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

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@ -87,7 +87,18 @@
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
The [i]exponential[/i] fog density to use. Higher values result in a more dense fog. Fog rendering is exponential as in real life.
The fog density to be used. This is demonstrated in different ways depending on the [member fog_mode] mode chosen:
[b]Exponential Fog Mode:[/b] Higher values result in denser fog. The fog rendering is exponential like in real life.
[b]Depth Fog mode:[/b] The maximum intensity of the deep fog, effect will appear in the distance (relative to the camera). At [code]1.0[/code] the fog will fully obscure the scene, at [code]0.0[/code] the fog will not be visible.
</member>
<member name="fog_depth_begin" type="float" setter="set_fog_depth_begin" getter="get_fog_depth_begin" default="10.0">
The fog's depth starting distance from the camera. Only available when [member fog_mode] is set to [constant FOG_MODE_DEPTH].
</member>
<member name="fog_depth_curve" type="float" setter="set_fog_depth_curve" getter="get_fog_depth_curve" default="1.0">
The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve. Only available when [member fog_mode] is set to [constant FOG_MODE_DEPTH].
</member>
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
The fog's depth end distance from the camera. If this value is set to [code]0[/code], it will be equal to the current camera's [member Camera3D.far] value. Only available when [member fog_mode] is set to [constant FOG_MODE_DEPTH].
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled.
@ -104,6 +115,9 @@
<member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0">
The fog's brightness. Higher values result in brighter fog.
</member>
<member name="fog_mode" type="int" setter="set_fog_mode" getter="get_fog_mode" enum="Environment.FogMode" default="0">
The fog mode. See [enum FogMode] for possible values.
</member>
<member name="fog_sky_affect" type="float" setter="set_fog_sky_affect" getter="get_fog_sky_affect" default="1.0">
The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/code] means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all.
[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member fog_aerial_perspective] is [code]1.0[/code].
@ -412,6 +426,12 @@
<constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode">
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="FOG_MODE_EXPONENTIAL" value="0" enum="FogMode">
Use a physically-based fog model defined primarily by fog density.
</constant>
<constant name="FOG_MODE_DEPTH" value="1" enum="FogMode">
Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
</constant>
<constant name="SDFGI_Y_SCALE_50_PERCENT" value="0" enum="SDFGIYScale">
Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
</constant>

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@ -1145,6 +1145,7 @@
<param index="7" name="height_density" type="float" />
<param index="8" name="aerial_perspective" type="float" />
<param index="9" name="sky_affect" type="float" />
<param index="10" name="fog_mode" type="int" enum="RenderingServer.EnvironmentFogMode" default="0" />
<description>
Configures fog for the specified environment RID. See [code]fog_*[/code] properties in [Environment] for more information.
</description>
@ -4889,6 +4890,12 @@
<constant name="ENV_GLOW_BLEND_MODE_MIX" value="4" enum="EnvironmentGlowBlendMode">
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="ENV_FOG_MODE_EXPONENTIAL" value="0" enum="EnvironmentFogMode">
Use a physically-based fog model defined primarily by fog density.
</constant>
<constant name="ENV_FOG_MODE_DEPTH" value="1" enum="EnvironmentFogMode">
Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>

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@ -1642,8 +1642,12 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
}
scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment);
scene_state.ubo.fog_mode = environment_get_fog_mode(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_depth_curve = environment_get_fog_depth_curve(p_render_data->environment);
scene_state.ubo.fog_depth_end = environment_get_fog_depth_end(p_render_data->environment) > 0.0 ? environment_get_fog_depth_end(p_render_data->environment) : scene_state.ubo.z_far;
scene_state.ubo.fog_depth_begin = MIN(environment_get_fog_depth_begin(p_render_data->environment), scene_state.ubo.fog_depth_end - 0.001);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
@ -2598,6 +2602,10 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
}
if (render_data.environment.is_valid() && environment_get_fog_mode(render_data.environment) == RS::EnvironmentFogMode::ENV_FOG_MODE_DEPTH) {
spec_constant_base_flags |= SceneShaderGLES3::USE_DEPTH_FOG;
}
}
// Render Opaque Objects.
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);

