Merge pull request #41345 from clayjohn/VULKAN-sky-fog
Add fog to sky shaders
This commit is contained in:
commit
4e52c75a98
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@ -134,6 +134,7 @@ Color Environment::get_ambient_light_color() const {
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void Environment::set_ambient_source(AmbientSource p_source) {
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ambient_source = p_source;
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_update_ambient_light();
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_change_notify();
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}
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Environment::AmbientSource Environment::get_ambient_source() const {
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@ -161,6 +162,7 @@ float Environment::get_ambient_light_sky_contribution() const {
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void Environment::set_reflection_source(ReflectionSource p_source) {
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reflection_source = p_source;
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_update_ambient_light();
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_change_notify();
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}
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Environment::ReflectionSource Environment::get_reflection_source() const {
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@ -758,6 +760,7 @@ void Environment::_update_volumetric_fog() {
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void Environment::set_volumetric_fog_enabled(bool p_enable) {
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volumetric_fog_enabled = p_enable;
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_update_volumetric_fog();
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_change_notify();
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}
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bool Environment::is_volumetric_fog_enabled() const {
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@ -1171,7 +1171,7 @@ void RasterizerEffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_des
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RD::get_singleton()->compute_list_end();
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}
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void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
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void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
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SkyPushConstant sky_push_constant;
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zeromem(&sky_push_constant, sizeof(SkyPushConstant));
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@ -1198,7 +1198,7 @@ void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
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}
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_lights, 3);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
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@ -638,7 +638,7 @@ public:
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void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
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void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
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void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
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void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
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void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
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void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
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void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
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@ -1156,8 +1156,19 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
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if (render_buffers_has_volumetric_fog(p_render_buffers)) {
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scene_state.ubo.volumetric_fog_enabled = true;
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scene_state.ubo.volumetric_fog_inv_length = 1.0 / render_buffers_get_volumetric_fog_end(p_render_buffers);
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scene_state.ubo.volumetric_fog_detail_spread = 1.0 / render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
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float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
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if (fog_end > 0.0) {
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scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
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} else {
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scene_state.ubo.volumetric_fog_inv_length = 1.0;
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}
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float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
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if (fog_detail_spread > 0.0) {
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scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
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} else {
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scene_state.ubo.volumetric_fog_detail_spread = 1.0;
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}
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}
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}
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#if 0
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@ -1696,6 +1707,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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}
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RID radiance_uniform_set;
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bool draw_sky = false;
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bool draw_sky_fog_only = false;
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Color clear_color;
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bool keep_color = false;
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@ -1711,12 +1723,20 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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clear_color.r *= bg_energy;
