2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  fog.h                                                                 */
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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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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2022-06-21 10:08:33 +10:00
										 
									 
								 
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								#ifndef FOG_RD_H
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								#define FOG_RD_H
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								#include "core/templates/local_vector.h"
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								#include "core/templates/rid_owner.h"
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								#include "servers/rendering/environment/renderer_fog.h"
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								#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
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								#include "servers/rendering/renderer_rd/environment/gi.h"
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								#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
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								#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
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								#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
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								#include "servers/rendering/storage/utilities.h"
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								#define RB_SCOPE_FOG SNAME("Fog")
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								namespace RendererRD {
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								class Fog : public RendererFog {
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								private:
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									static Fog *singleton;
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									/* FOG VOLUMES */
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									struct FogVolume {
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										RID material;
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										Vector3 size = Vector3(2, 2, 2);
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										RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
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										Dependency dependency;
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									};
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									mutable RID_Owner<FogVolume, true> fog_volume_owner;
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									struct FogVolumeInstance {
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										RID volume;
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										Transform3D transform;
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										bool active = false;
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									};
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									mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
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									/* Volumetric Fog */
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									struct VolumetricFogShader {
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										enum FogSet {
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											FOG_SET_BASE,
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											FOG_SET_UNIFORMS,
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											FOG_SET_MATERIAL,
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											FOG_SET_MAX,
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										};
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										struct FogPushConstant {
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											float position[3];
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											float pad;
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											float size[3];
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											float pad2;
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											int32_t corner[3];
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											uint32_t shape;
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											float transform[16];
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										};
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										struct VolumeUBO {
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											float fog_frustum_size_begin[2];
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											float fog_frustum_size_end[2];
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											float fog_frustum_end;
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											float z_near;
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											float z_far;
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											float time;
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											int32_t fog_volume_size[3];
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											uint32_t directional_light_count;
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											uint32_t use_temporal_reprojection;
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											uint32_t temporal_frame;
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											float detail_spread;
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											float temporal_blend;
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											float to_prev_view[16];
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											float transform[16];
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										};
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										ShaderCompiler compiler;
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										VolumetricFogShaderRD shader;
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										RID volume_ubo;
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										RID default_shader;
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										RID default_material;
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										RID default_shader_rd;
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										RID base_uniform_set;
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										RID params_ubo;
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										enum {
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											VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
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											VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
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											VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
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											VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
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											VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
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											VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
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										};
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										struct ParamsUBO {
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											float fog_frustum_size_begin[2];
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											float fog_frustum_size_end[2];
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											float fog_frustum_end;
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											float ambient_inject;
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											float z_far;
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											uint32_t filter_axis;
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											float ambient_color[3];
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											float sky_contribution;
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											int32_t fog_volume_size[3];
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											uint32_t directional_light_count;
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											float base_emission[3];
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											float base_density;
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											float base_scattering[3];
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											float phase_g;
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											float detail_spread;
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											float gi_inject;
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											uint32_t max_voxel_gi_instances;
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											uint32_t cluster_type_size;
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											float screen_size[2];
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											uint32_t cluster_shift;
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											uint32_t cluster_width;
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											uint32_t max_cluster_element_count_div_32;
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											uint32_t use_temporal_reprojection;
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											uint32_t temporal_frame;
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											float temporal_blend;
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											float cam_rotation[12];
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											float to_prev_view[16];
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											float radiance_inverse_xform[12];
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										};
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										VolumetricFogProcessShaderRD process_shader;
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										RID process_shader_version;
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										RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
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									} volumetric_fog;
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									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);
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											2022-08-01 11:59:14 +10:00
										 
									 
								 
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									struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
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										bool valid = false;
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										RID version;
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										RID pipeline;
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										Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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										Vector<uint32_t> ubo_offsets;
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										uint32_t ubo_size = 0;
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										String code;
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										bool uses_time = false;
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										virtual void set_code(const String &p_Code);
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										virtual bool is_animated() const;
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										virtual bool casts_shadows() const;
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										virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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										FogShaderData() {}
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										virtual ~FogShaderData();
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									};
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											2022-08-01 11:59:14 +10:00
										 
									 
								 
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									struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
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										FogShaderData *shader_data = nullptr;
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										RID uniform_set;
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										bool uniform_set_updated;
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										virtual void set_render_priority(int p_priority) {}
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										virtual void set_next_pass(RID p_pass) {}
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										virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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										virtual ~FogMaterialData();
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									};
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									RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
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									static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
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									RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
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									static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
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											2022-06-21 10:08:33 +10:00
										 
									 
								 
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								public:
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									static Fog *get_singleton() { return singleton; }
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									Fog();
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									~Fog();
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									/* FOG VOLUMES */
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									bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); };
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									virtual RID fog_volume_allocate() override;
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									virtual void fog_volume_initialize(RID p_rid) override;
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											2022-09-12 19:44:48 +10:00
										 
