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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/environment/fog.cpp
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/**************************************************************************/
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/* fog.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "fog.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/rendering_server_default.h"
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using namespace RendererRD;
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Fog *Fog::singleton = nullptr;
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Fog::Fog() {
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singleton = this;
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}
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Fog::~Fog() {
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singleton = nullptr;
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}
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int Fog::_get_fog_shader_group() {
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RenderingDevice *rd = RD::get_singleton();
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bool use_32_bit_atomics = rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT);
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bool use_vulkan_memory_model = rd->has_feature(RD::SUPPORTS_VULKAN_MEMORY_MODEL);
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if (use_vulkan_memory_model) {
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return use_32_bit_atomics ? VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL : VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL_NO_ATOMICS;
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} else {
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return use_32_bit_atomics ? VolumetricFogShader::SHADER_GROUP_BASE : VolumetricFogShader::SHADER_GROUP_NO_ATOMICS;
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}
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}
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int Fog::_get_fog_variant() {
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RenderingDevice *rd = RD::get_singleton();
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bool use_32_bit_atomics = rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT);
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bool use_vulkan_memory_model = rd->has_feature(RD::SUPPORTS_VULKAN_MEMORY_MODEL);
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return (use_vulkan_memory_model ? 2 : 0) + (use_32_bit_atomics ? 0 : 1);
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}
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int Fog::_get_fog_process_variant(int p_idx) {
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RenderingDevice *rd = RD::get_singleton();
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bool use_32_bit_atomics = rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT);
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bool use_vulkan_memory_model = rd->has_feature(RD::SUPPORTS_VULKAN_MEMORY_MODEL);
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return (use_vulkan_memory_model ? (VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX * 2) : 0) + (use_32_bit_atomics ? 0 : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX) + p_idx;
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}
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/* FOG VOLUMES */
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RID Fog::fog_volume_allocate() {
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return fog_volume_owner.allocate_rid();
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}
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void Fog::fog_volume_initialize(RID p_rid) {
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fog_volume_owner.initialize_rid(p_rid, FogVolume());
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}
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void Fog::fog_volume_free(RID p_rid) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
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fog_volume->dependency.deleted_notify(p_rid);
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fog_volume_owner.free(p_rid);
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}
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Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, nullptr);
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return &fog_volume->dependency;
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}
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void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL(fog_volume);
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if (p_shape == fog_volume->shape) {
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return;
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}
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fog_volume->shape = p_shape;
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fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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}
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void Fog::fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL(fog_volume);
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fog_volume->size = p_size;
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fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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}
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void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL(fog_volume);
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fog_volume->material = p_material;
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}
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RID Fog::fog_volume_get_material(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, RID());
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return fog_volume->material;
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}
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RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
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return fog_volume->shape;
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}
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AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const {
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FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, AABB());
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switch (fog_volume->shape) {
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case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
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case RS::FOG_VOLUME_SHAPE_CONE:
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case RS::FOG_VOLUME_SHAPE_CYLINDER:
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case RS::FOG_VOLUME_SHAPE_BOX: {
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AABB aabb;
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aabb.position = -fog_volume->size / 2;
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aabb.size = fog_volume->size;
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return aabb;
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}
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default: {
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// Need some size otherwise will get culled
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return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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}
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}
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}
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Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const {
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const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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ERR_FAIL_NULL_V(fog_volume, Vector3());
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return fog_volume->size;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Fog material
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bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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uniform_set_updated = true;
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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, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, _get_fog_variant()), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true, true);
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}
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Fog::FogMaterialData::~FogMaterialData() {
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free_parameters_uniform_set(uniform_set);
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}
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RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
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FogShaderData *shader_data = memnew(FogShaderData);
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return shader_data;
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}
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RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
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return Fog::get_singleton()->_create_fog_shader_func();
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}
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RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
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FogMaterialData *material_data = memnew(FogMaterialData);
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material_data->shader_data = p_shader;
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//update will happen later anyway so do nothing.
