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Merge pull request #100241 from lander-vr/reflection-probe-priority
Add priority-based blending to reflection probes.
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@@ -124,14 +124,23 @@ void RenderForwardMobile::fill_push_constant_instance_indices(SceneState::Instan
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p_instance_data->reflection_probes[0] = 0xFFFFFFFF;
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p_instance_data->reflection_probes[1] = 0xFFFFFFFF;
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ForwardIDByMapSort sorted_reflection_probes[MAX_RDL_CULL];
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for (uint32_t i = 0; i < p_instance->reflection_probe_count; i++) {
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sorted_reflection_probes[i].forward_id = p_instance->reflection_probes[i];
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sorted_reflection_probes[i].map = forward_id_storage_mobile->forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]];
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}
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SortArray<ForwardIDByMapSort> sort_array;
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sort_array.sort(sorted_reflection_probes, p_instance->reflection_probe_count);
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idx = 0;
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for (uint32_t i = 0; i < p_instance->reflection_probe_count; i++) {
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uint32_t ofs = idx < 4 ? 0 : 1;
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uint32_t shift = (idx & 0x3) << 3;
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uint32_t mask = ~(0xFF << shift);
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if (forward_id_storage_mobile->forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].last_pass[p_instance->reflection_probes[i]] == current_frame) {
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if (forward_id_storage_mobile->forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].last_pass[sorted_reflection_probes[i].forward_id] == current_frame) {
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p_instance_data->reflection_probes[ofs] &= mask;
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p_instance_data->reflection_probes[ofs] |= uint32_t(forward_id_storage_mobile->forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]]) << shift;
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p_instance_data->reflection_probes[ofs] |= uint32_t(forward_id_storage_mobile->forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].map[sorted_reflection_probes[i].forward_id]) << shift;
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idx++;
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}
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}
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@@ -527,6 +527,14 @@ protected:
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return forward_id_storage_mobile;
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}
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struct ForwardIDByMapSort {
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uint8_t map;
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RendererRD::ForwardID forward_id;
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bool operator<(const ForwardIDByMapSort &p_sort) const {
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return map > p_sort.map;
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}
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};
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public:
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static RenderForwardMobile *get_singleton() { return singleton; }
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@@ -1928,17 +1928,29 @@ void fragment_shader(in SceneData scene_data) {
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continue; //not masked
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}
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if (reflection_accum.a >= 1.0 && ambient_accum.a >= 1.0) {
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break;
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}
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reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
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}
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}
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if (ambient_accum.a < 1.0) {
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ambient_accum.rgb = mix(ambient_light, ambient_accum.rgb, ambient_accum.a);
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}
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if (reflection_accum.a < 1.0) {
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reflection_accum.rgb = mix(specular_light, reflection_accum.rgb, reflection_accum.a);
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}
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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specular_light = reflection_accum.rgb;
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}
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#if !defined(USE_LIGHTMAP)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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ambient_light = ambient_accum.rgb;
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}
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#endif
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}
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@@ -1396,16 +1396,29 @@ void main() {
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uvec2 reflection_indices = instances.data[draw_call.instance_index].reflection_probes;
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for (uint i = 0; i < sc_reflection_probes(); i++) {
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uint reflection_index = (i > 3) ? ((reflection_indices.y >> ((i - 4) * 8)) & 0xFF) : ((reflection_indices.x >> (i * 8)) & 0xFF);
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reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
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if (reflection_accum.a >= 1.0 && ambient_accum.a >= 1.0) {
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break;
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}
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reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
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}
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if (ambient_accum.a < 1.0) {
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ambient_accum.rgb = mix(ambient_light, ambient_accum.rgb, ambient_accum.a);
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}
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if (reflection_accum.a < 1.0) {
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reflection_accum.rgb = mix(specular_light, reflection_accum.rgb, reflection_accum.a);
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}
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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specular_light = reflection_accum.rgb;
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}
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#if !defined(USE_LIGHTMAP)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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ambient_light = ambient_accum.rgb;
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}
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#endif
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} //Reflection probes
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@@ -885,7 +885,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
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blend = pow(blend_axes.x * blend_axes.y * blend_axes.z, 2.0);
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}
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if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
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if (reflections.data[ref_index].intensity > 0.0 && reflection_accum.a < 1.0) { // compute reflection
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vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
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@@ -903,47 +903,43 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
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}
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vec4 reflection;
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float reflection_blend = max(0.0, blend - reflection_accum.a);
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reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier();
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reflection.rgb *= reflections.data[ref_index].exposure_normalization;
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if (reflections.data[ref_index].exterior) {
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reflection.rgb = mix(specular_light, reflection.rgb, blend);
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}
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reflection.a = reflection_blend;
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reflection.rgb *= reflections.data[ref_index].intensity; //intensity
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reflection.a = blend;
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reflection.rgb *= reflections.data[ref_index].intensity;
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reflection.rgb *= reflection.a;
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reflection_accum += reflection;
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}
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if (ambient_accum.a >= 1.0) {
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return;
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}
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switch (reflections.data[ref_index].ambient_mode) {
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case REFLECTION_AMBIENT_DISABLED: {
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//do nothing
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} break;
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case REFLECTION_AMBIENT_ENVIRONMENT: {
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//do nothing
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vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
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vec4 ambient_out;
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float ambient_blend = max(0.0, blend - ambient_accum.a);
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ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
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ambient_out.rgb *= reflections.data[ref_index].exposure_normalization;
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ambient_out.a = blend;
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if (reflections.data[ref_index].exterior) {
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ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
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}
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ambient_out.a = ambient_blend;
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ambient_out.rgb *= ambient_out.a;
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ambient_accum += ambient_out;
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} break;
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case REFLECTION_AMBIENT_COLOR: {
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vec4 ambient_out;
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ambient_out.a = blend;
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float ambient_blend = max(0.0, blend - ambient_accum.a);
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ambient_out.rgb = reflections.data[ref_index].ambient;
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if (reflections.data[ref_index].exterior) {
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ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
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}
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ambient_out.a = ambient_blend;
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ambient_out.rgb *= ambient_out.a;
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ambient_accum += ambient_out;
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} break;
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@@ -1732,11 +1732,12 @@ void LightStorage::update_reflection_probe_buffer(RenderDataRD *p_render_data, c
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if (!rpi) {
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continue;
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}
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Transform3D transform = rpi->transform;
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ReflectionProbe *probe = reflection_probe_owner.get_or_null(rpi->probe);
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Vector3 extents = probe->size / 2;
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float probe_size = extents.length();
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reflection_sort[reflection_count].probe_instance = rpi;
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reflection_sort[reflection_count].depth = -p_camera_inverse_transform.xform(transform.origin).z;
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reflection_sort[reflection_count].size = -probe_size;
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reflection_count++;
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}
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@@ -316,10 +316,10 @@ private:
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};
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struct ReflectionProbeInstanceSort {
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float depth;
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float size;
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ReflectionProbeInstance *probe_instance;
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bool operator<(const ReflectionProbeInstanceSort &p_sort) const {
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return depth < p_sort.depth;
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return size < p_sort.size;
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}
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};
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