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	`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
		
			
				
	
	
		
			1205 lines
		
	
	
	
		
			51 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1205 lines
		
	
	
	
		
			51 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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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) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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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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/* 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_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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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_COND(!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_extents(RID p_fog_volume, const Vector3 &p_extents) {
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	FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
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	ERR_FAIL_COND(!fog_volume);
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	fog_volume->extents = p_extents;
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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_COND(!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_COND_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_COND_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_COND_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->extents;
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			aabb.size = fog_volume->extents * 2;
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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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	return AABB();
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}
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Vector3 Fog::fog_volume_get_extents(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_COND_V(!fog_volume, Vector3());
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	return fog_volume->extents;
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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, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
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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_cubemap_array) {
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	MaterialStorage *material_storage = MaterialStorage::get_singleton();
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	{
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		// Initialize local fog shader
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		Vector<String> volumetric_fog_modes;
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		volumetric_fog_modes.push_back("");
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		volumetric_fog.shader.initialize(volumetric_fog_modes);
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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"] = _MKSTR(Math_PI);
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		actions.renames["TAU"] = _MKSTR(Math_TAU);
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		actions.renames["E"] = _MKSTR(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["EXTENTS"] = "params.extents";
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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.sampler_array_name = "material_samplers";
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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_variables.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, 0);
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		Vector<RD::Uniform> uniforms;
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		{
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			Vector<RID> ids;
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			ids.resize(12);
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			RID *ids_ptr = ids.ptrw();
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			ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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			ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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			ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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			ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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			ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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			ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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			ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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			ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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			ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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			ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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			ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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			ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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			RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
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			uniforms.push_back(u);
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		}
