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Merge pull request #100544 from Namey5/sdfgi-sky-rotation
Support custom sky rotation in SDFGI
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@@ -1307,24 +1307,24 @@ void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
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push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env);
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push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env);
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RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set;
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RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set;
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push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
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push_constant.sky_flags = 0;
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push_constant.y_mult = y_mult;
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push_constant.y_mult = y_mult;
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if (reads_sky && p_env.is_valid()) {
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if (reads_sky && p_env.is_valid()) {
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push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env);
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push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env);
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if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) {
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if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) {
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push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
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push_constant.sky_flags |= SDFGIShader::IntegratePushConstant::SKY_FLAGS_MODE_COLOR;
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Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear();
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Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear();
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push_constant.sky_color[0] = c.r;
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push_constant.sky_color_or_orientation[0] = c.r;
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push_constant.sky_color[1] = c.g;
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push_constant.sky_color_or_orientation[1] = c.g;
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push_constant.sky_color[2] = c.b;
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push_constant.sky_color_or_orientation[2] = c.b;
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} else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) {
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} else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) {
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push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
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push_constant.sky_flags |= SDFGIShader::IntegratePushConstant::SKY_FLAGS_MODE_COLOR;
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Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env);
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Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env);
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push_constant.sky_color[0] = c.r;
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push_constant.sky_color_or_orientation[0] = c.r;
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push_constant.sky_color[1] = c.g;
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push_constant.sky_color_or_orientation[1] = c.g;
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push_constant.sky_color[2] = c.b;
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push_constant.sky_color_or_orientation[2] = c.b;
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} else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) {
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} else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) {
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if (p_sky && p_sky->radiance.is_valid()) {
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if (p_sky && p_sky->radiance.is_valid()) {
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@@ -1350,7 +1350,16 @@ void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
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integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1);
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integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1);
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}
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}
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sky_uniform_set = integrate_sky_uniform_set;
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sky_uniform_set = integrate_sky_uniform_set;
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push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_SKY;
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push_constant.sky_flags |= SDFGIShader::IntegratePushConstant::SKY_FLAGS_MODE_SKY;
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// Encode sky orientation as quaternion in existing push constants.
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const Basis sky_basis = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
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const Quaternion sky_quaternion = sky_basis.get_quaternion().inverse();
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push_constant.sky_color_or_orientation[0] = sky_quaternion.x;
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push_constant.sky_color_or_orientation[1] = sky_quaternion.y;
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push_constant.sky_color_or_orientation[2] = sky_quaternion.z;
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// Ideally we would reconstruct the largest component for least error, but sky contribution to GI is low frequency so just needs to get the idea across.
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push_constant.sky_flags |= SDFGIShader::IntegratePushConstant::SKY_FLAGS_ORIENTATION_SIGN * (sky_quaternion.w < 0.0 ? 0 : 1);
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}
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}
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}
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}
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}
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}
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@@ -1396,7 +1405,7 @@ void GI::SDFGI::store_probes() {
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push_constant.image_size[1] = probe_axis_count;
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push_constant.image_size[1] = probe_axis_count;
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push_constant.store_ambient_texture = false;
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push_constant.store_ambient_texture = false;
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push_constant.sky_mode = 0;
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push_constant.sky_flags = 0;
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push_constant.y_mult = y_mult;
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push_constant.y_mult = y_mult;
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// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
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// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
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@@ -2092,11 +2101,11 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
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ipush_constant.history_size = history_size;
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ipush_constant.history_size = history_size;
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ipush_constant.ray_count = 0;
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ipush_constant.ray_count = 0;
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ipush_constant.ray_bias = 0;
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ipush_constant.ray_bias = 0;
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ipush_constant.sky_mode = 0;
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ipush_constant.sky_flags = 0;
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ipush_constant.sky_energy = 0;
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ipush_constant.sky_energy = 0;
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ipush_constant.sky_color[0] = 0;