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return material_data;
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}
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RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
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return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
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}
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////////////////////////////////////////////////////////////////////////////////
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// FOG VOLUMES INSTANCE
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RID Fog::fog_volume_instance_create(RID p_fog_volume) {
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FogVolumeInstance fvi;
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fvi.volume = p_fog_volume;
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return fog_volume_instance_owner.make_rid(fvi);
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}
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void Fog::fog_instance_free(RID p_rid) {
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fog_volume_instance_owner.free(p_rid);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Volumetric Fog Shader
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void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_octmap_array) {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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{
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String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
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// Initialize local fog shader
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Vector<ShaderRD::VariantDefine> volumetric_fog_modes;
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_BASE, "", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_NO_ATOMICS, "#define NO_IMAGE_ATOMICS\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL, "#define USE_VULKAN_MEMORY_MODEL\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(VolumetricFogShader::SHADER_GROUP_VULKAN_MEMORY_MODEL_NO_ATOMICS, "#define USE_VULKAN_MEMORY_MODEL\n#define NO_IMAGE_ATOMICS\n", false));
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volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
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volumetric_fog.shader.enable_group(_get_fog_shader_group());
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
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}
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{
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ShaderCompiler::DefaultIdentifierActions actions;
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actions.renames["TIME"] = "scene_params.time";
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actions.renames["PI"] = String::num(Math::PI);
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actions.renames["TAU"] = String::num(Math::TAU);
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actions.renames["E"] = String::num(Math::E);
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actions.renames["WORLD_POSITION"] = "world.xyz";
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actions.renames["OBJECT_POSITION"] = "params.position";
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actions.renames["UVW"] = "uvw";
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actions.renames["SIZE"] = "params.size";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["DENSITY"] = "density";
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actions.renames["EMISSION"] = "emission";
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actions.renames["SDF"] = "sdf";
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actions.usage_defines["SDF"] = "#define SDF_USED\n";
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actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
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actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
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actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
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actions.base_uniform_string = "material.";
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
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actions.global_buffer_array_variable = "global_shader_uniforms.data";
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volumetric_fog.compiler.initialize(actions);
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}
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{
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// default material and shader for fog shader
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volumetric_fog.default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(volumetric_fog.default_shader);
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material_storage->shader_set_code(volumetric_fog.default_shader, R"(
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// Default fog shader.
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shader_type fog;
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void fog() {
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DENSITY = 1.0;
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ALBEDO = vec3(1.0);
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}
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)");
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volumetric_fog.default_material = material_storage->material_allocate();
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material_storage->material_initialize(volumetric_fog.default_material);
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material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
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FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
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volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, _get_fog_variant());
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Vector<RD::Uniform> uniforms;
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 2;
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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uniforms.push_back(u);
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}
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material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
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volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
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}
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{
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String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
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defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
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if (p_is_using_radiance_octmap_array) {
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defines += "\n#define USE_RADIANCE_OCTMAP_ARRAY \n";
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}
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Vector<ShaderRD::VariantDefine> volumetric_fog_modes;
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int shader_group = 0;
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for (int vk_memory_model = 0; vk_memory_model < 2; vk_memory_model++) {
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for (int no_atomics = 0; no_atomics < 2; no_atomics++) {
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String base_define = vk_memory_model ? "\n#define USE_VULKAN_MEMORY_MODEL" : "";
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base_define += no_atomics ? "\n#define NO_IMAGE_ATOMICS" : "";
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_DENSITY\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_FILTER\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_FOG\n", false));
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volumetric_fog_modes.push_back(ShaderRD::VariantDefine(shader_group, base_define + "\n#define MODE_COPY\n", false));
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shader_group++;
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}
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}