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@ -398,15 +398,21 @@ private:
float IBL_exposure_normalization;
uint32_t fog_enabled;
uint32_t fog_mode;
float fog_density;
float fog_height;
float fog_height_density;
float fog_depth_curve;
float pad;
float fog_depth_begin;
float fog_light_color[3];
float fog_depth_end;
float fog_sun_scatter;
float shadow_bias;
float pad;
uint32_t camera_visible_layers;
bool pancake_shadows;
};

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@ -13,6 +13,7 @@ DISABLE_LIGHT_DIRECTIONAL = false
DISABLE_LIGHT_OMNI = false
DISABLE_LIGHT_SPOT = false
DISABLE_FOG = false
USE_DEPTH_FOG = false
USE_RADIANCE_MAP = true
USE_LIGHTMAP = false
USE_SH_LIGHTMAP = false
@ -181,15 +182,21 @@ layout(std140) uniform SceneData { // ubo:2
float IBL_exposure_normalization;
bool fog_enabled;
uint fog_mode;
float fog_density;
float fog_height;
float fog_height_density;
float fog_depth_curve;
float pad;
float fog_depth_begin;
vec3 fog_light_color;
float fog_depth_end;
float fog_sun_scatter;
float shadow_bias;
float pad;
uint camera_visible_layers;
bool pancake_shadows;
}
@ -666,15 +673,21 @@ layout(std140) uniform SceneData { // ubo:2
float IBL_exposure_normalization;
bool fog_enabled;
uint fog_mode;
float fog_density;
float fog_height;
float fog_height_density;
float fog_depth_curve;
float pad;
float fog_depth_begin;
vec3 fog_light_color;
float fog_depth_end;
float fog_sun_scatter;
float shadow_bias;
float pad;
uint camera_visible_layers;
bool pancake_shadows;
}
@ -1250,7 +1263,14 @@ vec4 fog_process(vec3 vertex) {
}
#endif // !DISABLE_LIGHT_DIRECTIONAL
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
float fog_amount = 0.0;
#ifdef USE_DEPTH_FOG
float fog_z = smoothstep(scene_data.fog_depth_begin, scene_data.fog_depth_end, length(vertex));
fog_amount = pow(fog_z, scene_data.fog_depth_curve) * scene_data.fog_density;
#else
fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
#endif // USE_DEPTH_FOG
if (abs(scene_data.fog_height_density) >= 0.0001) {
float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;

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@ -147,3 +147,10 @@ GH-86661
Validate extension JSON: Error: Field 'classes/Animation/methods/track_find_key/arguments': size changed value in new API, from 3 to 4.
Added optional argument to track_find_key to avoid finding keys out of the animation range. Compatibility method registered.
GH-84792
--------
Validate extension JSON: Error: Field 'classes/RenderingServer/methods/environment_set_fog/arguments': size changed value in new API, from 10 to 11.
Added fog mode argument. Compatibility method registered.

