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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Added temporal reprojection to Volumetric Fog

-It's an option, just enable it
-Just works, don't have to do anything else.
This commit is contained in:
reduz
2021-02-05 10:51:49 -03:00
parent 80a4d0fce6
commit 7997544af5
11 changed files with 154 additions and 15 deletions

View File

@@ -3151,7 +3151,7 @@ float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) c
return env->fog_aerial_perspective;
}
void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -3167,6 +3167,8 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
env->volumetric_fog_detail_spread = p_detail_spread;
env->volumetric_fog_shadow_filter = p_shadow_filter;
env->volumetric_fog_gi_inject = p_gi_inject;
env->volumetric_fog_temporal_reprojection = p_temporal_reprojection;
env->volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
}
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
@@ -6796,6 +6798,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->fog_map);
@@ -6897,11 +6900,16 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
tf.height = target_height;
tf.depth = volumetric_fog_depth;
tf.texture_type = RD::TEXTURE_TYPE_3D;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->texture_clear(rb->volumetric_fog->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;
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
_render_buffers_uniform_set_changed(p_render_buffers);
@@ -7211,6 +7219,13 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(volumetric_fog.params_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 15;
u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
uniforms.push_back(u);
}
rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
@@ -7312,6 +7327,13 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
params.cam_rotation[11] = 0;
params.filter_axis = 0;
params.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
Transform to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
storage->store_transform(to_prev_cam_view, params.to_prev_view);
params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
{
uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
@@ -7351,7 +7373,12 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_end();
RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
compute_list = RD::get_singleton()->compute_list_begin();
if (use_filter) {
RD::get_singleton()->draw_command_begin_label("Filter Fog");
@@ -7392,6 +7419,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RENDER_TIMESTAMP("<Volumetric Fog");
RD::get_singleton()->draw_command_end_label();
rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
uint32_t RendererSceneRenderRD::_get_render_state_directional_light_count() const {