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volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
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volumetric_fog.process_shader.enable_group(_get_fog_shader_group());
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volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
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for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
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volumetric_fog.process_pipelines[i].create_compute_pipeline(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(i)));
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}
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volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
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}
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}
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void Fog::free_fog_shader() {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
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volumetric_fog.process_pipelines[i].free();
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}
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if (volumetric_fog.process_shader_version.is_valid()) {
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volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
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}
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if (volumetric_fog.volume_ubo.is_valid()) {
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RD::get_singleton()->free_rid(volumetric_fog.volume_ubo);
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}
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if (volumetric_fog.params_ubo.is_valid()) {
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RD::get_singleton()->free_rid(volumetric_fog.params_ubo);
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}
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if (volumetric_fog.default_shader.is_valid()) {
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material_storage->shader_free(volumetric_fog.default_shader);
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}
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if (volumetric_fog.default_material.is_valid()) {
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material_storage->material_free(volumetric_fog.default_material);
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}
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}
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void Fog::FogShaderData::set_code(const String &p_code) {
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//compile
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code = p_code;
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valid = false;
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ubo_size = 0;
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uniforms.clear();
363
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if (code.is_empty()) {
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return; //just invalid, but no error
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}
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ShaderCompiler::GeneratedCode gen_code;
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ShaderCompiler::IdentifierActions actions;
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actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
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uses_time = false;
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actions.usage_flag_pointers["TIME"] = &uses_time;
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actions.uniforms = &uniforms;
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Fog *fog_singleton = Fog::get_singleton();
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Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
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ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
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if (version.is_null()) {
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version = fog_singleton->volumetric_fog.shader.version_create();
385
} else {
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pipeline.free();
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}
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fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
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ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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ubo_offsets = gen_code.uniform_offsets;
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texture_uniforms = gen_code.texture_uniforms;
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pipeline.create_compute_pipeline(fog_singleton->volumetric_fog.shader.version_get_shader(version, _get_fog_variant()));
397
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valid = true;
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}
400
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bool Fog::FogShaderData::is_animated() const {
402
return false;
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}
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bool Fog::FogShaderData::casts_shadows() const {
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return false;
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}
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RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
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Fog *fog_singleton = Fog::get_singleton();
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return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
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}
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Pair<ShaderRD *, RID> Fog::FogShaderData::get_native_shader_and_version() const {
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Fog *fog_singleton = Fog::get_singleton();
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return { &fog_singleton->volumetric_fog.shader, version };
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}
419
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Fog::FogShaderData::~FogShaderData() {
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pipeline.free();
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Fog *fog_singleton = Fog::get_singleton();
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ERR_FAIL_NULL(fog_singleton);
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if (version.is_valid()) {
426
fog_singleton->volumetric_fog.shader.version_free(version);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Volumetric Fog
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bool Fog::VolumetricFog::sync_gi_dependent_sets_validity(bool p_ensure_freed) {
434
bool null = gi_dependent_sets.process_uniform_set_density.is_null();
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bool valid = !null && RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
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#ifdef DEV_ENABLED
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// It's all-or-nothing, or something else has changed that requires dev attention.
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set.is_null());
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set2.is_null());
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set2));
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#endif
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if (valid) {
446
if (p_ensure_freed) {
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RD::get_singleton()->free_rid(gi_dependent_sets.process_uniform_set_density);
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RD::get_singleton()->free_rid(gi_dependent_sets.process_uniform_set);
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RD::get_singleton()->free_rid(gi_dependent_sets.process_uniform_set2);
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valid = false;
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}
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}
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if (!valid && !null) {
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gi_dependent_sets = {};
456
}
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return valid;