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@ -766,6 +766,21 @@ bool Environment::is_fog_enabled() const {
return fog_enabled;
}
void Environment::set_fog_mode(FogMode p_mode) {
if (fog_mode != p_mode && p_mode == FogMode::FOG_MODE_EXPONENTIAL) {
set_fog_density(0.01);
} else {
set_fog_density(1.0);
}
fog_mode = p_mode;
_update_fog();
notify_property_list_changed();
}
Environment::FogMode Environment::get_fog_mode() const {
return fog_mode;
}
void Environment::set_fog_light_color(const Color &p_light_color) {
fog_light_color = p_light_color;
_update_fog();
@ -837,7 +852,51 @@ void Environment::_update_fog() {
fog_height,
fog_height_density,
fog_aerial_perspective,
fog_sky_affect);
fog_sky_affect,
RS::EnvironmentFogMode(fog_mode));
}
// Depth Fog
void Environment::set_fog_depth_curve(float p_curve) {
fog_depth_curve = p_curve;
_update_fog_depth();
}
float Environment::get_fog_depth_curve() const {
return fog_depth_curve;
}
void Environment::set_fog_depth_begin(float p_begin) {
fog_depth_begin = p_begin;
if (fog_depth_begin > fog_depth_end) {
set_fog_depth_end(fog_depth_begin);
}
_update_fog_depth();
}
float Environment::get_fog_depth_begin() const {
return fog_depth_begin;
}
void Environment::set_fog_depth_end(float p_end) {
fog_depth_end = p_end;
if (fog_depth_end < fog_depth_begin) {
set_fog_depth_begin(fog_depth_end);
}
_update_fog_depth();
}
float Environment::get_fog_depth_end() const {
return fog_depth_end;
}
void Environment::_update_fog_depth() {
RS::get_singleton()->environment_set_fog_depth(
environment,
fog_depth_curve,
fog_depth_begin,
fog_depth_end);
}
// Volumetric Fog
@ -1040,6 +1099,12 @@ void Environment::_validate_property(PropertyInfo &p_property) const {
}
}
if (p_property.name == "fog_depth_curve" || p_property.name == "fog_depth_begin" || p_property.name == "fog_depth_end") {
if (fog_mode == FOG_MODE_EXPONENTIAL) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "ambient_light_color" || p_property.name == "ambient_light_energy") {
if (ambient_source == AMBIENT_SOURCE_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
@ -1377,6 +1442,8 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
ClassDB::bind_method(D_METHOD("set_fog_mode", "mode"), &Environment::set_fog_mode);
ClassDB::bind_method(D_METHOD("get_fog_mode"), &Environment::get_fog_mode);
ClassDB::bind_method(D_METHOD("set_fog_light_color", "light_color"), &Environment::set_fog_light_color);
ClassDB::bind_method(D_METHOD("get_fog_light_color"), &Environment::get_fog_light_color);
ClassDB::bind_method(D_METHOD("set_fog_light_energy", "light_energy"), &Environment::set_fog_light_energy);
@ -1399,8 +1466,16 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_fog_sky_affect", "sky_affect"), &Environment::set_fog_sky_affect);
ClassDB::bind_method(D_METHOD("get_fog_sky_affect"), &Environment::get_fog_sky_affect);
ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "begin"), &Environment::set_fog_depth_begin);
ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
ClassDB::bind_method(D_METHOD("set_fog_depth_end", "end"), &Environment::set_fog_depth_end);
ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end);
ADD_GROUP("Fog", "fog_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fog_mode", PROPERTY_HINT_ENUM, "Exponential,Depth"), "set_fog_mode", "get_fog_mode");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_fog_light_energy", "get_fog_light_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter");
@ -1411,6 +1486,10 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_less,or_greater,suffix:m"), "set_fog_height", "get_fog_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "-16,16,0.0001,or_less,or_greater"), "set_fog_height_density", "get_fog_height_density");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater,or_less,suffix:m"), "set_fog_depth_begin", "get_fog_depth_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater,or_less,suffix:m"), "set_fog_depth_end", "get_fog_depth_end");
ClassDB::bind_method(D_METHOD("set_volumetric_fog_enabled", "enabled"), &Environment::set_volumetric_fog_enabled);
ClassDB::bind_method(D_METHOD("is_volumetric_fog_enabled"), &Environment::is_volumetric_fog_enabled);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_emission", "color"), &Environment::set_volumetric_fog_emission);
@ -1504,6 +1583,9 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(FOG_MODE_EXPONENTIAL);
BIND_ENUM_CONSTANT(FOG_MODE_DEPTH);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_50_PERCENT);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_100_PERCENT);

