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Merge pull request #88056 from BastiaanOlij/gles_reflection_probes
Add reflection probe support to compatibility renderer
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/**************************************************************************/ | ||
/* cubemap_filter.cpp */ | ||
/**************************************************************************/ | ||
/* 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. */ | ||
/**************************************************************************/ | ||
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#ifdef GLES3_ENABLED | ||
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#include "cubemap_filter.h" | ||
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#include "../storage/texture_storage.h" | ||
#include "core/config/project_settings.h" | ||
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using namespace GLES3; | ||
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CubemapFilter *CubemapFilter::singleton = nullptr; | ||
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CubemapFilter::CubemapFilter() { | ||
singleton = this; | ||
ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); | ||
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{ | ||
String defines; | ||
defines += "\n#define MAX_SAMPLE_COUNT " + itos(ggx_samples) + "\n"; | ||
cubemap_filter.shader.initialize(defines); | ||
cubemap_filter.shader_version = cubemap_filter.shader.version_create(); | ||
} | ||
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{ // Screen Triangle. | ||
glGenBuffers(1, &screen_triangle); | ||
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); | ||
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const float qv[6] = { | ||
-1.0f, | ||
-1.0f, | ||
3.0f, | ||
-1.0f, | ||
-1.0f, | ||
3.0f, | ||
}; | ||
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); | ||
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | ||
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glGenVertexArrays(1, &screen_triangle_array); | ||
glBindVertexArray(screen_triangle_array); | ||
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); | ||
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); | ||
glEnableVertexAttribArray(RS::ARRAY_VERTEX); | ||
glBindVertexArray(0); | ||
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind | ||
} | ||
} | ||
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CubemapFilter::~CubemapFilter() { | ||
glDeleteBuffers(1, &screen_triangle); | ||
glDeleteVertexArrays(1, &screen_triangle_array); | ||
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cubemap_filter.shader.version_free(cubemap_filter.shader_version); | ||
singleton = nullptr; | ||
} | ||
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// Helper functions for IBL filtering | ||
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Vector3 importance_sample_GGX(Vector2 xi, float roughness4) { | ||
// Compute distribution direction | ||
float phi = 2.0 * Math_PI * xi.x; | ||
float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y)); | ||
float sin_theta = sqrt(1.0 - cos_theta * cos_theta); | ||
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// Convert to spherical direction | ||
Vector3 half_vector; | ||
half_vector.x = sin_theta * cos(phi); | ||
half_vector.y = sin_theta * sin(phi); | ||
half_vector.z = cos_theta; | ||
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return half_vector; | ||
} | ||
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float distribution_GGX(float NdotH, float roughness4) { | ||
float NdotH2 = NdotH * NdotH; | ||
float denom = (NdotH2 * (roughness4 - 1.0) + 1.0); | ||
denom = Math_PI * denom * denom; | ||
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return roughness4 / denom; | ||
} | ||
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float radical_inverse_vdC(uint32_t bits) { | ||
bits = (bits << 16) | (bits >> 16); | ||
bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1); | ||
bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2); | ||
bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4); | ||
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); | ||
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return float(bits) * 2.3283064365386963e-10; | ||
} | ||
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Vector2 hammersley(uint32_t i, uint32_t N) { | ||
return Vector2(float(i) / float(N), radical_inverse_vdC(i)); | ||
} | ||
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void CubemapFilter::filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubemap, GLuint p_dest_framebuffer, int p_source_size, int p_mipmap_count, int p_layer) { | ||
glActiveTexture(GL_TEXTURE0); | ||
glBindTexture(GL_TEXTURE_CUBE_MAP, p_source_cubemap); | ||
glBindFramebuffer(GL_FRAMEBUFFER, p_dest_framebuffer); | ||
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CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT; | ||
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if (p_layer == 0) { | ||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP); | ||
// Copy over base layer without filtering. | ||
mode = CubemapFilterShaderGLES3::MODE_COPY; | ||
} | ||
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int size = p_source_size >> p_layer; | ||
glViewport(0, 0, size, size); | ||
glBindVertexArray(screen_triangle_array); | ||