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}
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void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
462
width = fog_size.x;
463
height = fog_size.y;
464
depth = fog_size.z;
465
atomic_type = RD::get_singleton()->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT) ? RD::UNIFORM_TYPE_IMAGE : RD::UNIFORM_TYPE_STORAGE_BUFFER;
466
467
RD::TextureFormat tf;
468
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
469
tf.width = fog_size.x;
470
tf.height = fog_size.y;
471
tf.depth = fog_size.z;
472
tf.texture_type = RD::TEXTURE_TYPE_3D;
473
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
474
475
light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
476
RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
477
478
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
479
480
prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
481
RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
482
RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
483
484
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
485
486
fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
487
RD::get_singleton()->set_resource_name(fog_map, "Fog map");
488
489
if (atomic_type == RD::UNIFORM_TYPE_STORAGE_BUFFER) {
490
Vector<uint8_t> dm;
491
dm.resize_initialized(fog_size.x * fog_size.y * fog_size.z * 4);
492
493
density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
494
RD::get_singleton()->set_resource_name(density_map, "Fog density map");
495
light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
496
RD::get_singleton()->set_resource_name(light_map, "Fog light map");
497
emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
498
RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
499
} else {
500
tf.format = RD::DATA_FORMAT_R32_UINT;
501
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_ATOMIC_BIT;
502
density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
503
RD::get_singleton()->set_resource_name(density_map, "Fog density map");
504
RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
505
light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
506
RD::get_singleton()->set_resource_name(light_map, "Fog light map");
507
RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
508
emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
509
RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
510
RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
511
}
512
513
Vector<RD::Uniform> uniforms;
514
{
515
RD::Uniform u;
516
u.binding = 0;
517
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
518
u.append_id(fog_map);
519
uniforms.push_back(u);
520
}
521
522
sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
523
}
524
525
Fog::VolumetricFog::~VolumetricFog() {
526
RD::get_singleton()->free_rid(prev_light_density_map);
527
RD::get_singleton()->free_rid(light_density_map);
528
RD::get_singleton()->free_rid(fog_map);
529
RD::get_singleton()->free_rid(density_map);
530
RD::get_singleton()->free_rid(light_map);
531
RD::get_singleton()->free_rid(emissive_map);
532
533
if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
534
RD::get_singleton()->free_rid(fog_uniform_set);
535
}
536
if (copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(copy_uniform_set)) {
537
RD::get_singleton()->free_rid(copy_uniform_set);
538
}
539
540
sync_gi_dependent_sets_validity(true);
541
542
if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
543
RD::get_singleton()->free_rid(sdfgi_uniform_set);
544
}
545
if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
546
RD::get_singleton()->free_rid(sky_uniform_set);
547
}
548
}
549
550
Vector3i Fog::_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) {
551
Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
552
view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
553
Vector3 fog_position = Vector3(0, 0, 0);
554
555
view_position.y = -view_position.y;
556
fog_position.z = -view_position.z / fog_end;
557
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;
558
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;
559
fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
560
fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
561
562
fog_position = fog_position.clamp(Vector3(), fog_size);
563
564
return Vector3i(fog_position);
565
}
566
567
void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
568
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
569
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
570
571
RENDER_TIMESTAMP("> Volumetric Fog");
572
RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
573
574
Ref<VolumetricFog> fog = p_settings.vfog;
575
576
if (p_fog_volumes.size() > 0) {
577
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
578
579
RENDER_TIMESTAMP("Render FogVolumes");
580
581
VolumetricFogShader::VolumeUBO params;
582
583
Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
584
Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
585
float z_near = p_cam_projection.get_z_near();
586
float z_far = p_cam_projection.get_z_far();
587
float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
588
589
Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
590
Vector2 fog_near_size;
591
if (p_cam_projection.is_orthogonal()) {
592
fog_near_size = fog_far_size;
593
} else {
594
fog_near_size = frustum_near_size.maxf(0.001);
595
}
596
597
params.fog_frustum_size_begin[0] = fog_near_size.x;
598
params.fog_frustum_size_begin[1] = fog_near_size.y;
599
600
params.fog_frustum_size_end[0] = fog_far_size.x;
601
params.fog_frustum_size_end[1] = fog_far_size.y;
602
603
params.fog_frustum_end = fog_end;
604
params.z_near = z_near;
605
params.z_far = z_far;
606
params.time = p_settings.time;
607
608
params.fog_volume_size[0] = fog->width;
609
params.fog_volume_size[1] = fog->height;
610
params.fog_volume_size[2] = fog->depth;
611
612
params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
613
params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
614
params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
615
params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
616
617
Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
618
RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
619
RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
620
621
RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params);
622
623
if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
624
Vector<RD::Uniform> uniforms;
625
626
{
627
RD::Uniform u;
628
u.uniform_type = fog->atomic_type;
629
u.binding = 1;
630
u.append_id(fog->emissive_map);
631
uniforms.push_back(u);
632
}
633
634
{
635
RD::Uniform u;
636
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
637
u.binding = 2;
638
u.append_id(volumetric_fog.volume_ubo);
639
uniforms.push_back(u);
640
}
641
642
{
643
RD::Uniform u;
644
u.uniform_type = fog->atomic_type;
645
u.binding = 3;
646
u.append_id(fog->density_map);
647
uniforms.push_back(u);
648
}
649
650
{
651
RD::Uniform u;
652
u.uniform_type = fog->atomic_type;
653
u.binding = 4;
654
u.append_id(fog->light_map);
655
uniforms.push_back(u);
656
}
657
658
fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
659
}
660
661
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
662
bool any_uses_time = false;
663
Vector3 cam_position = p_cam_transform.get_origin();
664
665
for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
666
FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
667
ERR_FAIL_NULL(fog_volume_instance);
668
RID fog_volume = fog_volume_instance->volume;
669
670
RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
671
672
FogMaterialData *material = nullptr;
673
674
if (fog_material.is_valid()) {
675
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
676
if (!material || !material->shader_data->valid) {
677
material = nullptr;
678
}
679
}
680
681
if (!material) {
682
fog_material = volumetric_fog.default_material;
683
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
684
}
685
686
ERR_FAIL_NULL(material);
687
688
FogShaderData *shader_data = material->shader_data;
689
690
ERR_FAIL_NULL(shader_data);
691
692
any_uses_time |= shader_data->uses_time;
693
694
Vector3i froxel_min;
695
Vector3i froxel_max;
696
Vector3i kernel_size;
697
698
Vector3 fog_position = fog_volume_instance->transform.get_origin();
699
RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
700
Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_size(fog_volume) / 2;
701
702
if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
703
// Local fog volume.