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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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		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_cubemap_array) {
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			defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
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		}
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		Vector<String> volumetric_fog_modes;
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		volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
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		volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
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		volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
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		volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
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		volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
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		volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
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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] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 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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						|
	volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
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	RD::get_singleton()->free(volumetric_fog.volume_ubo);
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	RD::get_singleton()->free(volumetric_fog.params_ubo);
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	material_storage->shader_free(volumetric_fog.default_shader);
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	material_storage->material_free(volumetric_fog.default_material);
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}
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void Fog::FogShaderData::set_path_hint(const String &p_path) {
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	path = p_path;
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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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 | 
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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();
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						|
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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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						|
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						|
	ShaderCompiler::GeneratedCode gen_code;
 | 
						|
	ShaderCompiler::IdentifierActions actions;
 | 
						|
	actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
 | 
						|
 | 
						|
	uses_time = false;
 | 
						|
 | 
						|
	actions.usage_flag_pointers["TIME"] = &uses_time;
 | 
						|
 | 
						|
	actions.uniforms = &uniforms;
 | 
						|
 | 
						|
	Fog *fog_singleton = Fog::get_singleton();
 | 
						|
 | 
						|
	Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
 | 
						|
	ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
 | 
						|
 | 
						|
	if (version.is_null()) {
 | 
						|
		version = fog_singleton->volumetric_fog.shader.version_create();
 | 
						|
	}
 | 
						|
 | 
						|
	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);
 | 
						|
	ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
 | 
						|
 | 
						|
	ubo_size = gen_code.uniform_total_size;
 | 
						|
	ubo_offsets = gen_code.uniform_offsets;
 | 
						|
	texture_uniforms = gen_code.texture_uniforms;
 | 
						|
 | 
						|
	pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
 | 
						|
 | 
						|
	valid = true;
 | 
						|
}
 | 
						|
 | 
						|
void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
 | 
						|
	if (!p_texture.is_valid()) {
 | 
						|
		if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
 | 
						|
			default_texture_params[p_name].erase(p_index);
 | 
						|
 | 
						|
			if (default_texture_params[p_name].is_empty()) {
 | 
						|
				default_texture_params.erase(p_name);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		if (!default_texture_params.has(p_name)) {
 | 
						|
			default_texture_params[p_name] = HashMap<int, RID>();
 | 
						|
		}
 | 
						|
		default_texture_params[p_name][p_index] = p_texture;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
 | 
						|
	RBMap<int, StringName> order;
 | 
						|
 | 
						|
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
 | 
						|
		if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (E.value.texture_order >= 0) {
 | 
						|
			order[E.value.texture_order + 100000] = E.key;
 | 
						|
		} else {
 | 
						|
			order[E.value.order] = E.key;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	String last_group;
 | 
						|
	for (const KeyValue<int, StringName> &E : order) {
 | 
						|
		String group = uniforms[E.value].group;
 | 
						|
		if (!uniforms[E.value].subgroup.is_empty()) {
 | 
						|
			group += "::" + uniforms[E.value].subgroup;
 | 
						|
		}
 | 
						|
 | 
						|
		if (group != last_group) {
 | 
						|
			PropertyInfo pi;
 | 
						|
			pi.usage = PROPERTY_USAGE_GROUP;
 | 
						|
			pi.name = group;
 | 
						|
			p_param_list->push_back(pi);
 | 
						|
 | 
						|
			last_group = group;
 | 
						|
		}
 | 
						|
 | 
						|
		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
 | 
						|
		pi.name = E.value;
 | 
						|
		p_param_list->push_back(pi);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
 | 
						|
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
 | 