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@ -75,6 +75,11 @@ public:
SDFGI_Y_SCALE_100_PERCENT,
};
enum FogMode {
FOG_MODE_EXPONENTIAL,
FOG_MODE_DEPTH,
};
enum GlowBlendMode {
GLOW_BLEND_MODE_ADDITIVE,
GLOW_BLEND_MODE_SCREEN,
@ -172,6 +177,7 @@ private:
// Fog
bool fog_enabled = false;
FogMode fog_mode = FOG_MODE_EXPONENTIAL;
Color fog_light_color = Color(0.518, 0.553, 0.608);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
@ -183,6 +189,13 @@ private:
void _update_fog();
// Depth Fog
float fog_depth_curve = 1.0;
float fog_depth_begin = 10.0;
float fog_depth_end = 100.0;
void _update_fog_depth();
// Volumetric Fog
bool volumetric_fog_enabled = false;
float volumetric_fog_density = 0.05;
@ -361,6 +374,8 @@ public:
void set_fog_enabled(bool p_enabled);
bool is_fog_enabled() const;
void set_fog_mode(FogMode p_mode);
FogMode get_fog_mode() const;
void set_fog_light_color(const Color &p_light_color);
Color get_fog_light_color() const;
void set_fog_light_energy(float p_amount);
@ -379,6 +394,14 @@ public:
void set_fog_sky_affect(float p_sky_affect);
float get_fog_sky_affect() const;
// Depth Fog
void set_fog_depth_curve(float p_curve);
float get_fog_depth_curve() const;
void set_fog_depth_begin(float p_begin);
float get_fog_depth_begin() const;
void set_fog_depth_end(float p_end);
float get_fog_depth_end() const;
// Volumetric Fog
void set_volumetric_fog_enabled(bool p_enable);
bool is_volumetric_fog_enabled() const;
@ -429,5 +452,6 @@ VARIANT_ENUM_CAST(Environment::ReflectionSource)
VARIANT_ENUM_CAST(Environment::ToneMapper)
VARIANT_ENUM_CAST(Environment::SDFGIYScale)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::FogMode)
#endif // ENVIRONMENT_H

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@ -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;
}
};

View File

@ -899,6 +899,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) {
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
}
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;
}
}
{

View File

@ -80,6 +80,7 @@ private:
SPEC_CONSTANT_DISABLE_DECALS = 13,
SPEC_CONSTANT_DISABLE_FOG = 14,
SPEC_CONSTANT_USE_DEPTH_FOG = 16,
};

View File

@ -656,6 +656,7 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
layout(constant_id = 12) const bool sc_use_depth_fog = false;
// not used in clustered renderer but we share some code with the mobile renderer that requires this.
const float sc_luminance_multiplier = 1.0;
@ -848,7 +849,15 @@ vec4 fog_process(vec3 vertex) {
}
}
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
float fog_amount = 0.0;
if (sc_use_depth_fog) {
float fog_z = smoothstep(scene_data_block.data.fog_depth_begin, scene_data_block.data.fog_depth_end, length(vertex));
float fog_quad_amount = pow(fog_z, scene_data_block.data.fog_depth_curve) * scene_data_block.data.fog_density;
fog_amount = fog_quad_amount;
} else {
fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
}
if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;

View File

@ -525,6 +525,7 @@ layout(constant_id = 12) const bool sc_disable_directional_lights = false;
layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 13) const bool sc_disable_decals = false;
layout(constant_id = 14) const bool sc_disable_fog = false;
layout(constant_id = 16) const bool sc_use_depth_fog = false;
#endif //!MODE_RENDER_DEPTH
@ -690,7 +691,15 @@ vec4 fog_process(vec3 vertex) {
}
}
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
float fog_amount = 0.0;
if (sc_use_depth_fog) {
float fog_z = smoothstep(scene_data_block.data.fog_depth_begin, scene_data_block.data.fog_depth_end, length(vertex));
float fog_quad_amount = pow(fog_z, scene_data_block.data.fog_depth_curve) * scene_data_block.data.fog_density;
fog_amount = fog_quad_amount;
} else {
fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
}
if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;

View File

@ -49,24 +49,29 @@ struct SceneData {
mediump float opaque_prepass_threshold;
bool fog_enabled;
uint fog_mode;
highp float fog_density;
highp float fog_height;
highp float fog_height_density;
mediump vec3 fog_light_color;
mediump float fog_sun_scatter;
highp float fog_depth_curve;
highp float pad;
highp float fog_depth_begin;
mediump vec3 fog_light_color;
highp float fog_depth_end;
mediump float fog_sun_scatter;
mediump float fog_aerial_perspective;
highp float time;
mediump float reflection_multiplier; // one normally, zero when rendering reflections
bool material_uv2_mode;
vec2 taa_jitter;
bool material_uv2_mode;
float emissive_exposure_normalization;
float IBL_exposure_normalization;
float IBL_exposure_normalization;
bool pancake_shadows;
uint camera_visible_layers;
float pass_alpha_multiplier;
uint pad3;
};