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clear_color.g *= bg_energy;
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clear_color.b *= bg_energy;
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if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
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draw_sky_fog_only = true;
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storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
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}
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} break;
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case RS::ENV_BG_COLOR: {
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clear_color = environment_get_bg_color(p_environment);
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clear_color.r *= bg_energy;
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clear_color.g *= bg_energy;
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clear_color.b *= bg_energy;
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if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
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draw_sky_fog_only = true;
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storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
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}
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} break;
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case RS::ENV_BG_SKY: {
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draw_sky = true;
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@ -1733,18 +1753,19 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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}
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}
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// setup sky if used for ambient, reflections, or background
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if (draw_sky || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
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if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
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RENDER_TIMESTAMP("Setup Sky");
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CameraMatrix projection = p_cam_projection;
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if (p_reflection_probe.is_valid()) {
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CameraMatrix correction;
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correction.set_depth_correction(true);
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projection = correction * p_cam_projection;
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}
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_setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
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RID sky = environment_get_sky(p_environment);
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if (sky.is_valid()) {
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RENDER_TIMESTAMP("Setup Sky");
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CameraMatrix projection = p_cam_projection;
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if (p_reflection_probe.is_valid()) {
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CameraMatrix correction;
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correction.set_depth_correction(true);
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projection = correction * p_cam_projection;
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}
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_setup_sky(p_environment, p_cam_transform.origin, screen_size);
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_update_sky(p_environment, projection, p_cam_transform);
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radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
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} else {
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@ -1813,8 +1834,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
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{
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bool will_continue_color = (can_continue_color || draw_sky || debug_giprobes || debug_sdfgi_probes);
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bool will_continue_depth = (can_continue_depth || draw_sky || debug_giprobes || debug_sdfgi_probes);
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bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
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bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
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//regular forward for now
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Vector<Color> c;
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@ -1841,8 +1862,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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if (debug_giprobes) {
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//debug giprobes
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bool will_continue_color = (can_continue_color || draw_sky);
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bool will_continue_depth = (can_continue_depth || draw_sky);
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bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
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bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
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CameraMatrix dc;
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dc.set_depth_correction(true);
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@ -1856,8 +1877,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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if (debug_sdfgi_probes) {
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//debug giprobes
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bool will_continue_color = (can_continue_color || draw_sky);
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bool will_continue_depth = (can_continue_depth || draw_sky);
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bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
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bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