						|
		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		RendererMaterialStorage::InstanceShaderParam p;
 | 
						|
		p.info = ShaderLanguage::uniform_to_property_info(E.value);
 | 
						|
		p.info.name = E.key; //supply name
 | 
						|
		p.index = E.value.instance_index;
 | 
						|
		p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
 | 
						|
		p_param_list->push_back(p);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const {
 | 
						|
	if (!uniforms.has(p_param)) {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return uniforms[p_param].texture_order >= 0;
 | 
						|
}
 | 
						|
 | 
						|
bool Fog::FogShaderData::is_animated() const {
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
bool Fog::FogShaderData::casts_shadows() const {
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
 | 
						|
	if (uniforms.has(p_parameter)) {
 | 
						|
		ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
 | 
						|
		Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
 | 
						|
		return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
 | 
						|
	}
 | 
						|
	return Variant();
 | 
						|
}
 | 
						|
 | 
						|
RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
 | 
						|
	Fog *fog_singleton = Fog::get_singleton();
 | 
						|
 | 
						|
	return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
 | 
						|
}
 | 
						|
 | 
						|
Fog::FogShaderData::~FogShaderData() {
 | 
						|
	Fog *fog_singleton = Fog::get_singleton();
 | 
						|
	ERR_FAIL_COND(!fog_singleton);
 | 
						|
	//pipeline variants will clear themselves if shader is gone
 | 
						|
	if (version.is_valid()) {
 | 
						|
		fog_singleton->volumetric_fog.shader.version_free(version);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////////////////////////
 | 
						|
// Volumetric Fog
 | 
						|
 | 
						|
Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
 | 
						|
	width = fog_size.x;
 | 
						|
	height = fog_size.y;
 | 
						|
	depth = fog_size.z;
 | 
						|
 | 
						|
	RD::TextureFormat tf;
 | 
						|
	tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 | 
						|
	tf.width = fog_size.x;
 | 
						|
	tf.height = fog_size.y;
 | 
						|
	tf.depth = fog_size.z;
 | 
						|
	tf.texture_type = RD::TEXTURE_TYPE_3D;
 | 
						|
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
 | 
						|
 | 
						|
	light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | 
						|
	RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
 | 
						|
 | 
						|
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
 | 
						|
 | 
						|
	prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | 
						|
	RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
 | 
						|
	RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
 | 
						|
 | 
						|
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
 | 
						|
 | 
						|
	fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | 
						|
	RD::get_singleton()->set_resource_name(fog_map, "Fog map");
 | 
						|
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
	Vector<uint8_t> dm;
 | 
						|
	dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
 | 
						|
	dm.fill(0);
 | 
						|
 | 
						|
	density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
 | 
						|
	RD::get_singleton()->set_resource_name(density_map, "Fog density map");
 | 
						|
	light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
 | 
						|
	RD::get_singleton()->set_resource_name(light_map, "Fog light map");
 | 
						|
	emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
 | 
						|
	RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
 | 
						|
#else
 | 
						|
	tf.format = RD::DATA_FORMAT_R32_UINT;
 | 
						|
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
 | 
						|
	density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | 
						|
	RD::get_singleton()->set_resource_name(density_map, "Fog density map");
 | 
						|
	RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
 | 
						|
	light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | 
						|
	RD::get_singleton()->set_resource_name(light_map, "Fog light map");
 | 
						|
	RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
 | 
						|
	emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 | 
						|
	RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
 | 
						|
	RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
 | 
						|
#endif
 | 
						|
 | 
						|
	Vector<RD::Uniform> uniforms;
 | 
						|
	{
 | 
						|
		RD::Uniform u;
 | 
						|
		u.binding = 0;
 | 
						|
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
		u.append_id(fog_map);
 | 
						|
		uniforms.push_back(u);
 | 
						|
	}
 | 
						|
 | 
						|
	sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
 | 
						|
}
 | 
						|
 | 
						|
Fog::VolumetricFog::~VolumetricFog() {
 | 
						|
	RD::get_singleton()->free(prev_light_density_map);
 | 
						|
	RD::get_singleton()->free(light_density_map);
 | 
						|
	RD::get_singleton()->free(fog_map);
 | 
						|
	RD::get_singleton()->free(density_map);
 | 
						|
	RD::get_singleton()->free(light_map);
 | 
						|
	RD::get_singleton()->free(emissive_map);
 | 
						|
 | 
						|
	if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
 | 
						|
		RD::get_singleton()->free(fog_uniform_set);
 | 
						|
	}
 | 
						|
	if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
 | 
						|
		RD::get_singleton()->free(process_uniform_set_density);
 | 
						|
	}
 | 
						|
	if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
 | 
						|
		RD::get_singleton()->free(process_uniform_set);
 | 
						|
	}
 | 
						|
	if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