View File

@ -168,11 +168,16 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
}
ubo.fog_enabled = render_scene_render->environment_get_fog_enabled(p_env);
ubo.fog_mode = render_scene_render->environment_get_fog_mode(p_env);
ubo.fog_density = render_scene_render->environment_get_fog_density(p_env);
ubo.fog_height = render_scene_render->environment_get_fog_height(p_env);
ubo.fog_height_density = render_scene_render->environment_get_fog_height_density(p_env);
ubo.fog_aerial_perspective = render_scene_render->environment_get_fog_aerial_perspective(p_env);
ubo.fog_depth_curve = render_scene_render->environment_get_fog_depth_curve(p_env);
ubo.fog_depth_end = render_scene_render->environment_get_fog_depth_end(p_env) > 0.0 ? render_scene_render->environment_get_fog_depth_end(p_env) : ubo.z_far;
ubo.fog_depth_begin = MIN(render_scene_render->environment_get_fog_depth_begin(p_env), ubo.fog_depth_end - 0.001);
Color fog_color = render_scene_render->environment_get_fog_light_color(p_env).srgb_to_linear();
float fog_energy = render_scene_render->environment_get_fog_light_energy(p_env);

View File

@ -131,26 +131,31 @@ private:
// Fog
uint32_t fog_enabled;
uint32_t fog_mode;
float fog_density;
float fog_height;
float fog_height_density;
float fog_depth_curve;
float pad;
float fog_depth_begin;
float fog_light_color[3];
float fog_sun_scatter;
float fog_depth_end;
float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier;
uint32_t material_uv2_mode;
float taa_jitter[2];
uint32_t material_uv2_mode;
float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
float IBL_exposure_normalization; // Adjusts for baked exposure.
float IBL_exposure_normalization; // Adjusts for baked exposure.
uint32_t pancake_shadows;
uint32_t camera_visible_layers;
float pass_alpha_multiplier;
uint32_t pad3;
};
struct UBODATA {

View File

@ -1203,7 +1203,7 @@ public:
PASS1RC(float, environment_get_white, RID)
// Fog
PASS10(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float)
PASS11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, RS::EnvironmentFogMode)
PASS1RC(bool, environment_get_fog_enabled, RID)
PASS1RC(Color, environment_get_fog_light_color, RID)
@ -1214,10 +1214,17 @@ public:
PASS1RC(float, environment_get_fog_height, RID)
PASS1RC(float, environment_get_fog_height_density, RID)
PASS1RC(float, environment_get_fog_aerial_perspective, RID)
PASS1RC(RS::EnvironmentFogMode, environment_get_fog_mode, RID)
PASS2(environment_set_volumetric_fog_volume_size, int, int)
PASS1(environment_set_volumetric_fog_filter_active, bool)
// Depth Fog
PASS4(environment_set_fog_depth, RID, float, float, float)
PASS1RC(float, environment_get_fog_depth_curve, RID)
PASS1RC(float, environment_get_fog_depth_begin, RID)
PASS1RC(float, environment_get_fog_depth_end, RID)
// Volumentric Fog
PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)