									 
								 
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									virtual void fog_volume_free(RID p_rid) override;
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									Dependency *fog_volume_get_dependency(RID p_fog_volume) const;
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									virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
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											2022-07-12 08:43:01 +01:00
										 
									 
								 
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									virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override;
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											2022-06-21 10:08:33 +10:00
										 
									 
								 
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									virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
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									virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
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									RID fog_volume_get_material(RID p_fog_volume) const;
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									virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
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											2022-07-12 08:43:01 +01:00
										 
									 
								 
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									Vector3 fog_volume_get_size(RID p_fog_volume) const;
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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									/* FOG VOLUMES INSTANCE */
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									bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
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									RID fog_volume_instance_create(RID p_fog_volume);
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									void fog_instance_free(RID p_rid);
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											2022-09-12 19:44:48 +10:00
										 
									 
								 
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									void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
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										Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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										ERR_FAIL_COND(!fvi);
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										fvi->transform = p_transform;
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									}
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									void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
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										Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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										ERR_FAIL_COND(!fvi);
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										fvi->active = p_active;
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									}
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									RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
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										Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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										ERR_FAIL_COND_V(!fvi, RID());
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										return fvi->volume;
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									}
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									Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const {
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										Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
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										ERR_FAIL_COND_V(!fvi, Vector3());
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										return fvi->transform.get_origin();
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									}
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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									/* Volumetric FOG */
							 | 
						
					
						
							
								
									
										
										
										
											2022-08-04 18:40:39 +10:00
										 
									 
								 
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									class VolumetricFog : public RenderBufferCustomDataRD {
							 | 
						
					
						
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										GDCLASS(VolumetricFog, RenderBufferCustomDataRD)
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									public:
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										enum {
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											MAX_TEMPORAL_FRAMES = 16
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										};
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										uint32_t width = 0;
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										uint32_t height = 0;
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										uint32_t depth = 0;
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										float length;
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										float spread;
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										RID light_density_map;
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										RID prev_light_density_map;
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										RID fog_map;
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										RID density_map;
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										RID light_map;
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										RID emissive_map;
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										RID fog_uniform_set;
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											2023-04-26 10:18:27 +02:00
										 
									 
								 
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										struct {
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											bool valid = false;
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											RID copy_uniform_set;
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											RID process_uniform_set_density;
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											RID process_uniform_set;
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											RID process_uniform_set2;
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								#ifdef DEV_ENABLED
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											void assert_actual_validity() {
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												// It's all-or-nothing, or something else has changed that requires dev attention.
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												DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(copy_uniform_set));
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												DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density));
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												DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set));
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												DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set2));
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											}
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								#endif
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										} gi_dependent_sets;
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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										RID sdfgi_uniform_set;
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										RID sky_uniform_set;
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										int last_shadow_filter = -1;
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											2022-08-04 18:40:39 +10:00
										 
									 
								 
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										virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
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										virtual void free_data() override{};
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										void init(const Vector3i &fog_size, RID p_sky_shader);
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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										~VolumetricFog();
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									};
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									void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
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									void free_fog_shader();
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									struct VolumetricFogSettings {
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										Vector2i rb_size;
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										double time;
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										bool is_using_radiance_cubemap_array;
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										uint32_t max_cluster_elements;
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										bool volumetric_fog_filter_active;
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										RID shadow_sampler;
							 | 
						
					
						
							
								
									
										
										
										
											2022-08-04 18:40:39 +10:00
										 
									 
								 
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										RID voxel_gi_buffer;
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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										RID shadow_atlas_depth;
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										RID omni_light_buffer;
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										RID spot_light_buffer;
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										RID directional_shadow_depth;
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										RID directional_light_buffer;
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										// Objects related to our render buffer
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											2022-08-04 18:40:39 +10:00
										 
									 
								 
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										Ref<VolumetricFog> vfog;
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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										ClusterBuilderRD *cluster_builder;
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										GI *gi;
							 | 
						
					
						
							
								
									
										
										
										
											2022-08-04 18:40:39 +10:00
										 
									 
								 
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										Ref<GI::SDFGI> sdfgi;
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										Ref<GI::RenderBuffersGI> rbgi;
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											2022-07-27 16:14:23 +10:00
										 
									 
								 
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										RID env;
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											2022-07-19 14:17:58 +10:00
										 
									 
								 
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										SkyRD *sky;
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									};
							 | 
						
					
						
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							 | 
							
							
									void 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);
							 | 
						
					
						
							
								
									
										
										
										
											2022-06-21 10:08:33 +10:00
										 
									 
								 
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								};
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								} // namespace RendererRD
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											2022-07-23 23:41:51 +02:00
										 
									 
								 
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								#endif // FOG_RD_H
							 |