 | 
						|
		RD::get_singleton()->free(process_uniform_set2);
 | 
						|
	}
 | 
						|
	if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
 | 
						|
		RD::get_singleton()->free(sdfgi_uniform_set);
 | 
						|
	}
 | 
						|
	if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
 | 
						|
		RD::get_singleton()->free(sky_uniform_set);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
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) {
 | 
						|
	Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
 | 
						|
	view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
 | 
						|
	Vector3 fog_position = Vector3(0, 0, 0);
 | 
						|
 | 
						|
	view_position.y = -view_position.y;
 | 
						|
	fog_position.z = -view_position.z / fog_end;
 | 
						|
	fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
 | 
						|
	fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
 | 
						|
	fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
 | 
						|
	fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
 | 
						|
 | 
						|
	fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
 | 
						|
	fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
 | 
						|
	fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
 | 
						|
 | 
						|
	return Vector3i(fog_position);
 | 
						|
}
 | 
						|
 | 
						|
void 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) {
 | 
						|
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 | 
						|
	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 | 
						|
 | 
						|
	RENDER_TIMESTAMP("> Volumetric Fog");
 | 
						|
	RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
 | 
						|
 | 
						|
	if (p_fog_volumes.size() > 0) {
 | 
						|
		RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
 | 
						|
 | 
						|
		RENDER_TIMESTAMP("Render FogVolumes");
 | 
						|
 | 
						|
		VolumetricFogShader::VolumeUBO params;
 | 
						|
 | 
						|
		Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
 | 
						|
		Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
 | 
						|
		float z_near = p_cam_projection.get_z_near();
 | 
						|
		float z_far = p_cam_projection.get_z_far();
 | 
						|
		float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
 | 
						|
 | 
						|
		Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
 | 
						|
		Vector2 fog_near_size;
 | 
						|
		if (p_cam_projection.is_orthogonal()) {
 | 
						|
			fog_near_size = fog_far_size;
 | 
						|
		} else {
 | 
						|
			fog_near_size = Vector2();
 | 
						|
		}
 | 
						|
 | 
						|
		params.fog_frustum_size_begin[0] = fog_near_size.x;
 | 
						|
		params.fog_frustum_size_begin[1] = fog_near_size.y;
 | 
						|
 | 
						|
		params.fog_frustum_size_end[0] = fog_far_size.x;
 | 
						|
		params.fog_frustum_size_end[1] = fog_far_size.y;
 | 
						|
 | 
						|
		params.fog_frustum_end = fog_end;
 | 
						|
		params.z_near = z_near;
 | 
						|
		params.z_far = z_far;
 | 
						|
		params.time = p_settings.time;
 | 
						|
 | 
						|
		params.fog_volume_size[0] = p_settings.vfog->width;
 | 
						|
		params.fog_volume_size[1] = p_settings.vfog->height;
 | 
						|
		params.fog_volume_size[2] = p_settings.vfog->depth;
 | 
						|
 | 
						|
		params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
 | 
						|
		params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
 | 
						|
		params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
 | 
						|
		params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
 | 
						|
 | 
						|
		Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
 | 
						|
		RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
 | 
						|
		RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
 | 
						|
 | 
						|
		RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE);
 | 
						|
 | 
						|
		if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) {
 | 
						|
			Vector<RD::Uniform> uniforms;
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
#else
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
#endif
 | 
						|
				u.binding = 1;
 | 
						|
				u.append_id(p_settings.vfog->emissive_map);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | 
						|
				u.binding = 2;
 | 
						|
				u.append_id(volumetric_fog.volume_ubo);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
#else
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
#endif
 | 
						|
				u.binding = 3;
 | 
						|
				u.append_id(p_settings.vfog->density_map);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
#else
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
#endif
 | 
						|
				u.binding = 4;
 | 
						|
				u.append_id(p_settings.vfog->light_map);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
 | 
						|
		}
 | 
						|
 | 
						|
		RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
 | 
						|
		bool any_uses_time = false;
 | 
						|
 | 
						|
		for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
 | 
						|
			FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
 | 
						|
			ERR_FAIL_COND(!fog_volume_instance);
 | 
						|
			RID fog_volume = fog_volume_instance->volume;
 | 
						|
 | 
						|
			RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
 | 
						|
 | 
						|
			FogMaterialData *material = nullptr;
 | 
						|
 | 
						|
			if (fog_material.is_valid()) {
 | 
						|
				material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
 | 
						|
				if (!material || !material->shader_data->valid) {
 | 
						|
					material = nullptr;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (!material) {
 | 
						|
				fog_material = volumetric_fog.default_material;
