Add aerial perspective to fixed fog

This commit is contained in:
clayjohn 2020-08-20 22:48:04 -07:00
parent 5b6a22e275
commit 8c21c26fb5
15 changed files with 85 additions and 26 deletions

View file

@ -111,7 +111,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;

View file

@ -1335,6 +1335,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
}
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);

View file

@ -308,12 +308,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2];
float screen_pixel_size[2];
float time;
float reflection_multiplier;
uint32_t pancake_shadows;
uint32_t pad;
float directional_penumbra_shadow_kernel[128]; //32 vec4s
float directional_soft_shadow_kernel[128];
float penumbra_shadow_kernel[128];
@ -366,7 +360,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint32_t volumetric_fog_pad;
// Fog
uint32_t fog_enabled;
float fog_density;
float fog_height;
@ -374,6 +367,13 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float fog_light_color[3];
float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier;
uint32_t pancake_shadows;
};
UBO ubo;

View file

@ -2322,6 +2322,7 @@ void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, cons
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);
sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(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;
@ -2971,7 +2972,7 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
env->sdfgi_y_scale = p_y_scale;
}
void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) {
void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@ -2982,6 +2983,7 @@ void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Colo
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
env->fog_aerial_perspective = p_fog_aerial_perspective;
}
bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
@ -3022,6 +3024,12 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
return env->fog_height_density;
}
float RasterizerSceneRD::environment_get_fog_aerial_perspective(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_aerial_perspective;
}
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);

View file

@ -67,7 +67,8 @@ protected:
uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint32_t volumetric_fog_pad;
float fog_aerial_perspective;
float fog_light_color[3];
float fog_sun_scatter;
@ -706,6 +707,7 @@ private:
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
/// Volumetric Fog
///
@ -1534,7 +1536,7 @@ public:
void environment_glow_set_use_bicubic_upscale(bool p_enable);
void environment_glow_set_use_high_quality(bool p_enable);
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density);
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
bool environment_is_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
@ -1542,6 +1544,7 @@ public:
float environment_get_fog_density(RID p_env) const;
float environment_get_fog_height(RID p_env) const;
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
void 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, RS::EnvVolumetricFogShadowFilter p_shadow_filter);

View file

@ -1621,6 +1621,22 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
if (scene_data.fog_aerial_perspective > 0.0) {
vec3 sky_fog_color = vec3(0.0);
vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
#else
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
}
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;

View file

@ -43,12 +43,6 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint pad;
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
@ -108,6 +102,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec3 fog_light_color;
float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
}
scene_data;

View file

@ -62,7 +62,8 @@ 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;
float fog_aerial_perspective;
vec3 fog_light_color;
float fog_sun_scatter;
@ -140,8 +141,8 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
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;
vec4 fog_process(vec3 view, vec3 sky_color) {
vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
@ -225,7 +226,7 @@ FRAGMENT_SHADER_CODE
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
if (scene_data.fog_enabled) {
vec4 fog = fog_process(cube_normal);
vec4 fog = fog_process(cube_normal, frag_color.rgb);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}

View file

@ -589,7 +589,7 @@ public:
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
BIND2(environment_set_volumetric_fog_volume_size, int, int)

View file

@ -500,7 +500,7 @@ public:
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)