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CameraMatrix dc;
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dc.set_depth_correction(true);
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@ -1867,7 +1888,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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RD::get_singleton()->draw_list_end();
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}
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if (draw_sky) {
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if (draw_sky || draw_sky_fog_only) {
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RENDER_TIMESTAMP("Render Sky");
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CameraMatrix projection = p_cam_projection;
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@ -2532,8 +2553,13 @@ void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_b
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RD::Uniform u;
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u.binding = 10;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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RID vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
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if (vfog.is_null()) {
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RID vfog = RID();
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if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
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vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
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if (vfog.is_null()) {
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vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
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}
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} else {
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vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
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}
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u.ids.push_back(vfog);
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@ -2066,22 +2066,33 @@ RID RasterizerSceneRD::sky_get_material(RID p_sky) const {
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void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
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ERR_FAIL_COND(!is_environment(p_environment));
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Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
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ERR_FAIL_COND(!sky);
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RID sky_material = sky_get_material(environment_get_sky(p_environment));
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SkyMaterialData *material = nullptr;
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
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RID sky_material;
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RS::EnvironmentBG background = environment_get_background(p_environment);
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if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
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ERR_FAIL_COND(!sky);
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sky_material = sky_get_material(environment_get_sky(p_environment));
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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}
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
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}
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}
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if (!material) {
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sky_material = sky_shader.default_material;
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if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
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sky_material = sky_scene_state.fog_material;
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material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
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}
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@ -2121,7 +2132,7 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
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clear_colors.push_back(Color(0.0, 0.0, 0.0));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
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storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
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storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
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RD::get_singleton()->draw_list_end();
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}
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@ -2134,149 +2145,191 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
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clear_colors.push_back(Color(0.0, 0.0, 0.0));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
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storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
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storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
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RD::get_singleton()->draw_list_end();
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}
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RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
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RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
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RID texture_uniform_set;
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if (sky) {
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texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
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} else {
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texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
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}
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
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storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
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storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
