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-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp968
1 files changed, 847 insertions, 121 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index bd8e950e70..ae8d91a73b 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -365,7 +365,7 @@ float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) c
return env->fog_aerial_perspective;
}
-void RendererSceneRenderRD::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, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
@@ -373,7 +373,7 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
return;
}
- env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
+ env->set_volumetric_fog(p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject);
}
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
@@ -499,6 +499,37 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
////////////////////////////////////////////////////////////
+RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
+ FogVolumeInstance fvi;
+ fvi.volume = p_fog_volume;
+ return fog_volume_instance_owner.make_rid(fvi);
+}
+void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND(!fvi);
+ fvi->transform = p_transform;
+}
+void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND(!fvi);
+ fvi->active = p_active;
+}
+
+RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND_V(!fvi, RID());
+ return fvi->volume;
+}
+
+Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND_V(!fvi, Vector3());
+
+ return fvi->transform.get_origin();
+}
+
+////////////////////////////////////////////////////////////
+
RID RendererSceneRenderRD::reflection_atlas_create() {
ReflectionAtlas ra;
ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
@@ -1472,8 +1503,8 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
RD::TextureFormat tf;
tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
tf.array_layers = rb->view_count;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
@@ -1484,6 +1515,10 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
}
tf.mipmaps = mipmaps_required;
+ rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
//the second one is smaller (only used for separatable part of blur)
tf.width >>= 1;
@@ -1491,8 +1526,8 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.mipmaps--;
rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- int base_width = rb->width;
- int base_height = rb->height;
+ int base_width = rb->internal_width;
+ int base_height = rb->internal_height;
for (uint32_t i = 0; i < mipmaps_required; i++) {
RenderBuffers::Blur::Mipmap mm;
@@ -1546,8 +1581,8 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
// create 4 weight textures, 2 full size, 2 half size
tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
tf.array_layers = rb->view_count;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
@@ -1625,8 +1660,8 @@ void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *r
void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->luminance.current.is_null());
- int w = rb->width;
- int h = rb->height;
+ int w = rb->internal_width;
+ int h = rb->internal_height;
while (true) {
w = MAX(w / 8, 1);
@@ -1678,9 +1713,26 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->texture_fb = RID();
}
- if (rb->texture.is_valid()) {
- RD::get_singleton()->free(rb->texture);
+ if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
+ RD::get_singleton()->free(rb->internal_texture);
rb->texture = RID();
+ rb->internal_texture = RID();
+ rb->upscale_texture = RID();
+ } else {
+ if (rb->texture.is_valid()) {
+ RD::get_singleton()->free(rb->texture);
+ rb->texture = RID();
+ }
+
+ if (rb->internal_texture.is_valid()) {
+ RD::get_singleton()->free(rb->internal_texture);
+ rb->internal_texture = RID();
+ }
+
+ if (rb->upscale_texture.is_valid()) {
+ RD::get_singleton()->free(rb->upscale_texture);
+ rb->upscale_texture = RID();
+ }
}
if (rb->depth_texture.is_valid()) {
@@ -1698,6 +1750,11 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->depth_back_texture = RID();
}
+ if (rb->sss_texture.is_valid()) {
+ RD::get_singleton()->free(rb->sss_texture);
+ rb->sss_texture = RID();
+ }
+
for (int i = 0; i < 2; i++) {
for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
// do we free the texture slice here? or is it enough to free the main texture?