704
Vector3 fog_size = Vector3(fog->width, fog->height, fog->depth);
705
float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
706
Vector3 corners[8]{
707
fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)),
708
fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)),
709
fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)),
710
fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)),
711
fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)),
712
fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)),
713
fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)),
714
fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z))
715
};
716
Vector3i froxels[8];
717
Vector3 corner_min = corners[0];
718
Vector3 corner_max = corners[0];
719
for (int j = 0; j < 8; j++) {
720
froxels[j] = _point_get_position_in_froxel_volume(corners[j], fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
721
corner_min = corner_min.min(corners[j]);
722
corner_max = corner_max.max(corners[j]);
723
}
724
725
froxel_min = Vector3i(int32_t(fog->width) - 1, int32_t(fog->height) - 1, int32_t(fog->depth) - 1);
726
froxel_max = Vector3i(1, 1, 1);
727
728
// Tracking just the corners of the fog volume can result in missing some fog:
729
// when the camera's near plane is inside the fog, we must always consider the entire screen
730
Vector3 near_plane_corner(frustum_near_size.x, frustum_near_size.y, z_near);
731
float expand = near_plane_corner.length();
732
if (cam_position.x > (corner_min.x - expand) && cam_position.x < (corner_max.x + expand) &&
733
cam_position.y > (corner_min.y - expand) && cam_position.y < (corner_max.y + expand) &&
734
cam_position.z > (corner_min.z - expand) && cam_position.z < (corner_max.z + expand)) {
735
froxel_min.x = 0;
736
froxel_min.y = 0;
737
froxel_min.z = 0;
738
froxel_max.x = int32_t(fog->width);
739
froxel_max.y = int32_t(fog->height);
740
for (int j = 0; j < 8; j++) {
741
froxel_max.z = MAX(froxel_max.z, froxels[j].z);
742
}
743
} else {
744
// Camera is guaranteed to be outside the fog volume
745
for (int j = 0; j < 8; j++) {
746
froxel_min = froxel_min.min(froxels[j]);
747
froxel_max = froxel_max.max(froxels[j]);
748
}
749
}
750
751
kernel_size = froxel_max - froxel_min;
752
} else {
753
// Volume type global runs on all cells
754
extents = Vector3(fog->width, fog->height, fog->depth);
755
froxel_min = Vector3i(0, 0, 0);
756
kernel_size = Vector3i(int32_t(fog->width), int32_t(fog->height), int32_t(fog->depth));
757
}
758
759
if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
760
continue;
761
}
762
763
VolumetricFogShader::FogPushConstant push_constant;
764
push_constant.position[0] = fog_position.x;
765
push_constant.position[1] = fog_position.y;
766
push_constant.position[2] = fog_position.z;
767
push_constant.size[0] = extents.x * 2;
768
push_constant.size[1] = extents.y * 2;
769
push_constant.size[2] = extents.z * 2;
770
push_constant.corner[0] = froxel_min.x;
771
push_constant.corner[1] = froxel_min.y;
772
push_constant.corner[2] = froxel_min.z;
773
push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
774
RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
775
776
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline.get_rid());
777
778
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
779
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
780
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
781
if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
782
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
783
material->set_as_used();
784
}
785
786
RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
787
}
788
if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
789
RenderingServerDefault::redraw_request();
790
}
791
792
RD::get_singleton()->draw_command_end_label();
793
794
RD::get_singleton()->compute_list_end();
795
}
796
797
bool gi_dependent_sets_valid = fog->sync_gi_dependent_sets_validity();
798
if (!fog->copy_uniform_set.is_null() && !RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
799
fog->copy_uniform_set = RID();
800
}
801
if (!gi_dependent_sets_valid || fog->copy_uniform_set.is_null()) {
802
//re create uniform set if needed
803
Vector<RD::Uniform> uniforms;
804
Vector<RD::Uniform> copy_uniforms;
805
806
{
807
RD::Uniform u;
808
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
809
u.binding = 1;
810
if (p_settings.shadow_atlas_depth.is_null()) {
811
