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