@@ -1787,7 +1844,7 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
if (!can_use_effects) {
//just copy
@@ -1798,18 +1855,18 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
_allocate_blur_textures(rb);
}
- storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
+ storage->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
}
void RendererSceneRenderRD::_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) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
if (!can_use_effects) {
//just copy
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
+ storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID());
return;
}
@@ -1821,8 +1878,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
if (rb->ssr.depth_scaled.is_null()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
+ tf.width = rb->internal_width / 2;
+ tf.height = rb->internal_height / 2;
tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
@@ -1836,8 +1893,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
+ tf.width = rb->internal_width / 2;
+ tf.height = rb->internal_height / 2;
tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
@@ -1849,8 +1906,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
_allocate_blur_textures(rb);
}
- storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
+ storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
+ storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].mipmaps[1].texture);
}
void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
@@ -1887,15 +1944,15 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
int half_width;
int half_height;
if (ssao_half_size) {
- buffer_width = (rb->width + 3) / 4;
- buffer_height = (rb->height + 3) / 4;
- half_width = (rb->width + 7) / 8;
- half_height = (rb->height + 7) / 8;
+ buffer_width = (rb->internal_width + 3) / 4;
+ buffer_height = (rb->internal_height + 3) / 4;
+ half_width = (rb->internal_width + 7) / 8;
+ half_height = (rb->internal_height + 7) / 8;
} else {
- buffer_width = (rb->width + 1) / 2;
- buffer_height = (rb->height + 1) / 2;
- half_width = (rb->width + 3) / 4;
- half_height = (rb->height + 3) / 4;
+ buffer_width = (rb->internal_width + 1) / 2;
+ buffer_height = (rb->internal_height + 1) / 2;
+ half_width = (rb->internal_width + 3) / 4;
+ half_height = (rb->internal_height + 3) / 4;
}
bool uniform_sets_are_invalid = false;
if (rb->ssao.depth.is_null()) {
@@ -1967,8 +2024,8 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
@@ -1991,7 +2048,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
settings.blur_passes = ssao_blur_passes;
settings.fadeout_from = ssao_fadeout_from;
settings.fadeout_to = ssao_fadeout_to;
- settings.full_screen_size = Size2i(rb->width, rb->height);
+ settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
settings.half_screen_size = Size2i(buffer_width, buffer_height);
settings.quarter_screen_size = Size2i(half_width, half_height);
@@ -2055,7 +2112,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
ERR_FAIL_COND(!rb);
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
- //glow (if enabled)
+ // Glow and override exposure (if enabled).
CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
@@ -2071,9 +2128,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
EffectsRD::BokehBuffers buffers;
- // textures we use
- buffers.base_texture_size = Size2i(rb->width, rb->height);
- buffers.base_texture = rb->texture;
+ // Textures we use
+ buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
+ buffers.base_texture = rb->internal_texture;
buffers.depth_texture = rb->depth_texture;
buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
@@ -2083,7 +2140,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (can_use_storage) {
storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
} else {
- // set framebuffers
+ // Set framebuffers.
buffers.base_fb = rb->texture_fb;
buffers.secondary_fb = rb->weight_buffers[1].fb;
buffers.half_fb[0] = rb->weight_buffers[2].fb;
@@ -2093,7 +2150,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.weight_texture[2] = rb->weight_buffers[2].weight;
buffers.weight_texture[3] = rb->weight_buffers[3].weight;
- // set weight buffers
+ // Set weight buffers.
buffers.base_weight_fb = rb->base_weight_fb;
storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
@@ -2112,17 +2169,17 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
double step = env->auto_exp_speed * time_step;
if (can_use_storage) {
- storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ storage->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
} else {
- storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ storage->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
}
- //swap final reduce with prev luminance
+ // Swap final reduce with prev luminance.
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
if (!can_use_storage) {
SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
}
- RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
+ RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
RD::get_singleton()->draw_command_end_label();
}
@@ -2157,9 +2214,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
luminance_texture = rb->luminance.current;
}
if (can_use_storage) {
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ storage->get_effects()->gaussian_glow(rb->internal_texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
} else {
- storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ storage->get_effects()->gaussian_glow_raster(rb->internal_texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
}
} else {
if (can_use_storage) {
@@ -2176,7 +2233,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
{
RD::get_singleton()->draw_command_begin_label("Tonemap");
- //tonemap
EffectsRD::TonemapSettings tonemap;
if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
@@ -2207,7 +2263,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
tonemap.use_debanding = rb->use_debanding;
- tonemap.texture_size = Vector2i(rb->width, rb->height);
+ tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
if (env) {
tonemap.tonemap_mode = env->tone_mapper;
@@ -2215,6 +2271,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.exposure = env->exposure;
}
+ if (camfx && camfx->override_exposure_enabled) {
+ tonemap.exposure = camfx->override_exposure;
+ }
+
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2234,7 +2294,15 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
- storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
+ storage->get_effects()->tonemapper(rb->internal_texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
+ RD::get_singleton()->draw_command_begin_label("FSR Upscale");
+
+ storage->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
RD::get_singleton()->draw_command_end_label();
}
@@ -2249,6 +2317,8 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
ERR_FAIL_COND(!rb);
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
+ // Override exposure (if enabled).