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RD::get_singleton()->draw_list_end();
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}
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void RasterizerSceneRD::_setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size) {
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void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
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ERR_FAIL_COND(!is_environment(p_environment));
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Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
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ERR_FAIL_COND(!sky);
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RID sky_material = sky_get_material(environment_get_sky(p_environment));
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SkyMaterialData *material = nullptr;
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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}
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Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
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}
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RID sky_material;
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ERR_FAIL_COND(!material);
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SkyShaderData *shader_data = nullptr;
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SkyShaderData *shader_data = material->shader_data;
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RS::EnvironmentBG background = environment_get_background(p_environment);
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ERR_FAIL_COND(!shader_data);
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if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
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ERR_FAIL_COND(!sky);
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sky_material = sky_get_material(environment_get_sky(p_environment));
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// Invalidate supbass buffers if screen size changes
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if (sky->screen_size != p_screen_size) {
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sky->screen_size = p_screen_size;
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sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
|
||||
sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
|
||||
if (shader_data->uses_half_res) {
|
||||
if (sky->half_res_pass.is_valid()) {
|
||||
RD::get_singleton()->free(sky->half_res_pass);
|
||||
sky->half_res_pass = RID();
|
||||
}
|
||||
_sky_invalidate(sky);
|
||||
}
|
||||
if (shader_data->uses_quarter_res) {
|
||||
if (sky->quarter_res_pass.is_valid()) {
|
||||
RD::get_singleton()->free(sky->quarter_res_pass);
|
||||
sky->quarter_res_pass = RID();
|
||||
}
|
||||
_sky_invalidate(sky);
|
||||
}
|
||||
}
|
||||
|
||||
// Create new subpass buffers if necessary
|
||||
if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
|
||||
(shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
|
||||
sky->radiance.is_null()) {
|
||||
_sky_invalidate(sky);
|
||||
_update_dirty_skys();
|
||||
}
|
||||
|
||||
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
|
||||
sky->prev_time = time;
|
||||
sky->reflection.dirty = true;
|
||||
RenderingServerRaster::redraw_request();
|
||||
}
|
||||
|
||||
if (material != sky->prev_material) {
|
||||
sky->prev_material = material;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
|
||||
if (material->uniform_set_updated) {
|
||||
material->uniform_set_updated = false;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
|
||||
if (!p_position.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
|
||||
sky->prev_position = p_position;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
|
||||
if (shader_data->uses_light || sky_scene_state.light_uniform_set.is_null()) {
|
||||
// Check whether the directional_light_buffer changes
|
||||
bool light_data_dirty = false;
|
||||
|
||||
if (sky_scene_state.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
|
||||
light_data_dirty = true;
|
||||
for (uint32_t i = sky_scene_state.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
|
||||
sky_scene_state.directional_lights[i].enabled = false;
|
||||
if (sky_material.is_valid()) {
|
||||
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
|
||||
if (!material || !material->shader_data->valid) {
|
||||
material = nullptr;
|
||||
}
|
||||
}
|
||||
if (!light_data_dirty) {
|
||||
for (uint32_t i = 0; i < sky_scene_state.directional_light_count; i++) {
|
||||
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
|
||||
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
|
||||
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
|
||||
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
|
||||
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
|
||||
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
|
||||
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
|
||||
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
|
||||
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
|
||||
light_data_dirty = true;
|
||||
break;
|
||||
|
||||
if (!material) {
|
||||
sky_material = sky_shader.default_material;
|
||||
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(!material);
|
||||
|
||||
shader_data = material->shader_data;
|
||||
|
||||
ERR_FAIL_COND(!shader_data);
|
||||
}
|
||||
|
||||
if (sky) {
|
||||
// Invalidate supbass buffers if screen size changes
|
||||
if (sky->screen_size != p_screen_size) {
|
||||
sky->screen_size = p_screen_size;
|
||||
sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
|
||||
sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
|
||||
if (shader_data->uses_half_res) {
|
||||
if (sky->half_res_pass.is_valid()) {
|
||||
RD::get_singleton()->free(sky->half_res_pass);
|
||||
sky->half_res_pass = RID();
|
||||
}
|
||||
_sky_invalidate(sky);
|
||||
}
|
||||
if (shader_data->uses_quarter_res) {
|
||||
if (sky->quarter_res_pass.is_valid()) {
|
||||
RD::get_singleton()->free(sky->quarter_res_pass);
|
||||
sky->quarter_res_pass = RID();
|
||||
}
|
||||
_sky_invalidate(sky);
|
||||
}
|
||||
}
|
||||
|
||||
if (light_data_dirty || sky_scene_state.light_uniform_set.is_null()) {
|
||||
RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
|
||||
// Create new subpass buffers if necessary
|
||||
if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
