1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Add optional depth fog

This commit is contained in:
Eidolon
2022-09-18 00:31:43 -05:00
committed by Rafael Correa
parent 9283d0d65c
commit 08f4560e69
27 changed files with 406 additions and 33 deletions

View File

@@ -374,7 +374,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
SceneShaderForwardClustered::PipelineVersion pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
uint32_t pipeline_color_pass_flags = 0;
uint32_t pipeline_specialization = 0;
uint32_t pipeline_specialization = p_params->spec_constant_base_flags;
if constexpr (p_pass_mode == PASS_MODE_COLOR) {
if (element_info.uses_softshadow) {
@@ -1884,6 +1884,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
uint32_t spec_constant_base_flags = 0;
{
if (p_render_data->environment.is_valid() && environment_get_fog_mode(p_render_data->environment) == RS::EnvironmentFogMode::ENV_FOG_MODE_DEPTH) {
spec_constant_base_flags |= 1 << SPEC_CONSTANT_USE_DEPTH_FOG;
}
}
bool using_ssao = depth_pre_pass && !is_reflection_probe && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment);
if (depth_pre_pass) { //depth pre pass
@@ -1906,7 +1913,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID(), samplers);
bool finish_depth = using_ssao || using_ssil || using_sdfgi || using_voxelgi;
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, needs_pre_resolve ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1972,7 +1979,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
uint32_t opaque_color_pass_flags = using_motion_pass ? (color_pass_flags & ~COLOR_PASS_FLAG_MOTION_VECTORS) : color_pass_flags;
RID opaque_framebuffer = using_motion_pass ? rb_data->get_color_pass_fb(opaque_color_pass_flags) : color_framebuffer;
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, opaque_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, opaque_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, opaque_framebuffer, load_color ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pre_pass ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, c, 1.0, 0);
}
@@ -1992,7 +1999,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_MOTION, p_render_data, radiance_texture, samplers, true);
RenderListParameters render_list_params(render_list[RENDER_LIST_MOTION].elements.ptr(), render_list[RENDER_LIST_MOTION].element_info.ptr(), render_list[RENDER_LIST_MOTION].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
RenderListParameters render_list_params(render_list[RENDER_LIST_MOTION].elements.ptr(), render_list[RENDER_LIST_MOTION].element_info.ptr(), render_list[RENDER_LIST_MOTION].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, color_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE);
RD::get_singleton()->draw_command_end_label();
@@ -2125,7 +2132,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer;
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, alpha_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE);
}

View File

@@ -72,6 +72,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
SPEC_CONSTANT_DECAL_FILTER = 10,
SPEC_CONSTANT_PROJECTOR_FILTER = 11,
SPEC_CONSTANT_USE_DEPTH_FOG = 12,
};
enum {
@@ -210,8 +211,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
bool use_directional_soft_shadow = false;
uint32_t spec_constant_base_flags = 0;
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0) {
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_spec_constant_base_flags = 0) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -227,6 +229,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
use_directional_soft_shadow = p_use_directional_soft_shadows;
spec_constant_base_flags = p_spec_constant_base_flags;
}
};