 | 
						|
				material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
 | 
						|
			}
 | 
						|
 | 
						|
			ERR_FAIL_COND(!material);
 | 
						|
 | 
						|
			FogShaderData *shader_data = material->shader_data;
 | 
						|
 | 
						|
			ERR_FAIL_COND(!shader_data);
 | 
						|
 | 
						|
			any_uses_time |= shader_data->uses_time;
 | 
						|
 | 
						|
			Vector3i min = Vector3i();
 | 
						|
			Vector3i max = Vector3i();
 | 
						|
			Vector3i kernel_size = Vector3i();
 | 
						|
 | 
						|
			Vector3 position = fog_volume_instance->transform.get_origin();
 | 
						|
			RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
 | 
						|
			Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
 | 
						|
 | 
						|
			if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
 | 
						|
				// Local fog volume.
 | 
						|
				Vector3i points[8];
 | 
						|
				Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
 | 
						|
				float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
 | 
						|
				points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
				points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform);
 | 
						|
 | 
						|
				min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1);
 | 
						|
				max = Vector3i(1, 1, 1);
 | 
						|
 | 
						|
				for (int j = 0; j < 8; j++) {
 | 
						|
					min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
 | 
						|
					max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
 | 
						|
				}
 | 
						|
 | 
						|
				kernel_size = max - min;
 | 
						|
			} else {
 | 
						|
				// Volume type global runs on all cells
 | 
						|
				extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
 | 
						|
				min = Vector3i(0, 0, 0);
 | 
						|
				kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth));
 | 
						|
			}
 | 
						|
 | 
						|
			if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			VolumetricFogShader::FogPushConstant push_constant;
 | 
						|
			push_constant.position[0] = position.x;
 | 
						|
			push_constant.position[1] = position.y;
 | 
						|
			push_constant.position[2] = position.z;
 | 
						|
			push_constant.extents[0] = extents.x;
 | 
						|
			push_constant.extents[1] = extents.y;
 | 
						|
			push_constant.extents[2] = extents.z;
 | 
						|
			push_constant.corner[0] = min.x;
 | 
						|
			push_constant.corner[1] = min.y;
 | 
						|
			push_constant.corner[2] = min.z;
 | 
						|
			push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
 | 
						|
			RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
 | 
						|
 | 
						|
			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
 | 
						|
 | 
						|
			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
 | 
						|
			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
 | 
						|
			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
 | 
						|
			if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
 | 
						|
				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
 | 
						|
			}
 | 
						|
 | 
						|
			RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
 | 
						|
		}
 | 
						|
		if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
 | 
						|
			RenderingServerDefault::redraw_request();
 | 
						|
		}
 | 
						|
 | 
						|
		RD::get_singleton()->draw_command_end_label();
 | 
						|
 | 
						|
		RD::get_singleton()->compute_list_end();
 | 
						|
	}
 | 
						|
 | 
						|
	if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) {
 | 
						|
		//re create uniform set if needed
 | 
						|
		Vector<RD::Uniform> uniforms;
 | 
						|
		Vector<RD::Uniform> copy_uniforms;
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
			u.binding = 1;
 | 
						|
			if (p_settings.shadow_atlas_depth.is_null()) {
 | 
						|
				u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
 | 
						|
			} else {
 | 
						|
				u.append_id(p_settings.shadow_atlas_depth);
 | 
						|
			}
 | 
						|
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
			u.binding = 2;
 | 
						|
			if (p_settings.directional_shadow_depth.is_valid()) {
 | 
						|
				u.append_id(p_settings.directional_shadow_depth);
 | 
						|
			} else {
 | 
						|
				u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
 | 
						|
			}
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
			u.binding = 3;
 | 
						|
			u.append_id(p_settings.omni_light_buffer);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
			u.binding = 4;
 | 
						|
			u.append_id(p_settings.spot_light_buffer);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | 
						|
			u.binding = 5;
 | 
						|
			u.append_id(p_settings.directional_light_buffer);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
			u.binding = 6;
 | 
						|
			u.append_id(p_settings.cluster_builder->get_cluster_buffer());
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
 | 
						|
			u.binding = 7;
 | 
						|
			u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
			u.binding = 8;
 | 
						|
			u.append_id(p_settings.vfog->light_density_map);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
			u.binding = 9;
 | 
						|
			u.append_id(p_settings.vfog->fog_map);
 | 
						|
			uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
			u.binding = 9;
 | 
						|
			u.append_id(p_settings.vfog->prev_light_density_map);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
 | 
						|
			u.binding = 10;
 | 
						|
			u.append_id(p_settings.shadow_sampler);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | 
						|
			u.binding = 11;
 | 
						|
			u.append_id(p_settings.voxel_gl_buffer);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