View File

@ -310,14 +310,18 @@ float RendererSceneRender::environment_get_white(RID p_env) const {
// Fog
void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) {
environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect);
void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode) {
environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect, p_mode);
}
bool RendererSceneRender::environment_get_fog_enabled(RID p_env) const {
return environment_storage.environment_get_fog_enabled(p_env);
}
RS::EnvironmentFogMode RendererSceneRender::environment_get_fog_mode(RID p_env) const {
return environment_storage.environment_get_fog_mode(p_env);
}
Color RendererSceneRender::environment_get_fog_light_color(RID p_env) const {
return environment_storage.environment_get_fog_light_color(p_env);
}
@ -350,6 +354,24 @@ float RendererSceneRender::environment_get_fog_aerial_perspective(RID p_env) con
return environment_storage.environment_get_fog_aerial_perspective(p_env);
}
// Depth Fog
void RendererSceneRender::environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) {
environment_storage.environment_set_fog_depth(p_env, p_curve, p_begin, p_end);
}
float RendererSceneRender::environment_get_fog_depth_curve(RID p_env) const {
return environment_storage.environment_get_fog_depth_curve(p_env);
}
float RendererSceneRender::environment_get_fog_depth_begin(RID p_env) const {
return environment_storage.environment_get_fog_depth_begin(p_env);
}
float RendererSceneRender::environment_get_fog_depth_end(RID p_env) const {
return environment_storage.environment_get_fog_depth_end(p_env);
}
// Volumetric Fog
void RendererSceneRender::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) {

View File

@ -116,8 +116,9 @@ public:
float environment_get_white(RID p_env) const;
// Fog
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect);
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode);
bool environment_get_fog_enabled(RID p_env) const;
RS::EnvironmentFogMode environment_get_fog_mode(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
float environment_get_fog_sun_scatter(RID p_env) const;
@ -127,6 +128,12 @@ public:
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
// Depth Fog
void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end);
float environment_get_fog_depth_curve(RID p_env) const;
float environment_get_fog_depth_begin(RID p_env) const;
float environment_get_fog_depth_end(RID p_env) const;
// Volumetric Fog
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
bool environment_get_volumetric_fog_enabled(RID p_env) const;

View File

@ -154,9 +154,10 @@ public:
virtual float environment_get_white(RID p_env) const = 0;
// Fog
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode = RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL) = 0;
virtual bool environment_get_fog_enabled(RID p_env) const = 0;
virtual RS::EnvironmentFogMode environment_get_fog_mode(RID p_env) const = 0;
virtual Color environment_get_fog_light_color(RID p_env) const = 0;
virtual float environment_get_fog_light_energy(RID p_env) const = 0;
virtual float environment_get_fog_sun_scatter(RID p_env) const = 0;
@ -166,6 +167,13 @@ public:
virtual float environment_get_fog_aerial_perspective(RID p_env) const = 0;
virtual float environment_get_fog_sky_affect(RID p_env) const = 0;
// Depth Fog
virtual void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) = 0;
virtual float environment_get_fog_depth_curve(RID p_env) const = 0;
virtual float environment_get_fog_depth_begin(RID p_env) const = 0;
virtual float environment_get_fog_depth_end(RID p_env) const = 0;
// Volumetric Fog
virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) = 0;

View File

@ -725,7 +725,9 @@ public:
FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
FUNC10(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float)
FUNC11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, EnvironmentFogMode)
FUNC4(environment_set_fog_depth, RID, float, float, float)
FUNC14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
FUNC2(environment_set_volumetric_fog_volume_size, int, int)

View File

@ -205,10 +205,11 @@ float RendererEnvironmentStorage::environment_get_white(RID p_env) const {
// Fog
void RendererEnvironmentStorage::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective, float p_sky_affect) {
void RendererEnvironmentStorage::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL(env);
env->fog_enabled = p_enable;
env->fog_mode = p_mode;
env->fog_light_color = p_light_color;
env->fog_light_energy = p_light_energy;
env->fog_sun_scatter = p_sun_scatter;
@ -225,6 +226,12 @@ bool RendererEnvironmentStorage::environment_get_fog_enabled(RID p_env) const {
return env->fog_enabled;
}
RS::EnvironmentFogMode RendererEnvironmentStorage::environment_get_fog_mode(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL_V(env, RS::ENV_FOG_MODE_EXPONENTIAL);
return env->fog_mode;
}
Color RendererEnvironmentStorage::environment_get_fog_light_color(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL_V(env, Color(0.5, 0.6, 0.7));
@ -273,6 +280,34 @@ float RendererEnvironmentStorage::environment_get_fog_sky_affect(RID p_env) cons
return env->fog_sky_affect;
}
// Depth Fog
void RendererEnvironmentStorage::environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL(env);
env->fog_depth_curve = p_curve;
env->fog_depth_begin = p_begin;
env->fog_depth_end = p_end;
}
float RendererEnvironmentStorage::environment_get_fog_depth_curve(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL_V(env, 0.0);
return env->fog_depth_curve;
}
float RendererEnvironmentStorage::environment_get_fog_depth_begin(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL_V(env, 0.0);
return env->fog_depth_begin;
}
float RendererEnvironmentStorage::environment_get_fog_depth_end(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_NULL_V(env, 0.0);
return env->fog_depth_end;
}
// Volumetric Fog
void RendererEnvironmentStorage::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) {