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ipush_constant.sky_color_or_orientation[0] = 0;
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ipush_constant.sky_color[1] = 0;
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ipush_constant.sky_color_or_orientation[1] = 0;
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ipush_constant.sky_color[2] = 0;
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ipush_constant.sky_color_or_orientation[2] = 0;
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ipush_constant.y_mult = y_mult;
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ipush_constant.y_mult = y_mult;
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ipush_constant.store_ambient_texture = false;
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ipush_constant.store_ambient_texture = false;
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@@ -392,9 +392,9 @@ private:
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};
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};
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struct IntegratePushConstant {
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struct IntegratePushConstant {
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enum {
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enum {
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SKY_MODE_DISABLED,
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SKY_FLAGS_MODE_COLOR = 0x01,
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SKY_MODE_COLOR,
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SKY_FLAGS_MODE_SKY = 0x02,
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SKY_MODE_SKY,
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SKY_FLAGS_ORIENTATION_SIGN = 0x04,
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};
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};
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float grid_size[3];
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float grid_size[3];
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@@ -410,12 +410,12 @@ private:
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int32_t image_size[2];
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int32_t image_size[2];
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int32_t world_offset[3];
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int32_t world_offset[3];
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uint32_t sky_mode;
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uint32_t sky_flags;
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int32_t scroll[3];
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int32_t scroll[3];
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float sky_energy;
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float sky_energy;
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float sky_color[3];
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float sky_color_or_orientation[3];
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float y_mult;
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float y_mult;
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uint32_t store_ambient_texture;
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uint32_t store_ambient_texture;
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@@ -49,9 +49,9 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
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#define HISTORY_BITS 10
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#define HISTORY_BITS 10
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#define SKY_MODE_DISABLED 0
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#define SKY_FLAGS_MODE_COLOR 0x01
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#define SKY_MODE_COLOR 1
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#define SKY_FLAGS_MODE_SKY 0x02
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#define SKY_MODE_SKY 2
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#define SKY_FLAGS_ORIENTATION_SIGN 0x04
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layout(push_constant, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec3 grid_size;
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vec3 grid_size;
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@@ -67,12 +67,12 @@ layout(push_constant, std430) uniform Params {
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ivec2 image_size;
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ivec2 image_size;
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ivec3 world_offset;
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ivec3 world_offset;
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uint sky_mode;
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uint sky_flags;
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ivec3 scroll;
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ivec3 scroll;
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float sky_energy;
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float sky_energy;
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vec3 sky_color;
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vec3 sky_color_or_orientation;
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float y_mult;
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float y_mult;
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bool store_ambient_texture;
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bool store_ambient_texture;
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@@ -265,17 +265,22 @@ void main() {
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}
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}
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}
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}
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} else if (params.sky_mode == SKY_MODE_SKY) {
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} else if (bool(params.sky_flags & SKY_FLAGS_MODE_SKY)) {
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// Reconstruct sky orientation as quaternion and rotate ray_dir before sampling.
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float sky_sign = bool(params.sky_flags & SKY_FLAGS_ORIENTATION_SIGN) ? 1.0 : -1.0;
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vec4 sky_quat = vec4(params.sky_color_or_orientation, sky_sign * sqrt(1.0 - dot(params.sky_color_or_orientation, params.sky_color_or_orientation)));
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vec3 sky_dir = cross(sky_quat.xyz, ray_dir);
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sky_dir = ray_dir + ((sky_dir * sky_quat.w) + cross(sky_quat.xyz, sky_dir)) * 2.0;
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#ifdef USE_CUBEMAP_ARRAY
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#ifdef USE_CUBEMAP_ARRAY
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light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
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light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(sky_dir, 0.0), 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
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#else
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#else
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light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
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light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), sky_dir, 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
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#endif
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#endif
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light.rgb *= params.sky_energy;
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light.rgb *= params.sky_energy;
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light.a = 0.0;
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light.a = 0.0;
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} else if (params.sky_mode == SKY_MODE_COLOR) {
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} else if (bool(params.sky_flags & SKY_FLAGS_MODE_COLOR)) {
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light.rgb = params.sky_color;
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light.rgb = params.sky_color_or_orientation;
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light.rgb *= params.sky_energy;
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light.rgb *= params.sky_energy;
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light.a = 0.0;
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light.a = 0.0;
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} else {
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} else {
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