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
812
} else {
813
u.append_id(p_settings.shadow_atlas_depth);
814
}
815
816
uniforms.push_back(u);
817
copy_uniforms.push_back(u);
818
}
819
820
{
821
RD::Uniform u;
822
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
823
u.binding = 2;
824
if (p_settings.directional_shadow_depth.is_valid()) {
825
u.append_id(p_settings.directional_shadow_depth);
826
} else {
827
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
828
}
829
uniforms.push_back(u);
830
copy_uniforms.push_back(u);
831
}
832
833
{
834
RD::Uniform u;
835
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
836
u.binding = 3;
837
u.append_id(p_settings.omni_light_buffer);
838
uniforms.push_back(u);
839
copy_uniforms.push_back(u);
840
}
841
{
842
RD::Uniform u;
843
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
844
u.binding = 4;
845
u.append_id(p_settings.spot_light_buffer);
846
uniforms.push_back(u);
847
copy_uniforms.push_back(u);
848
}
849
850
{
851
RD::Uniform u;
852
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
853
u.binding = 5;
854
u.append_id(p_settings.directional_light_buffer);
855
uniforms.push_back(u);
856
copy_uniforms.push_back(u);
857
}
858
859
{
860
RD::Uniform u;
861
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
862
u.binding = 6;
863
u.append_id(p_settings.cluster_builder->get_cluster_buffer());
864
uniforms.push_back(u);
865
copy_uniforms.push_back(u);
866
}
867
868
{
869
RD::Uniform u;
870
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
871
u.binding = 7;
872
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
873
uniforms.push_back(u);
874
copy_uniforms.push_back(u);
875
}
876
877
{
878
RD::Uniform u;
879
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
880
u.binding = 8;
881
u.append_id(fog->light_density_map);
882
uniforms.push_back(u);
883
copy_uniforms.push_back(u);
884
}
885
886
{
887
RD::Uniform u;
888
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
889
u.binding = 9;
890
u.append_id(fog->fog_map);
891
uniforms.push_back(u);
892
}
893
894
{
895
RD::Uniform u;
896
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
897
u.binding = 9;
898
u.append_id(fog->prev_light_density_map);
899
copy_uniforms.push_back(u);
900
}
901
902
{
903
RD::Uniform u;
904
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
905
u.binding = 10;
906
u.append_id(p_settings.shadow_sampler);
907
uniforms.push_back(u);
908
copy_uniforms.push_back(u);
909
}
910
911
{
912
RD::Uniform u;
913
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
914
u.binding = 11;
915
u.append_id(p_settings.voxel_gi_buffer);
916
uniforms.push_back(u);
917
copy_uniforms.push_back(u);
918
}
919
920
{
921
RD::Uniform u;
922
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
923
u.binding = 12;
924
for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
925
u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
926
}
927
uniforms.push_back(u);
928
copy_uniforms.push_back(u);
929
}
930
{
931
RD::Uniform u;
932
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
933
u.binding = 13;
934
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
935
uniforms.push_back(u);
936
copy_uniforms.push_back(u);
937
}
938
{
939
RD::Uniform u;
940
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
941
u.binding = 14;
942
u.append_id(volumetric_fog.params_ubo);
943
uniforms.push_back(u);
944
copy_uniforms.push_back(u);
945
}
946
{
947
RD::Uniform u;
948
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
949
u.binding = 15;
950
u.append_id(fog->prev_light_density_map);
951
uniforms.push_back(u);
952
}
953
{
954
RD::Uniform u;
955
u.uniform_type = fog->atomic_type;
956
u.binding = 16;
957
u.append_id(fog->density_map);
958
uniforms.push_back(u);
959
}
960
{
961
RD::Uniform u;
962
u.uniform_type = fog->atomic_type;
963
u.binding = 17;
964
u.append_id(fog->light_map);
965
uniforms.push_back(u);
966
}
967
968
{
969
RD::Uniform u;
970
u.uniform_type = fog->atomic_type;
971
u.binding = 18;
972
u.append_id(fog->emissive_map);
973
uniforms.push_back(u);
974
}
975
976
{
977
RD::Uniform u;
978
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
979
u.binding = 19;
980
RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_octmap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
981
RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID();
982
u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
983