			u.binding = 12;
 | 
						|
			for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
 | 
						|
				u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
 | 
						|
			}
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
 | 
						|
			u.binding = 13;
 | 
						|
			u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | 
						|
			u.binding = 14;
 | 
						|
			u.append_id(volumetric_fog.params_ubo);
 | 
						|
			uniforms.push_back(u);
 | 
						|
			copy_uniforms.push_back(u);
 | 
						|
		}
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
			u.binding = 15;
 | 
						|
			u.append_id(p_settings.vfog->prev_light_density_map);
 | 
						|
			uniforms.push_back(u);
 | 
						|
		}
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
#else
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
#endif
 | 
						|
			u.binding = 16;
 | 
						|
			u.append_id(p_settings.vfog->density_map);
 | 
						|
			uniforms.push_back(u);
 | 
						|
		}
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
#else
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
#endif
 | 
						|
			u.binding = 17;
 | 
						|
			u.append_id(p_settings.vfog->light_map);
 | 
						|
			uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 | 
						|
#else
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
 | 
						|
#endif
 | 
						|
			u.binding = 18;
 | 
						|
			u.append_id(p_settings.vfog->emissive_map);
 | 
						|
			uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		{
 | 
						|
			RD::Uniform u;
 | 
						|
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
			u.binding = 19;
 | 
						|
			RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
 | 
						|
			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();
 | 
						|
			u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
 | 
						|
			uniforms.push_back(u);
 | 
						|
		}
 | 
						|
 | 
						|
		p_settings.vfog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
 | 
						|
 | 
						|
		p_settings.vfog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
 | 
						|
 | 
						|
		RID aux7 = uniforms.write[7].get_id(0);
 | 
						|
		RID aux8 = uniforms.write[8].get_id(0);
 | 
						|
 | 
						|
		uniforms.write[7].set_id(0, aux8);
 | 
						|
		uniforms.write[8].set_id(0, aux7);
 | 
						|
 | 
						|
		p_settings.vfog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
 | 
						|
 | 
						|
		uniforms.remove_at(8);
 | 
						|
		uniforms.write[7].set_id(0, aux7);
 | 
						|
		p_settings.vfog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
 | 
						|
	}
 | 
						|
 | 
						|
	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 != nullptr);
 | 
						|
 | 
						|
	if (using_sdfgi) {
 | 
						|
		if (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) {
 | 
						|
			Vector<RD::Uniform> uniforms;
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 | 
						|
				u.binding = 0;
 | 
						|
				u.append_id(p_settings.gi->sdfgi_ubo);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
				u.binding = 1;
 | 
						|
				u.append_id(p_settings.sdfgi->ambient_texture);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			{
 | 
						|
				RD::Uniform u;
 | 
						|
				u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 | 
						|
				u.binding = 2;
 | 
						|
				u.append_id(p_settings.sdfgi->occlusion_texture);
 | 
						|
				uniforms.push_back(u);
 | 
						|
			}
 | 
						|
 | 
						|
			p_settings.vfog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	p_settings.vfog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
 | 
						|
	p_settings.vfog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
 | 
						|
 | 
						|
	VolumetricFogShader::ParamsUBO params;
 | 
						|
 | 
						|
	Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
 | 
						|
	Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
 | 
						|
	float z_near = p_cam_projection.get_z_near();
 | 
						|
	float z_far = p_cam_projection.get_z_far();
 | 
						|
	float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env);
 | 
						|
 | 
						|
	Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
 | 
						|
	Vector2 fog_near_size;
 | 
						|
	if (p_cam_projection.is_orthogonal()) {
 | 
						|
		fog_near_size = fog_far_size;
 | 
						|
	} else {
 | 
						|
		fog_near_size = Vector2();
 | 
						|
	}
 | 
						|
 | 
						|
	params.fog_frustum_size_begin[0] = fog_near_size.x;
 | 
						|
	params.fog_frustum_size_begin[1] = fog_near_size.y;
 | 
						|
 | 
						|
	params.fog_frustum_size_end[0] = fog_far_size.x;
 | 
						|
	params.fog_frustum_size_end[1] = fog_far_size.y;
 | 
						|
 | 
						|
	params.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);
 | 
						|
	params.z_far = z_far;
 | 
						|
 | 
						|
	params.fog_frustum_end = fog_end;
 | 
						|
 | 
						|
	Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear();
 | 
						|
	params.ambient_color[0] = ambient_color.r;
 | 
						|
	params.ambient_color[1] = ambient_color.g;
 | 
						|
	params.ambient_color[2] = ambient_color.b;
 | 
						|
	params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env);
 | 
						|
 | 
						|
	params.fog_volume_size[0] = p_settings.vfog->width;
 | 
						|
	params.fog_volume_size[1] = p_settings.vfog->height;
 | 
						|
	params.fog_volume_size[2] = p_settings.vfog->depth;
 | 
						|
 | 
						|
	params.directional_light_count = p_directional_light_count;
 | 
						|
 | 
						|
	Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear();
 | 
						|
	params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
 | 
						|
	params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
 | 
						|