|
||||
(shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
|
||||
sky->radiance.is_null()) {
|
||||
_sky_invalidate(sky);
|
||||
_update_dirty_skys();
|
||||
}
|
||||
|
||||
if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
|
||||
RD::get_singleton()->free(sky_scene_state.light_uniform_set);
|
||||
}
|
||||
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
|
||||
sky->prev_time = time;
|
||||
sky->reflection.dirty = true;
|
||||
RenderingServerRaster::redraw_request();
|
||||
}
|
||||
|
||||
Vector<RD::Uniform> uniforms;
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 0;
|
||||
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
||||
u.ids.push_back(sky_scene_state.directional_light_buffer);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
sky_scene_state.light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_LIGHTS);
|
||||
|
||||
RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
|
||||
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
|
||||
sky_scene_state.directional_lights = temp;
|
||||
sky_scene_state.last_frame_directional_light_count = sky_scene_state.directional_light_count;
|
||||
if (material != sky->prev_material) {
|
||||
sky->prev_material = material;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
|
||||
if (material->uniform_set_updated) {
|
||||
material->uniform_set_updated = false;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
|
||||
if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
|
||||
sky->prev_position = p_transform.origin;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
|
||||
if (shader_data->uses_light) {
|
||||
// Check whether the directional_light_buffer changes
|
||||
bool light_data_dirty = false;
|
||||
|
||||
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
|
||||
light_data_dirty = true;
|
||||
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
|
||||
sky_scene_state.directional_lights[i].enabled = false;
|
||||
}
|
||||
}
|
||||
if (!light_data_dirty) {
|
||||
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
|
||||
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
|
||||
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
|
||||
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
|
||||
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
|
||||
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
|
||||
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
|
||||
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
|
||||
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
|
||||
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
|
||||
light_data_dirty = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (light_data_dirty) {
|
||||
RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
|
||||
|
||||
RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
|
||||
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
|
||||
sky_scene_state.directional_lights = temp;
|
||||
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
|
||||
sky->reflection.dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//setup fog variables
|
||||
sky_scene_state.ubo.volumetric_fog_enabled = false;
|
||||
if (p_render_buffers.is_valid()) {
|
||||
if (render_buffers_has_volumetric_fog(p_render_buffers)) {
|
||||
sky_scene_state.ubo.volumetric_fog_enabled = true;
|
||||
|
||||
float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
|
||||
if (fog_end > 0.0) {
|
||||
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
|
||||
} else {
|
||||
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
|
||||
}
|
||||
|
||||
float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
|
||||
if (fog_detail_spread > 0.0) {
|
||||
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
|
||||
} else {
|
||||
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
|
||||
|
||||
if (fog_uniform_set != RID()) {
|
||||
sky_scene_state.fog_uniform_set = fog_uniform_set;
|
||||
} else {
|
||||
sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
|
||||
}
|
||||
}
|
||||
|
||||
sky_scene_state.ubo.z_far = p_projection.get_z_far();
|
||||
sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
|
||||
sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
|
||||
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
|
||||
float fog_energy = environment_get_fog_light_energy(p_environment);
|
||||
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
|
||||
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
|
||||
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
|
||||
sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
|
||||
|
||||
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
|
||||
}
|
||||
|
||||
void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
|
||||
|
@ -2371,7 +2424,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
|
|||
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
|
||||
|
||||
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
|
||||
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
}
|
||||
|
@ -2389,7 +2442,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
|
|||
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
|
||||
|
||||
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
|
||||
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
}
|
||||
|
@ -2403,7 +2456,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
|
|||
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
|
||||
|
||||
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
|
||||
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
|
@ -2965,7 +3018,7 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
|
|||
return env->fog_height_density;
|
||||
}
|
||||
|
||||
void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
|
||||
void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
|
||||
Environment *env = environment_owner.getornull(p_env);
|
||||
ERR_FAIL_COND(!env);
|
||||
|
||||
|
@ -2973,7 +3026,7 @@ void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable,
|
|||
env->volumetric_fog_density = p_density;
|
||||
env->volumetric_fog_light = p_light;
|
||||
env->volumetric_fog_light_energy = p_light_energy;
|
||||
env->volumetric_fog_length = p_lenght;
|
||||
env->volumetric_fog_length = p_length;
|
||||
env->volumetric_fog_detail_spread = p_detail_spread;
|
||||
env->volumetric_fog_shadow_filter = p_shadow_filter;
|
||||
env->volumetric_fog_gi_inject = p_gi_inject;
|
||||
|
@ -5607,6 +5660,17 @@ RID RasterizerSceneRD::render_buffers_get_volumetric_fog_texture(RID p_render_bu
