Move Sky(RD) into environment

Move Fog logic from render scene render to fog
This commit is contained in:
Bastiaan Olij 2022-07-19 14:17:58 +10:00
parent 3e0e84a54c
commit bad5c659a4
11 changed files with 1437 additions and 1332 deletions

View file

@ -40,11 +40,10 @@
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
#include "servers/rendering/renderer_rd/effects/vrs.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@ -99,7 +98,7 @@ struct RenderDataRD {
};
class RendererSceneRenderRD : public RendererSceneRender {
friend RendererSceneSkyRD;
friend RendererRD::SkyRD;
friend RendererRD::GI;
protected:
@ -167,7 +166,7 @@ protected:
RendererRD::SSEffects *ss_effects = nullptr;
RendererRD::GI gi;
RendererSceneSkyRD sky;
RendererRD::SkyRD sky;
RendererSceneEnvironmentRD *get_environment(RID p_environment) {
if (p_environment.is_valid()) {
@ -212,7 +211,7 @@ private:
struct Reflection {
RID owner;
RendererSceneSkyRD::ReflectionData data;
RendererRD::SkyRD::ReflectionData data;
RID fbs[6];
};
@ -407,16 +406,6 @@ private:
mutable RID_Owner<LightInstance> light_instance_owner;
/* FOG VOLUMES */
struct FogVolumeInstance {
RID volume;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
/* ENVIRONMENT */
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
@ -471,8 +460,6 @@ private:
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
struct VolumetricFog;
struct RenderBuffers {
RenderBufferData *data = nullptr;
int internal_width = 0;
@ -508,8 +495,8 @@ private:
Vector<View> views;
RendererRD::GI::SDFGI *sdfgi = nullptr;
VolumetricFog *volumetric_fog = nullptr;
RendererRD::GI::RenderBuffersGI rbgi;
RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
ClusterBuilderRD *cluster_builder = nullptr;
@ -749,204 +736,6 @@ private:
bool depth_prepass_used; // this does not seem used anywhere...
} render_state;
struct VolumetricFog {
enum {
MAX_TEMPORAL_FRAMES = 16
};
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 0;
float length;
float spread;
RID light_density_map;
RID prev_light_density_map;
RID fog_map;
RID density_map;
RID light_map;
RID emissive_map;
RID fog_uniform_set;
RID copy_uniform_set;
RID process_uniform_set_density;
RID process_uniform_set;
RID process_uniform_set2;
RID sdfgi_uniform_set;
RID sky_uniform_set;
int last_shadow_filter = -1;
};
struct VolumetricFogShader {
enum FogSet {
FOG_SET_BASE,
FOG_SET_UNIFORMS,
FOG_SET_MATERIAL,
FOG_SET_MAX,
};
struct FogPushConstant {
float position[3];
float pad;
float extents[3];
float pad2;
int32_t corner[3];
uint32_t shape;
float transform[16];
};
struct VolumeUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float z_near;
float z_far;
float time;
int32_t fog_volume_size[3];
uint32_t directional_light_count;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float detail_spread;
float temporal_blend;
float to_prev_view[16];
float transform[16];
};
ShaderCompiler compiler;
VolumetricFogShaderRD shader;
FogPushConstant push_constant;
RID volume_ubo;
RID default_shader;
RID default_material;
RID default_shader_rd;
RID base_uniform_set;
RID params_ubo;
enum {
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
};
struct ParamsUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float ambient_inject;
float z_far;
uint32_t filter_axis;
float ambient_color[3];
float sky_contribution;
int32_t fog_volume_size[3];
uint32_t directional_light_count;
float base_emission[3];
float base_density;
float base_scattering[3];
float phase_g;
float detail_spread;
float gi_inject;
uint32_t max_voxel_gi_instances;
uint32_t cluster_type_size;
float screen_size[2];
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t max_cluster_element_count_div_32;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float temporal_blend;
float cam_rotation[12];
float to_prev_view[16];
float radiance_inverse_xform[12];
};
VolumetricFogProcessShaderRD process_shader;
RID process_shader_version;
RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
} volumetric_fog;
uint32_t volumetric_fog_depth = 128;
uint32_t volumetric_fog_size = 128;
bool volumetric_fog_filter_active = true;
Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
void _volumetric_fog_erase(RenderBuffers *rb);
void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
struct FogShaderData : public RendererRD::ShaderData {
bool valid = false;
RID version;
RID pipeline;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String path;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
FogShaderData() {}
virtual ~FogShaderData();
};
struct FogMaterialData : public RendererRD::MaterialData {
FogShaderData *shader_data = nullptr;
RID uniform_set;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~FogMaterialData();
};
RendererRD::ShaderData *_create_fog_shader_func();
static RendererRD::ShaderData *_create_fog_shader_funcs();
RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
RID shadow_sampler;
uint64_t scene_pass = 0;
@ -963,6 +752,14 @@ private:
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
/* Volumetric Fog */
uint32_t volumetric_fog_size = 128;
uint32_t volumetric_fog_depth = 128;
bool volumetric_fog_filter_active = true;
void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
public:
virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;