uniforms.push_back(u);
984
}
985
986
if (fog->copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
987
RD::get_singleton()->free_rid(fog->copy_uniform_set);
988
}
989
fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY)), 0);
990
991
if (!gi_dependent_sets_valid) {
992
fog->gi_dependent_sets.process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG)), 0);
993
994
RID aux7 = uniforms.write[7].get_id(0);
995
RID aux8 = uniforms.write[8].get_id(0);
996
997
uniforms.write[7].set_id(0, aux8);
998
uniforms.write[8].set_id(0, aux7);
999
1000
fog->gi_dependent_sets.process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG)), 0);
1001
1002
uniforms.remove_at(8);
1003
uniforms.write[7].set_id(0, aux7);
1004
fog->gi_dependent_sets.process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY)), 0);
1005
}
1006
}
1007
1008
bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid());
1009
1010
if (using_sdfgi) {
1011
if (fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->sdfgi_uniform_set)) {
1012
Vector<RD::Uniform> uniforms;
1013
1014
{
1015
RD::Uniform u;
1016
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
1017
u.binding = 0;
1018
u.append_id(p_settings.gi->sdfgi_ubo);
1019
uniforms.push_back(u);
1020
}
1021
1022
{
1023
RD::Uniform u;
1024
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
1025
u.binding = 1;
1026
u.append_id(p_settings.sdfgi->ambient_texture);
1027
uniforms.push_back(u);
1028
}
1029
1030
{
1031
RD::Uniform u;
1032
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
1033
u.binding = 2;
1034
u.append_id(p_settings.sdfgi->occlusion_texture);
1035
uniforms.push_back(u);
1036
}
1037
1038
fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI)), 1);
1039
}
1040
}
1041
1042
fog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
1043
fog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
1044
1045
VolumetricFogShader::ParamsUBO params;
1046
1047
Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
1048
Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
1049
float z_near = p_cam_projection.get_z_near();
1050
float z_far = p_cam_projection.get_z_far();
1051
float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
1052
1053
Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
1054
Vector2 fog_near_size;
1055
if (p_cam_projection.is_orthogonal()) {
1056
fog_near_size = fog_far_size;
1057
} else {
1058
fog_near_size = frustum_near_size.maxf(0.001);
1059
}
1060
1061
params.fog_frustum_size_begin[0] = fog_near_size.x;
1062
params.fog_frustum_size_begin[1] = fog_near_size.y;
1063
1064
params.fog_frustum_size_end[0] = fog_far_size.x;
1065
params.fog_frustum_size_end[1] = fog_far_size.y;
1066
1067
params.ambient_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_ambient_inject(p_settings.env) * RendererSceneRenderRD::get_singleton()->environment_get_ambient_light_energy(p_settings.env);
1068
params.z_far = z_far;
1069
1070
params.fog_frustum_end = fog_end;
1071
1072
Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
1073
params.ambient_color[0] = ambient_color.r;
1074
params.ambient_color[1] = ambient_color.g;
1075
params.ambient_color[2] = ambient_color.b;
1076
params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
1077
1078
params.fog_volume_size[0] = fog->width;
1079
params.fog_volume_size[1] = fog->height;
1080
params.fog_volume_size[2] = fog->depth;
1081
1082
params.directional_light_count = p_directional_light_count;
1083
1084
Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
1085
params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
1086
params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
1087
params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
1088
params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
1089
1090
Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
1091
params.base_scattering[0] = base_scattering.r;
1092
params.base_scattering[1] = base_scattering.g;
1093
params.base_scattering[2] = base_scattering.b;
1094
params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
1095
1096
params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
1097
params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
1098
1099
params.cam_rotation[0] = p_cam_transform.basis[0][0];
1100
params.cam_rotation[1] = p_cam_transform.basis[1][0];
1101
params.cam_rotation[2] = p_cam_transform.basis[2][0];
1102
params.cam_rotation[3] = 0;
1103
params.cam_rotation[4] = p_cam_transform.basis[0][1];