|
|||
return rb->volumetric_fog->fog_map;
|
||||
}
|
||||
|
||||
RID RasterizerSceneRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
|
||||
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
|
||||
ERR_FAIL_COND_V(!rb, RID());
|
||||
|
||||
if (!rb->volumetric_fog) {
|
||||
return RID();
|
||||
}
|
||||
|
||||
return rb->volumetric_fog->sky_uniform_set;
|
||||
}
|
||||
|
||||
float RasterizerSceneRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
|
||||
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
|
||||
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
|
||||
|
@ -5838,7 +5902,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
|
|||
uint32_t light_count = 0;
|
||||
r_directional_light_count = 0;
|
||||
r_positional_light_count = 0;
|
||||
sky_scene_state.directional_light_count = 0;
|
||||
sky_scene_state.ubo.directional_light_count = 0;
|
||||
|
||||
for (int i = 0; i < p_light_cull_count; i++) {
|
||||
RID li = p_light_cull_result[i];
|
||||
|
@ -6010,7 +6074,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
|
|||
|
||||
sky_light_data.enabled = true;
|
||||
sky_light_data.size = angular_diameter;
|
||||
sky_scene_state.directional_light_count++;
|
||||
sky_scene_state.ubo.directional_light_count++;
|
||||
}
|
||||
|
||||
r_directional_light_count++;
|
||||
|
@ -6317,7 +6381,22 @@ void RasterizerSceneRD::_volumetric_fog_erase(RenderBuffers *rb) {
|
|||
|
||||
RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
|
||||
RD::get_singleton()->free(rb->volumetric_fog->fog_map);
|
||||
|
||||
if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
|
||||
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
|
||||
}
|
||||
if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
|
||||
RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
|
||||
}
|
||||
if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
|
||||
RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
|
||||
}
|
||||
if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
|
||||
RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
|
||||
}
|
||||
|
||||
memdelete(rb->volumetric_fog);
|
||||
|
||||
rb->volumetric_fog = nullptr;
|
||||
}
|
||||
|
||||
|
@ -6407,6 +6486,17 @@ void RasterizerSceneRD::_update_volumetric_fog(RID p_render_buffers, RID p_envir
|
|||
|
||||
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
_render_buffers_uniform_set_changed(p_render_buffers);
|
||||
|
||||
Vector<RD::Uniform> uniforms;
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 0;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.ids.push_back(rb->volumetric_fog->fog_map);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
|
||||
}
|
||||
|
||||
//update directional shadow
|
||||
|
@ -7907,6 +7997,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
|
|||
actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
|
||||
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
|
||||
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
|
||||
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
|
||||
|
||||
actions.sampler_array_name = "material_samplers";
|
||||
actions.base_texture_binding_index = 1;
|
||||
|
@ -7931,6 +8022,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
|
|||
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
|
||||
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
|
||||
|
||||
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
|
||||
|
||||
Vector<RD::Uniform> uniforms;
|
||||
|
||||
{
|
||||
|
@ -7962,7 +8055,70 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
sky_scene_state.sampler_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_SAMPLERS);
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 2;
|
||||
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
||||
u.ids.push_back(sky_scene_state.uniform_buffer);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 3;
|
||||
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
||||
u.ids.push_back(sky_scene_state.directional_light_buffer);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
|
||||
}
|
||||
|
||||
{
|
||||
Vector<RD::Uniform> uniforms;
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 0;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
RID vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
|
||||
u.ids.push_back(vfog);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
|
||||
}
|
||||
|
||||
{
|
||||
// Need defaults for using fog with clear color
|
||||
sky_scene_state.fog_shader = storage->shader_create();
|
||||
storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
|
||||
sky_scene_state.fog_material = storage->material_create();
|
||||
storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
|
||||
|
||||
Vector<RD::Uniform> uniforms;
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.binding = 0;
|
||||
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.binding = 1;
|
||||
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.binding = 2;
|
||||
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -8179,11 +8335,8 @@ RasterizerSceneRD::~RasterizerSceneRD() {
|
|||
RD::get_singleton()->free(E->get().cubemap);
|
||||
}
|
||||
|
||||
if (sky_scene_state.sampler_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.sampler_uniform_set)) {
|
||||
RD::get_singleton()->free(sky_scene_state.sampler_uniform_set);
|
||||
}
|
||||
if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
|
||||
RD::get_singleton()->free(sky_scene_state.light_uniform_set);
|
||||
if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
|
||||
RD::get_singleton()->free(sky_scene_state.uniform_set);
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(default_giprobe_buffer);
|
||||
|
@ -8199,14 +8352,19 @@ RasterizerSceneRD::~RasterizerSceneRD() {
|
|||
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
|
||||
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
|
||||
|
||||
volumetric_fog.shader.version_free(volumetric_fog.shader_version);
|
||||
|
||||
memdelete_arr(gi_probe_lights);
|
||||
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
|
||||
sky_shader.shader.version_free(md->shader_data->version);
|
||||
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
|
||||
RD::get_singleton()->free(sky_scene_state.uniform_buffer);
|
||||
memdelete_arr(sky_scene_state.directional_lights);
|
||||
memdelete_arr(sky_scene_state.last_frame_directional_lights);
|
||||
storage->free(sky_shader.default_shader);
|
||||
storage->free(sky_shader.default_material);
|