View File

@ -62,6 +62,7 @@ private:
// Fog
bool fog_enabled = false;
RS::EnvironmentFogMode fog_mode = RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL;
Color fog_light_color = Color(0.518, 0.553, 0.608);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
@ -71,6 +72,11 @@ private:
float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
// Depth Fog
float fog_depth_curve = 1.0;
float fog_depth_begin = 10.0;
float fog_depth_end = 100.0;
// Volumetric Fog
bool volumetric_fog_enabled = false;
float volumetric_fog_density = 0.01;
@ -192,8 +198,9 @@ public:
float environment_get_white(RID p_env) const;
// Fog
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect);
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode);
bool environment_get_fog_enabled(RID p_env) const;
RS::EnvironmentFogMode environment_get_fog_mode(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
float environment_get_fog_sun_scatter(RID p_env) const;
@ -203,6 +210,12 @@ public:
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
// Depth Fog
void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end);
float environment_get_fog_depth_curve(RID p_env) const;
float environment_get_fog_depth_begin(RID p_env) const;
float environment_get_fog_depth_end(RID p_env) const;
// Volumetric Fog
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
bool environment_get_volumetric_fog_enabled(RID p_env) const;

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@ -0,0 +1,41 @@
/**************************************************************************/
/* rendering_server.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
void RenderingServer::_environment_set_fog_bind_compat_84792(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) {
environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect, RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL);
}
void RenderingServer::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective", "sky_affect"), &RenderingServer::_environment_set_fog_bind_compat_84792);
}
#endif

View File

@ -29,6 +29,7 @@
/**************************************************************************/
#include "rendering_server.h"
#include "rendering_server.compat.inc"
#include "core/config/project_settings.h"
#include "core/object/worker_thread_pool.h"
@ -2943,7 +2944,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective", "sky_affect"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective", "sky_affect", "fog_mode"), &RenderingServer::environment_set_fog, DEFVAL(RS::ENV_FOG_MODE_EXPONENTIAL));
ClassDB::bind_method(D_METHOD("environment_set_sdfgi", "env", "enable", "cascades", "min_cell_size", "y_scale", "use_occlusion", "bounce_feedback", "read_sky", "energy", "normal_bias", "probe_bias"), &RenderingServer::environment_set_sdfgi);
ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "albedo", "emission", "emission_energy", "anisotropy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount", "ambient_inject", "sky_affect"), &RenderingServer::environment_set_volumetric_fog);
@ -2986,6 +2987,9 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(ENV_FOG_MODE_EXPONENTIAL);
BIND_ENUM_CONSTANT(ENV_FOG_MODE_DEPTH);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);

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@ -71,6 +71,11 @@ protected:
static RenderingServer *(*create_func)();
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
void _environment_set_fog_bind_compat_84792(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect);
static void _bind_compatibility_methods();
#endif
public:
static RenderingServer *get_singleton();
static RenderingServer *create();
@ -1178,7 +1183,13 @@ public:
virtual void environment_set_sdfgi_frames_to_update_light(EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) = 0;
enum EnvironmentFogMode {
ENV_FOG_MODE_EXPONENTIAL,
ENV_FOG_MODE_DEPTH,
};
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, EnvironmentFogMode p_mode = EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL) = 0;
virtual void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) = 0;
virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
@ -1730,6 +1741,7 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentFogMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);