1104
params.cam_rotation[5] = p_cam_transform.basis[1][1];
1105
params.cam_rotation[6] = p_cam_transform.basis[2][1];
1106
params.cam_rotation[7] = 0;
1107
params.cam_rotation[8] = p_cam_transform.basis[0][2];
1108
params.cam_rotation[9] = p_cam_transform.basis[1][2];
1109
params.cam_rotation[10] = p_cam_transform.basis[2][2];
1110
params.cam_rotation[11] = 0;
1111
params.filter_axis = 0;
1112
params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
1113
params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
1114
1115
Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
1116
RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
1117
1118
params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
1119
params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
1120
1121
RID sky_rid = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env);
1122
if (sky_rid.is_valid()) {
1123
float uv_border_size = p_settings.sky->sky_get_uv_border_size(sky_rid);
1124
params.sky_border_size[0] = uv_border_size;
1125
params.sky_border_size[1] = 1.0f - uv_border_size * 2.0f;
1126
}
1127
1128
{
1129
uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
1130
params.cluster_shift = get_shift_from_power_of_2(cluster_size);
1131
1132
uint32_t cluster_screen_width = Math::division_round_up((uint32_t)p_settings.rb_size.x, cluster_size);
1133
uint32_t cluster_screen_height = Math::division_round_up((uint32_t)p_settings.rb_size.y, cluster_size);
1134
params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
1135
params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
1136
params.cluster_width = cluster_screen_width;
1137
1138
params.screen_size[0] = p_settings.rb_size.x;
1139
params.screen_size[1] = p_settings.rb_size.y;
1140
}
1141
1142
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
1143
sky_transform = sky_transform.inverse() * p_cam_transform.basis;
1144
RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
1145
1146
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
1147
1148
RENDER_TIMESTAMP("Render Fog");
1149
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
1150
1151
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
1152
1153
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].get_rid());
1154
1155
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
1156
1157
if (using_sdfgi) {
1158
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
1159
}
1160
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1161
RD::get_singleton()->compute_list_add_barrier(compute_list);
1162
1163
// Copy fog to history buffer
1164
if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
1165
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY].get_rid());
1166
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
1167
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1168
RD::get_singleton()->compute_list_add_barrier(compute_list);
1169
}
1170
RD::get_singleton()->draw_command_end_label();
1171
1172
if (p_settings.volumetric_fog_filter_active) {
1173
RD::get_singleton()->draw_command_begin_label("Filter Fog");
1174
1175
RENDER_TIMESTAMP("Filter Fog");
1176
1177
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER].get_rid());
1178
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
1179
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1180
1181
RD::get_singleton()->compute_list_end();
1182
//need restart for buffer update
1183
1184
params.filter_axis = 1;
1185
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
1186
1187
compute_list = RD::get_singleton()->compute_list_begin();
1188
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER].get_rid());
1189
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0);
1190
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
1191
1192
RD::get_singleton()->compute_list_add_barrier(compute_list);
1193
RD::get_singleton()->draw_command_end_label();
1194
}
1195
1196
RENDER_TIMESTAMP("Integrate Fog");
1197
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
1198
1199
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG].get_rid());
1200
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
1201
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
1202
1203
RD::get_singleton()->compute_list_end();
1204
1205
RENDER_TIMESTAMP("< Volumetric Fog");
1206
RD::get_singleton()->draw_command_end_label();
1207
RD::get_singleton()->draw_command_end_label();
1208
}
1209
1210