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
@@ -2262,6 +2332,10 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.white = env->white;
}
+ if (camfx && camfx->override_exposure_enabled) {
+ tonemap.exposure = camfx->override_exposure;
+ }
+
// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
// The problem is that we need to use the result so far and process them before we can
// apply this to our results.
@@ -2588,14 +2662,28 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
return true;
}
-void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
+ if (!_render_buffers_can_be_storage()) {
+ p_internal_height = p_height;
+ p_internal_width = p_width;
+ }
+
+ if (p_width != p_internal_width) {
+ float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
+ storage->sampler_rd_configure_custom(fsr_mipmap_bias);
+ update_uniform_sets();
+ }
+
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
// Should we add an overrule per viewport?
+ rb->internal_width = p_internal_width;
+ rb->internal_height = p_internal_height;
rb->width = p_width;
rb->height = p_height;
+ rb->fsr_sharpness = p_fsr_sharpness;
rb->render_target = p_render_target;
rb->msaa = p_msaa;
rb->screen_space_aa = p_screen_space_aa;
@@ -2617,8 +2705,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
}
tf.format = _render_buffers_get_color_format();
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
+ tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
tf.array_layers = rb->view_count; // create a layer for every view
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
@@ -2626,7 +2714,17 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
- rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ if ((p_internal_width != p_width || p_internal_height != p_height)) {
+ tf.width = rb->width;
+ tf.height = rb->height;
+ rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ } else {
+ rb->texture = rb->internal_texture;
+ rb->upscale_texture = rb->internal_texture;
+ }
}
{
@@ -2640,8 +2738,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
}
- tf.width = rb->width;
- tf.height = rb->height;
+ tf.width = rb->internal_width;
+ tf.height = rb->internal_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.array_layers = rb->view_count; // create a layer for every view
@@ -2657,16 +2755,16 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
if (!_render_buffers_can_be_storage()) {
// ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
Vector<RID> fb;
- fb.push_back(rb->texture);
+ fb.push_back(rb->internal_texture);
rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
}
RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
- rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count);
+ rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_view_count);
if (is_clustered_enabled()) {
- rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
+ rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
}
}
@@ -2696,9 +2794,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
switch (shadows_quality) {
case RS::SHADOW_QUALITY_HARD: {
penumbra_shadow_samples = 4;
- soft_shadow_samples = 1;
+ soft_shadow_samples = 0;
shadows_quality_radius = 1.0;
} break;
+ case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
+ penumbra_shadow_samples = 4;
+ soft_shadow_samples = 1;
+ shadows_quality_radius = 1.5;
+ } break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
penumbra_shadow_samples = 8;
soft_shadow_samples = 4;
@@ -2738,9 +2841,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
switch (directional_shadow_quality) {
case RS::SHADOW_QUALITY_HARD: {
directional_penumbra_shadow_samples = 4;
- directional_soft_shadow_samples = 1;
+ directional_soft_shadow_samples = 0;
directional_shadow_quality_radius = 1.0;
} break;
+ case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
+ directional_penumbra_shadow_samples = 4;
+ directional_soft_shadow_samples = 1;
+ directional_shadow_quality_radius = 1.5;
+ } break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
directional_penumbra_shadow_samples = 8;
directional_soft_shadow_samples = 4;
@@ -2886,7 +2994,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_positional_light_count = 0;
sky.sky_scene_state.ubo.directional_light_count = 0;
- Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+ Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
@@ -3026,7 +3134,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
- light_data.blend_splits = storage->light_directional_get_blend_splits(base);
+ light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
CameraMatrix matrix = li->shadow_transform[j].camera;
@@ -3462,6 +3570,189 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
}
+////////////////////////////////////////////////////////////////////////////////
+// FOG SHADER
+
+void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["fog"] = ShaderCompilerRD::STAGE_COMPUTE;
+
+ uses_time = false;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
+
+ if (version.is_null()) {
+ version = scene_singleton->volumetric_fog.shader.version_create();
+ }
+
+ scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
+ ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RendererSceneRenderRD::FogShaderData::is_animated() const {
+ return false;
+}
+
+bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
+}
+
+RendererSceneRenderRD::FogShaderData::FogShaderData() {
+ valid = false;
+}
+
+RendererSceneRenderRD::FogShaderData::~FogShaderData() {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+ ERR_FAIL_COND(!scene_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ scene_singleton->volumetric_fog.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Fog material
+
+bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ uniform_set_updated = true;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+}
+
+RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
+ FogShaderData *shader_data = memnew(FogShaderData);
+ return shader_data;
+}
+
+RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
+ return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
+};
+
+RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
+ FogMaterialData *material_data = memnew(FogMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog
+
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
@@ -3469,11 +3760,14 @@ void RendererSceneRenderRD::_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->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->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->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
+ }
+ if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
+ RD::get_singleton()->free(rb->volumetric_fog->process_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);
@@ -3487,7 +3781,26 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
rb->volumetric_fog = nullptr;
}
-void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_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) {
+Vector3i RendererSceneRenderRD::_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) {
+ Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
+ view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
+ Vector3 fog_position = Vector3(0, 0, 0);
+
+ view_position.y = -view_position.y;
+ fog_position.z = -view_position.z / fog_end;
+ fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
+ fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
+ fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
+ fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
+
+ fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
+ fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
+ fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
+
+ return Vector3i(fog_position);
+}
+
+void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_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) {
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -3510,6 +3823,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
}
RENDER_TIMESTAMP(">Volumetric Fog");
+ RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
//required volumetric fog but not existing, create
@@ -3527,15 +3841,43 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
+
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ Vector<uint8_t> dm;
+ dm.resize(target_width * target_height * volumetric_fog_depth * 4);
+ dm.fill(0);
+
+ rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
+ rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
+ rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
+#else
+ tf.format = RD::DATA_FORMAT_R32_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+#endif
Vector<RD::Uniform> uniforms;
{
@@ -3549,12 +3891,210 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
}
- //update volumetric fog
+ if (p_fog_volumes.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
- if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //re create uniform set if needed
+ RENDER_TIMESTAMP("Render Fog Volumes");
+
+ VolumetricFogShader::VolumeUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.fog_frustum_end = fog_end;
+ params.z_near = z_near;
+ params.z_far = z_far;
+ params.time = time;
+
+ params.fog_volume_size[0] = rb->volumetric_fog->width;
+ params.fog_volume_size[1] = rb->volumetric_fog->height;
+ params.fog_volume_size[2] = rb->volumetric_fog->depth;
+
+ params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+ params.detail_spread = env->volumetric_fog_detail_spread;
+ params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
+
+ Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
+ storage->store_transform(to_prev_cam_view, params.to_prev_view);
+ storage->store_transform(p_cam_transform, params.transform);
+
+ RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 1;
+ u.ids.push_back(rb->volumetric_fog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(volumetric_fog.volume_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 3;
+ u.ids.push_back(rb->volumetric_fog->density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 4;
+ u.ids.push_back(rb->volumetric_fog->light_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ bool any_uses_time = false;
+
+ for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
+ FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
+ ERR_FAIL_COND(!fog_volume_instance);
+ RID fog_volume = fog_volume_instance->volume;
+
+ RID fog_material = storage->fog_volume_get_material(fog_volume);
+
+ FogMaterialData *material = nullptr;
+
+ if (fog_material.is_valid()) {
+ material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ fog_material = volumetric_fog.default_material;
+ material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ FogShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ any_uses_time |= shader_data->uses_time;
+
+ Vector3i min = Vector3i();
+ Vector3i max = Vector3i();
+ Vector3i kernel_size = Vector3i();
+
+ Vector3 position = fog_volume_instance->transform.get_origin();
+ RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
+ Vector3 extents = storage->fog_volume_get_extents(fog_volume);
+
+ if (volume_type == RS::FOG_VOLUME_SHAPE_BOX || volume_type == RS::FOG_VOLUME_SHAPE_ELLIPSOID) {
+ Vector3i points[8];
+ points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+
+ min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
+ max = Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 8; j++) {
+ min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
+ max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
+ }
+
+ kernel_size = max - min;
+ } else {
+ // Volume type global runs on all cells
+ extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ min = Vector3i(0, 0, 0);
+ kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