	params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env);
 | 
						|
	params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env);
 | 
						|
 | 
						|
	Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear();
 | 
						|
	params.base_scattering[0] = base_scattering.r;
 | 
						|
	params.base_scattering[1] = base_scattering.g;
 | 
						|
	params.base_scattering[2] = base_scattering.b;
 | 
						|
	params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env);
 | 
						|
 | 
						|
	params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
 | 
						|
	params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env);
 | 
						|
 | 
						|
	params.cam_rotation[0] = p_cam_transform.basis[0][0];
 | 
						|
	params.cam_rotation[1] = p_cam_transform.basis[1][0];
 | 
						|
	params.cam_rotation[2] = p_cam_transform.basis[2][0];
 | 
						|
	params.cam_rotation[3] = 0;
 | 
						|
	params.cam_rotation[4] = p_cam_transform.basis[0][1];
 | 
						|
	params.cam_rotation[5] = p_cam_transform.basis[1][1];
 | 
						|
	params.cam_rotation[6] = p_cam_transform.basis[2][1];
 | 
						|
	params.cam_rotation[7] = 0;
 | 
						|
	params.cam_rotation[8] = p_cam_transform.basis[0][2];
 | 
						|
	params.cam_rotation[9] = p_cam_transform.basis[1][2];
 | 
						|
	params.cam_rotation[10] = p_cam_transform.basis[2][2];
 | 
						|
	params.cam_rotation[11] = 0;
 | 
						|
	params.filter_axis = 0;
 | 
						|
	params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0;
 | 
						|
	params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
 | 
						|
 | 
						|
	Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
 | 
						|
	RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
 | 
						|
 | 
						|
	params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
 | 
						|
	params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
 | 
						|
 | 
						|
	{
 | 
						|
		uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
 | 
						|
		params.cluster_shift = get_shift_from_power_of_2(cluster_size);
 | 
						|
 | 
						|
		uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
 | 
						|
		uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
 | 
						|
		params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
 | 
						|
		params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
 | 
						|
		params.cluster_width = cluster_screen_width;
 | 
						|
 | 
						|
		params.screen_size[0] = p_settings.rb_size.x;
 | 
						|
		params.screen_size[1] = p_settings.rb_size.y;
 | 
						|
	}
 | 
						|
 | 
						|
	Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
 | 
						|
	sky_transform = sky_transform.inverse() * p_cam_transform.basis;
 | 
						|
	RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
 | 
						|
 | 
						|
	RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
 | 
						|
 | 
						|
	RENDER_TIMESTAMP("Render Fog");
 | 
						|
	RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms, RD::BARRIER_MASK_COMPUTE);
 | 
						|
 | 
						|
	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
 | 
						|
 | 
						|
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
 | 
						|
 | 
						|
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set_density, 0);
 | 
						|
 | 
						|
	if (using_sdfgi) {
 | 
						|
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1);
 | 
						|
	}
 | 
						|
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
 | 
						|
	RD::get_singleton()->compute_list_add_barrier(compute_list);
 | 
						|
 | 
						|
	// Copy fog to history buffer
 | 
						|
	if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
 | 
						|
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
 | 
						|
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->copy_uniform_set, 0);
 | 
						|
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
 | 
						|
		RD::get_singleton()->compute_list_add_barrier(compute_list);
 | 
						|
	}
 | 
						|
	RD::get_singleton()->draw_command_end_label();
 | 
						|
 | 
						|
	if (p_settings.volumetric_fog_filter_active) {
 | 
						|
		RD::get_singleton()->draw_command_begin_label("Filter Fog");
 | 
						|
 | 
						|
		RENDER_TIMESTAMP("Filter Fog");
 | 
						|
 | 
						|
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
 | 
						|
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
 | 
						|
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
 | 
						|
 | 
						|
		RD::get_singleton()->compute_list_end();
 | 
						|
		//need restart for buffer update
 | 
						|
 | 
						|
		params.filter_axis = 1;
 | 
						|
		RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms);
 | 
						|
 | 
						|
		compute_list = RD::get_singleton()->compute_list_begin();
 | 
						|
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
 | 
						|
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set2, 0);
 | 
						|
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
 | 
						|
 | 
						|
		RD::get_singleton()->compute_list_add_barrier(compute_list);
 | 
						|
		RD::get_singleton()->draw_command_end_label();
 | 
						|
	}
 | 
						|
 | 
						|
	RENDER_TIMESTAMP("Integrate Fog");
 | 
						|
	RD::get_singleton()->draw_command_begin_label("Integrate Fog");
 | 
						|
 | 
						|
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
 | 
						|
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
 | 
						|
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1);
 | 
						|
 | 
						|
	RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
 | 
						|
 | 
						|
	RENDER_TIMESTAMP("< Volumetric Fog");
 | 
						|
	RD::get_singleton()->draw_command_end_label();
 | 
						|
	RD::get_singleton()->draw_command_end_label();
 | 
						|
}
 |