enum FogSet {
  64. FOG_SET_BASE,
  65. FOG_SET_UNIFORMS,
  66. FOG_SET_MATERIAL,
  67. FOG_SET_MAX,
  68. };
  69. struct FogPushConstant {
  70. float position[3];
  71. float pad;
  72. float size[3];
  73. float pad2;
  74. int32_t corner[3];
  75. uint32_t shape;
  76. float transform[16];
  77. };
  78. struct VolumeUBO {
  79. float fog_frustum_size_begin[2];
  80. float fog_frustum_size_end[2];
  81. float fog_frustum_end;
  82. float z_near;
  83. float z_far;
  84. float time;
  85. int32_t fog_volume_size[3];
  86. uint32_t directional_light_count;
  87. uint32_t use_temporal_reprojection;
  88. uint32_t temporal_frame;
  89. float detail_spread;
  90. float temporal_blend;
  91. float to_prev_view[16];
  92. float transform[16];
  93. };
  94. ShaderCompiler compiler;
  95. VolumetricFogShaderRD shader;
  96. RID volume_ubo;
  97. RID default_shader;
  98. RID default_material;
  99. RID default_shader_rd;
  100. RID base_uniform_set;
  101. RID params_ubo;
  102. enum {
  103. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
  104. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
  105. VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
  106. VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
  107. VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
  108. VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
  109. };
  110. struct ParamsUBO {
  111. float fog_frustum_size_begin[2];
  112. float fog_frustum_size_end[2];
  113. float fog_frustum_end;
  114. float ambient_inject;
  115. float z_far;
  116. uint32_t filter_axis;
  117. float ambient_color[3];
  118. float sky_contribution;
  119. int32_t fog_volume_size[3];
  120. uint32_t directional_light_count;
  121. float base_emission[3];
  122. float base_density;
  123. float base_scattering[3];
  124. float phase_g;
  125. float detail_spread;
  126. float gi_inject;
  127. uint32_t max_voxel_gi_instances;
  128. uint32_t cluster_type_size;
  129. float screen_size[2];
  130. uint32_t cluster_shift;
  131. uint32_t cluster_width;
  132. uint32_t max_cluster_element_count_div_32;
  133. uint32_t use_temporal_reprojection;
  134. uint32_t temporal_frame;
  135. float temporal_blend;
  136. float cam_rotation[12];
  137. float to_prev_view[16];
  138. float radiance_inverse_xform[12];
  139. };
  140. VolumetricFogProcessShaderRD process_shader;
  141. RID process_shader_version;
  142. RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
  143. } volumetric_fog;
  144. 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);
  145. struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
  146. bool valid = false;
  147. RID version;
  148. RID pipeline;
  149. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  150. Vector<uint32_t> ubo_offsets;
  151. uint32_t ubo_size = 0;
  152. String code;
  153. bool uses_time = false;
  154. virtual void set_code(const String &p_Code);
  155. virtual bool is_animated() const;
  156. virtual bool casts_shadows() const;
  157. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  158. FogShaderData() {}
  159. virtual ~FogShaderData();
  160. };
  161. struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
  162. FogShaderData *shader_data = nullptr;
  163. RID uniform_set;
  164. bool uniform_set_updated;
  165. virtual void set_render_priority(int p_priority) {}
  166. virtual void set_next_pass(RID p_pass) {}
  167. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  168. virtual ~FogMaterialData();
  169. };
  170. RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
  171. static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
  172. RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
  173. static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
  174. public:
  175. static Fog *get_singleton() { return singleton; }
  176. Fog();
  177. ~Fog();
  178. /* FOG VOLUMES */
  179. bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); };
  180. virtual RID fog_volume_allocate() override;
  181. virtual void fog_volume_initialize(RID p_rid) override;
  182. virtual void fog_volume_free(RID p_rid) override;
  183. Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
  184. virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
  185. virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
  186. virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
  187. virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
  188. RID fog_volume_get_material(RID p_fog_volume) const;
  189. virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
  190. Vector3 fog_volume_get_size(RID p_fog_volume) const;
  191. /* FOG VOLUMES INSTANCE */
  192. bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
  193. RID fog_volume_instance_create(RID p_fog_volume);
  194. void fog_instance_free(RID p_rid);
  195. void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  196. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  197. ERR_FAIL_NULL(fvi);
  198. fvi->transform = p_transform;
  199. }
  200. void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  201. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  202. ERR_FAIL_NULL(fvi);
  203. fvi->active = p_active;
  204. }
  205. RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  206. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  207. ERR_FAIL_NULL_V(fvi, RID());
  208. return fvi->volume;
  209. }
  210. Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  211. Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  212. ERR_FAIL_NULL_V(fvi, Vector3());
  213. return fvi->transform.get_origin();
  214. }
  215. /* Volumetric FOG */
  216. class VolumetricFog : public RenderBufferCustomDataRD {
  217. GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
  218. public:
  219. enum {
  220. MAX_TEMPORAL_FRAMES = 16
  221. };
  222. uint32_t width = 0;
  223. uint32_t height = 0;
  224. uint32_t depth = 0;
  225. float length;
  226. float spread;
  227. RID light_density_map;
  228. RID prev_light_density_map;
  229. RID fog_map;
  230. RID density_map;
  231. RID light_map;
  232. RID emissive_map;
  233. RID fog_uniform_set;
  234. RID copy_uniform_set;
  235. struct {
  236. RID process_uniform_set_density;
  237. RID process_uniform_set;
  238. RID process_uniform_set2;
  239. } gi_dependent_sets;
  240. RID sdfgi_uniform_set;
  241. RID sky_uniform_set;
  242. int last_shadow_filter = -1;
  243. virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
  244. virtual void free_data() override{};
  245. bool sync_gi_dependent_sets_validity(bool p_ensure_freed = false);
  246. void init(const Vector3i &fog_size, RID p_sky_shader);
  247. ~VolumetricFog();
  248. };
  249. void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
  250. void free_fog_shader();
  251. struct VolumetricFogSettings {
  252. Vector2i rb_size;
  253. double time;
  254. bool is_using_radiance_cubemap_array;
  255. uint32_t max_cluster_elements;
  256. bool volumetric_fog_filter_active;
  257. RID shadow_sampler;
  258. RID voxel_gi_buffer;
  259. RID shadow_atlas_depth;
  260. RID omni_light_buffer;
  261. RID spot_light_buffer;
  262. RID directional_shadow_depth;
  263. RID directional_light_buffer;
  264. // Objects related to our render buffer
  265. Ref<VolumetricFog> vfog;
  266. ClusterBuilderRD *cluster_builder;
  267. GI *gi;
  268. Ref<GI::SDFGI> sdfgi;
  269. Ref<GI::RenderBuffersGI> rbgi;
  270. RID env;
  271. SkyRD *sky;
  272. };
  273. 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);
  274. };
  275. } // namespace RendererRD
  276. #endif // FOG_RD_H