+ }
+
+ if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
+ continue;
+ }
+
+ volumetric_fog.push_constant.position[0] = position.x;
+ volumetric_fog.push_constant.position[1] = position.y;
+ volumetric_fog.push_constant.position[2] = position.z;
+ volumetric_fog.push_constant.extents[0] = extents.x;
+ volumetric_fog.push_constant.extents[1] = extents.y;
+ volumetric_fog.push_constant.extents[2] = extents.z;
+ volumetric_fog.push_constant.corner[0] = min.x;
+ volumetric_fog.push_constant.corner[1] = min.y;
+ volumetric_fog.push_constant.corner[2] = min.z;
+ volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
+ storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ }
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
+ }
+ if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
+ //re create uniform set if needed
Vector<RD::Uniform> uniforms;
+ Vector<RD::Uniform> copy_uniforms;
{
RD::Uniform u;
@@ -3568,6 +4108,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
}
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3580,6 +4121,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3588,6 +4130,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 3;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3595,6 +4138,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 4;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3603,6 +4147,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 5;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3611,6 +4156,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 6;
u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3619,6 +4165,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 7;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3627,6 +4174,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 8;
u.ids.push_back(rb->volumetric_fog->light_density_map);
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3639,10 +4187,19 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
{
RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.ids.push_back(shadow_sampler);
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3651,6 +4208,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 11;
u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3661,6 +4219,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(rb->gi.voxel_gi_textures[i]);
}
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3668,6 +4227,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 13;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3675,6 +4235,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 14;
u.ids.push_back(volumetric_fog.params_ubo);
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3683,12 +4244,58 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 16;
+ u.ids.push_back(rb->volumetric_fog->density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 17;
+ u.ids.push_back(rb->volumetric_fog->light_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 18;
+ u.ids.push_back(rb->volumetric_fog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 19;
+ RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
+ u.ids.push_back(sky_texture.is_valid() ? sky_texture : radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
- rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+ rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
- rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+ rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0);
}
bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
@@ -3721,7 +4328,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
uniforms.push_back(u);
}
- rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
+ rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
}
}
@@ -3750,23 +4357,35 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
params.fog_frustum_size_end[0] = fog_far_size.x;
params.fog_frustum_size_end[1] = fog_far_size.y;
- params.z_near = z_near;
+ params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
params.z_far = z_far;
params.fog_frustum_end = fog_end;
+ Color ambient_color = env->ambient_light.to_linear();
+ params.ambient_color[0] = ambient_color.r;
+ params.ambient_color[1] = ambient_color.g;
+ params.ambient_color[2] = ambient_color.b;
+ params.sky_contribution = env->ambient_sky_contribution;
+
params.fog_volume_size[0] = rb->volumetric_fog->width;
params.fog_volume_size[1] = rb->volumetric_fog->height;
params.fog_volume_size[2] = rb->volumetric_fog->depth;
params.directional_light_count = p_directional_light_count;
- Color light = env->volumetric_fog_light.to_linear();
- params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
- params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
- params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
+ Color emission = env->volumetric_fog_emission.to_linear();
+ params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
+ params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
+ params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
params.base_density = env->volumetric_fog_density;
+ Color base_scattering = env->volumetric_fog_scattering.to_linear();
+ params.base_scattering[0] = base_scattering.r;
+ params.base_scattering[1] = base_scattering.g;
+ params.base_scattering[2] = base_scattering.b;
+ params.phase_g = env->volumetric_fog_anisotropy;
+
params.detail_spread = env->volumetric_fog_detail_spread;
params.gi_inject = env->volumetric_fog_gi_inject;
@@ -3806,10 +4425,9 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
params.screen_size[1] = rb->height;
}
- /* Vector2 dssize = directional_shadow_get_size();
- push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
- push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
-*/
+ Basis sky_transform = env->sky_orientation;
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