||||
storage->free(sky_scene_state.fog_shader);
|
||||
storage->free(sky_scene_state.fog_material);
|
||||
memdelete_arr(directional_penumbra_shadow_kernel);
|
||||
memdelete_arr(directional_soft_shadow_kernel);
|
||||
memdelete_arr(penumbra_shadow_kernel);
|
||||
|
|
|
@ -63,14 +63,37 @@ protected:
|
|||
};
|
||||
|
||||
struct SkySceneState {
|
||||
struct UBO {
|
||||
uint32_t volumetric_fog_enabled;
|
||||
float volumetric_fog_inv_length;
|
||||
float volumetric_fog_detail_spread;
|
||||
uint32_t volumetric_fog_pad;
|
||||
|
||||
float fog_light_color[3];
|
||||
float fog_sun_scatter;
|
||||
|
||||
uint32_t fog_enabled;
|
||||
float fog_density;
|
||||
|
||||
float z_far;
|
||||
uint32_t directional_light_count;
|
||||
};
|
||||
|
||||
UBO ubo;
|
||||
|
||||
SkyDirectionalLightData *directional_lights;
|
||||
SkyDirectionalLightData *last_frame_directional_lights;
|
||||
uint32_t max_directional_lights;
|
||||
uint32_t directional_light_count;
|
||||
uint32_t last_frame_directional_light_count;
|
||||
RID directional_light_buffer;
|
||||
RID sampler_uniform_set;
|
||||
RID light_uniform_set;
|
||||
RID uniform_set;
|
||||
RID uniform_buffer;
|
||||
RID fog_uniform_set;
|
||||
RID default_fog_uniform_set;
|
||||
|
||||
RID fog_shader;
|
||||
RID fog_material;
|
||||
RID fog_only_texture_uniform_set;
|
||||
} sky_scene_state;
|
||||
|
||||
struct RenderBufferData {
|
||||
|
@ -105,7 +128,7 @@ protected:
|
|||
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
|
||||
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
|
||||
|
||||
void _setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size);
|
||||
void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
|
||||
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
|
||||
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
|
||||
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
|
||||
|
@ -244,10 +267,10 @@ private:
|
|||
};
|
||||
|
||||
enum SkySet {
|
||||
SKY_SET_SAMPLERS,
|
||||
SKY_SET_UNIFORMS,
|
||||
SKY_SET_MATERIAL,
|
||||
SKY_SET_TEXTURES,
|
||||
SKY_SET_LIGHTS,
|
||||
SKY_SET_FOG,
|
||||
SKY_SET_MAX
|
||||
};
|
||||
|
||||
|
@ -1355,6 +1378,7 @@ private:
|
|||
RID uniform_set;
|
||||
RID uniform_set2;
|
||||
RID sdfgi_uniform_set;
|
||||
RID sky_uniform_set;
|
||||
|
||||
int last_shadow_filter = -1;
|
||||
};
|
||||
|
@ -1837,6 +1861,7 @@ public:
|
|||
|
||||
bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
|
||||
RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
|
||||
RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
|
||||
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
|
||||
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
|
||||
|
||||
|
|
|
@ -58,6 +58,35 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
|
|||
}
|
||||
global_variables;
|
||||
|
||||
layout(set = 0, binding = 2, std140) uniform SceneData {
|
||||
bool volumetric_fog_enabled;
|
||||
float volumetric_fog_inv_length;
|
||||
float volumetric_fog_detail_spread;
|
||||
uint volumetric_fog_pad;
|
||||
|
||||
vec3 fog_light_color;
|
||||
float fog_sun_scatter;
|
||||
|
||||
bool fog_enabled;
|
||||
float fog_density;
|
||||
|
||||
float z_far;
|
||||
uint directional_light_count;
|
||||
}
|
||||
scene_data;
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec4 direction_energy;
|
||||
vec4 color_size;
|
||||
bool enabled;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform DirectionalLights {
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
|
||||
directional_lights;
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
|
@ -77,6 +106,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
|
|||
layout(set = 2, binding = 2) uniform texture2D quarter_res;
|
||||
#endif
|
||||
|
||||
layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
|
||||
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
#define AT_CUBEMAP_PASS true
|
||||
#else
|
||||
|
@ -95,18 +126,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
|
|||
#define AT_QUARTER_RES_PASS false
|
||||
#endif
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec4 direction_energy;
|
||||
vec4 color_size;
|
||||
bool enabled;
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 0, std140) uniform DirectionalLights {
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
|
||||
directional_lights;
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
@ -115,6 +134,30 @@ FRAGMENT_SHADER_GLOBALS
|
|||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
vec4 volumetric_fog_process(vec2 screen_uv) {
|
||||
vec3 fog_pos = vec3(screen_uv, 1.0);
|
||||
|
||||
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
|
||||
}
|
||||
|
||||
vec4 fog_process(vec3 view) {
|
||||
vec3 fog_color = scene_data.fog_light_color;
|
||||
|
||||
if (scene_data.fog_sun_scatter > 0.001) {
|
||||
vec4 sun_scatter = vec4(0.0);
|
||||
float sun_total = 0.0;
|
||||
for (uint i = 0; i < scene_data.directional_light_count; i++) {
|
||||
vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
|
||||
float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
|
||||
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
|
||||
}
|
||||
}
|
||||
|
||||
float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
|
||||
|
||||
return vec4(fog_color, fog_amount);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 cube_normal;
|
||||
cube_normal.z = -1.0;
|
||||
|
@ -178,6 +221,20 @@ FRAGMENT_SHADER_CODE
|
|||
frag_color.rgb = color * params.position_multiplier.w;
|
||||
frag_color.a = alpha;
|
||||
|
||||
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
|
||||
|
||||
if (scene_data.volumetric_fog_enabled) {
|
||||
vec4 fog = volumetric_fog_process(uv);
|
||||
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
||||
}
|
||||
|
||||
if (scene_data.fog_enabled) {
|
||||
vec4 fog = fog_process(cube_normal);
|
||||
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
||||
}
|
||||
|
||||
#endif // DISABLE_FOG
|
||||
|
||||
// Blending is disabled for Sky, so alpha doesn't blend
|
||||
// alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
|
||||
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
|
||||
|
|
|
@ -328,6 +328,7 @@ ShaderTypes::ShaderTypes() {
|
|||
|
||||
shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
|
||||
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
|
||||
shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
|
||||
|
||||
shader_types.insert("spatial");
|
||||
shader_types.insert("canvas_item");
|
||||
|
|
Loading…
Reference in New Issue