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Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU so that it can calculate an error-corrected version of the vertex position
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@@ -129,12 +129,52 @@ invariant gl_Position;
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#GLOBALS
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#ifdef USE_DOUBLE_PRECISION
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// Helper functions for emulating double precision when adding floats.
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vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
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vec3 s = a + b;
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out_p = b - (s - a);
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return s;
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}
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vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
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vec3 s = a + b;
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vec3 v = s - a;
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out_p = (a - (s - v)) + (b - v);
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return s;
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}
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vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
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vec3 s, t, se, te;
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s = two_sum(base_a, base_b, se);
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t = two_sum(prec_a, prec_b, te);
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se += t;
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s = quick_two_sum(s, se, se);
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se += te;
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s = quick_two_sum(s, se, out_precision);
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return s;
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}
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#endif
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void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
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vec4 instance_custom = vec4(0.0);
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#if defined(COLOR_USED)
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color_interp = color_attrib;
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#endif
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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#ifdef USE_DOUBLE_PRECISION
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vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
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model_matrix[0][3] = 0.0;
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model_matrix[1][3] = 0.0;
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model_matrix[2][3] = 0.0;
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vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
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inv_view_matrix[0][3] = 0.0;
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inv_view_matrix[1][3] = 0.0;
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inv_view_matrix[2][3] = 0.0;
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#endif
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mat3 model_normal_matrix;
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if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
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model_normal_matrix = transpose(inverse(mat3(model_matrix)));
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@@ -142,11 +182,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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model_normal_matrix = mat3(model_matrix);
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}
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mat4 matrix;
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mat4 read_model_matrix = model_matrix;
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if (is_multimesh) {
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//multimesh, instances are for it
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mat4 matrix;
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#ifdef USE_PARTICLE_TRAILS
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uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
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uint stride = 3 + 1 + 1; //particles always uses this format
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@@ -232,7 +273,14 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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#endif
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//transpose
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matrix = transpose(matrix);
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model_matrix = model_matrix * matrix;
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#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
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// Normally we can bake the multimesh transform into the model matrix, but when using double precision
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// we avoid baking it in so we can emulate high precision.
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read_model_matrix = model_matrix * matrix;
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#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
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model_matrix = read_model_matrix;
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#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
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#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
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model_normal_matrix = model_normal_matrix * mat3(matrix);
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}
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@@ -297,7 +345,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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// using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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#ifdef USE_DOUBLE_PRECISION
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// We separate the basis from the origin becasue the basis is fine with single point precision.
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// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
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// We add the result to the vertex and ignore the final lost precision.
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vec3 model_origin = model_matrix[3].xyz;
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if (is_multimesh) {
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vertex = mat3(matrix) * vertex;
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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}
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vertex = mat3(model_matrix) * vertex;
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vec3 temp_precision; // Will be ignored.
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex = mat3(scene_data.view_matrix) * vertex;
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#else
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vertex = (modelview * vec4(vertex, 1.0)).xyz;
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#endif
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#ifdef NORMAL_USED
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normal = modelview_normal * normal;
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#endif
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@@ -490,7 +553,6 @@ layout(location = 10) in flat uint instance_index_interp;
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//defines to keep compatibility with vertex
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#define model_matrix instances.data[draw_call.instance_index].transform
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#ifdef USE_MULTIVIEW
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#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
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#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
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@@ -737,6 +799,17 @@ void fragment_shader(in SceneData scene_data) {
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vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
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#endif // ALPHA_ANTIALIASING_EDGE_USED
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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mat4 read_model_matrix = instances.data[instance_index].transform;
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#ifdef USE_DOUBLE_PRECISION
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read_model_matrix[0][3] = 0.0;
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read_model_matrix[1][3] = 0.0;
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read_model_matrix[2][3] = 0.0;
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inv_view_matrix[0][3] = 0.0;
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inv_view_matrix[1][3] = 0.0;
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inv_view_matrix[2][3] = 0.0;
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#endif
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{
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#CODE : FRAGMENT
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}
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