@@ -3818,33 +4436,32 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- bool use_filter = volumetric_fog_filter_active;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
if (using_sdfgi) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
}
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ // Copy fog to history buffer
+ if (env->volumetric_fog_temporal_reprojection) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->compute_list_end();
-
- RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
-
- compute_list = RD::get_singleton()->compute_list_begin();
-
- if (use_filter) {
+ if (volumetric_fog_filter_active) {
RD::get_singleton()->draw_command_begin_label("Filter Fog");
RENDER_TIMESTAMP("Filter Fog");
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
-
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
RD::get_singleton()->compute_list_end();
@@ -3854,11 +4471,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
- }
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -3868,14 +4482,15 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RENDER_TIMESTAMP("Integrate Fog");
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
RENDER_TIMESTAMP("<Volumetric Fog");
RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
@@ -3928,7 +4543,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
render_state.shadows.clear();
render_state.directional_shadows.clear();
- Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
@@ -4043,12 +4658,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
if (is_volumetric_supported()) {
- _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
}
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
@@ -4081,6 +4696,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.voxel_gi_instances = &p_voxel_gi_instances;
render_data.decals = &p_decals;
render_data.lightmaps = &p_lightmaps;
+ render_data.fog_volumes = &p_fog_volumes;
render_data.environment = p_environment;
render_data.camera_effects = p_camera_effects;
render_data.shadow_atlas = p_shadow_atlas;
@@ -4090,7 +4706,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_lod_threshold = 0.0;
@@ -4183,9 +4799,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
if (p_render_buffers.is_valid()) {
/*
_debug_draw_cluster(p_render_buffers);
-
RENDER_TIMESTAMP("Tonemap");
-
_render_buffers_post_process_and_tonemap(&render_data);
*/
@@ -4502,7 +5116,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
} else if (shadow_atlas_owner.owns(p_rid)) {
shadow_atlas_set_size(p_rid, 0);
shadow_atlas_owner.free(p_rid);
-
+ } else if (fog_volume_instance_owner.owns(p_rid)) {
+ fog_volume_instance_owner.free(p_rid);
} else {
return false;
}
@@ -4743,18 +5358,124 @@ void RendererSceneRenderRD::init() {
}
if (is_volumetric_supported()) {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.shader_version = volumetric_fog.shader.version_create();
- for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
- volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
+ {
+ // Initialize local fog shader
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("");
+ volumetric_fog.shader.initialize(volumetric_fog_modes);
+
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
+ volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
+ }
+
+ {
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["TIME"] = "scene_params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["WORLD_POSITION"] = "world.xyz";
+ actions.renames["OBJECT_POSITION"] = "params.position";
+ actions.renames["UVW"] = "uvw";
+ actions.renames["EXTENTS"] = "params.extents";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["DENSITY"] = "density";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["SDF"] = "sdf";
+
+ actions.usage_defines["SDF"] = "#define SDF_USED\n";
+ actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
+ actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
+ actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
+ actions.base_uniform_string = "material.";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ volumetric_fog.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for fog shader
+ volumetric_fog.default_shader = storage->shader_allocate();
+ storage->shader_initialize(volumetric_fog.default_shader);
+ storage->shader_set_code(volumetric_fog.default_shader, R"(
+// Default fog shader.
+
+shader_type fog;
+
+void fog() {
+ DENSITY = 1.0;
+ ALBEDO = vec3(1.0);
+}
+)");
+ volumetric_fog.default_material = storage->material_allocate();
+ storage->material_initialize(volumetric_fog.default_material);
+ storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
+
+ FogMaterialData *md = (FogMaterialData *)storage->material_get_data(volumetric_fog.default_material, RendererStorageRD::SHADER_TYPE_FOG);
+ volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ }
+ {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
+ defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
+ if (is_using_radiance_cubemap_array()) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
+
+ volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
+ for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
+ volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
+ }
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
}
- volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
}
{
@@ -4805,9 +5526,14 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (is_dynamic_gi_supported()) {
gi.free();
+ }
- volumetric_fog.shader.version_free(volumetric_fog.shader_version);
+ if (is_volumetric_supported()) {
+ volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
+ RD::get_singleton()->free(volumetric_fog.volume_ubo);
RD::get_singleton()->free(volumetric_fog.params_ubo);
+ storage->free(volumetric_fog.default_shader);
+ storage->free(volumetric_fog.default_material);
}
RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);