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bool success = cubemap_filter.shader.version_bind_shader(cubemap_filter.shader_version, mode); | ||
if (!success) { | ||
return; | ||
} | ||
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if (p_layer > 0) { | ||
const uint32_t sample_counts[4] = { 1, ggx_samples / 4, ggx_samples / 2, ggx_samples }; | ||
uint32_t sample_count = sample_counts[MIN(3, p_layer)]; | ||
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float roughness = float(p_layer) / (p_mipmap_count); | ||
float roughness4 = roughness * roughness; | ||
roughness4 *= roughness4; | ||
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float solid_angle_texel = 4.0 * Math_PI / float(6 * size * size); | ||
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LocalVector<float> sample_directions; | ||
sample_directions.resize(4 * sample_count); | ||
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uint32_t index = 0; | ||
float weight = 0.0; | ||
for (uint32_t i = 0; i < sample_count; i++) { | ||
Vector2 xi = hammersley(i, sample_count); | ||
Vector3 dir = importance_sample_GGX(xi, roughness4); | ||
Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0)); | ||
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if (light_vec.z < 0.0) { | ||
continue; | ||
} | ||
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sample_directions[index * 4] = light_vec.x; | ||
sample_directions[index * 4 + 1] = light_vec.y; | ||
sample_directions[index * 4 + 2] = light_vec.z; | ||
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float D = distribution_GGX(dir.z, roughness4); | ||
float pdf = D * dir.z / (4.0 * dir.z) + 0.0001; | ||
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float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001); | ||
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float mip_level = MAX(0.5 * log2(solid_angle_sample / solid_angle_texel) + float(MAX(1, p_layer - 3)), 1.0); | ||
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sample_directions[index * 4 + 3] = mip_level; | ||
weight += light_vec.z; | ||
index++; | ||
} | ||
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glUniform4fv(cubemap_filter.shader.version_get_uniform(CubemapFilterShaderGLES3::SAMPLE_DIRECTIONS_MIP, cubemap_filter.shader_version, mode), sample_count, sample_directions.ptr()); | ||
cubemap_filter.shader.version_set_uniform(CubemapFilterShaderGLES3::WEIGHT, weight, cubemap_filter.shader_version, mode); | ||
cubemap_filter.shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, index, cubemap_filter.shader_version, mode); | ||
} | ||
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for (int i = 0; i < 6; i++) { | ||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_dest_cubemap, p_layer); | ||
#ifdef DEBUG_ENABLED | ||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); | ||
if (status != GL_FRAMEBUFFER_COMPLETE) { | ||
WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status)); | ||
} | ||
#endif | ||
cubemap_filter.shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, cubemap_filter.shader_version, mode); | ||
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glDrawArrays(GL_TRIANGLES, 0, 3); | ||
} | ||
glBindVertexArray(0); | ||
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); | ||
} | ||
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#endif // GLES3_ENABLED |
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@@ -0,0 +1,70 @@ | ||
/**************************************************************************/ | ||
/* cubemap_filter.h */ | ||
/**************************************************************************/ | ||
/* 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. */ | ||
/**************************************************************************/ | ||
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#ifndef CUBEMAP_FILTER_GLES3_H | ||
#define CUBEMAP_FILTER_GLES3_H | ||
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#ifdef GLES3_ENABLED | ||
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#include "drivers/gles3/shaders/effects/cubemap_filter.glsl.gen.h" | ||
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namespace GLES3 { | ||
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class CubemapFilter { | ||
private: | ||
struct CMF { | ||
CubemapFilterShaderGLES3 shader; | ||
RID shader_version; | ||
} cubemap_filter; | ||
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static CubemapFilter *singleton; | ||
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// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal. | ||
GLuint screen_triangle = 0; | ||
GLuint screen_triangle_array = 0; | ||
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uint32_t ggx_samples = 128; | ||
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public: | ||
static CubemapFilter *get_singleton() { | ||
return singleton; | ||
} | ||
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CubemapFilter(); | ||
~CubemapFilter(); | ||
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void filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubemap, GLuint p_dest_framebuffer, int p_source_size, int p_mipmap_count, int p_layer); | ||
}; | ||
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} //namespace GLES3 | ||
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#endif // GLES3_ENABLED | ||
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#endif // CUBEMAP_FILTER_GLES3_H |
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