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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Use best fit normals for storing screen space normals

This commit is contained in:
clayjohn
2023-12-18 15:35:26 -07:00
parent bf8dd73e9d
commit 43cf21cb71
19 changed files with 207 additions and 41 deletions

View File

@@ -0,0 +1,43 @@
#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(r8, set = 0, binding = 0) uniform restrict writeonly image2D current_image;
// This shader is used to generate a "best fit normal texture" as described by:
// https://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf
// This texture tells you what length of normal can be used to store a unit vector
// with the lest amount of error.
vec3 quantize(vec3 c) {
return round(clamp(c * 0.5 + 0.5, 0.0, 1.0) * 255.0) * (1.0 / 255.0) * 2.0 - 1.0;
}
float find_minimum_error(vec3 normal) {
float min_error = 100000.0;
float t_best = 0.0;
for (float nstep = 1.5; nstep < 127.5; ++nstep) {
float t = nstep / 127.5;
vec3 vp = normal * t;
vec3 quantizedp = quantize(vp);
vec3 vdiff = (quantizedp - vp) / t;
float error = max(abs(vdiff.x), max(abs(vdiff.y), abs(vdiff.z)));
if (error < min_error) {
min_error = error;
t_best = t;
}
}
return t_best;
}
void main() {
vec2 uv = vec2(gl_GlobalInvocationID.xy) * vec2(1.0 / 1024.0) + vec2(0.5 / 1024.0);
uv.y *= uv.x;
vec3 dir = vec3(uv.x, uv.y, 1.0);
imageStore(current_image, ivec2(gl_GlobalInvocationID.xy), vec4(find_minimum_error(dir), 1.0, 1.0, 1.0));
}

View File

@@ -868,6 +868,28 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
#endif //!MODE_RENDER DEPTH
#if defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_MATERIAL)
// https://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf
vec3 encode24(vec3 v) {
// Unsigned normal (handles most symmetry)
vec3 vNormalUns = abs(v);
// Get the major axis for our collapsed cubemap lookup
float maxNAbs = max(vNormalUns.z, max(vNormalUns.x, vNormalUns.y));
// Get the collapsed cubemap texture coordinates
vec2 vTexCoord = vNormalUns.z < maxNAbs ? (vNormalUns.y < maxNAbs ? vNormalUns.yz : vNormalUns.xz) : vNormalUns.xy;
vTexCoord /= maxNAbs;
vTexCoord = vTexCoord.x < vTexCoord.y ? vTexCoord.yx : vTexCoord.xy;
// Stretch:
vTexCoord.y /= vTexCoord.x;
float fFittingScale = texture(sampler2D(best_fit_normal_texture, SAMPLER_NEAREST_CLAMP), vTexCoord).r;
// Make vector touch unit cube
vec3 result = v / maxNAbs;
// scale the normal to get the best fit
result *= fFittingScale;
return result;
}
#endif // MODE_RENDER_NORMAL_ROUGHNESS
void fragment_shader(in SceneData scene_data) {
uint instance_index = instance_index_interp;
@@ -1519,18 +1541,18 @@ void fragment_shader(in SceneData scene_data) {
vec2 base_coord = screen_uv;
vec2 closest_coord = base_coord;
#ifdef USE_MULTIVIEW
float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
float closest_ang = dot(normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0));
#else // USE_MULTIVIEW
float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
float closest_ang = dot(normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0));
#endif // USE_MULTIVIEW
for (int i = 0; i < 4; i++) {
const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
#ifdef USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
float neighbour_ang = dot(normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0));
#else // USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
float neighbour_ang = dot(normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0));
#endif // USE_MULTIVIEW
if (neighbour_ang > closest_ang) {
closest_ang = neighbour_ang;
@@ -2302,7 +2324,7 @@ void fragment_shader(in SceneData scene_data) {
albedo_output_buffer.rgb = albedo;
albedo_output_buffer.a = alpha;
normal_output_buffer.rgb = normal * 0.5 + 0.5;
normal_output_buffer.rgb = encode24(normal) * 0.5 + 0.5;
normal_output_buffer.a = 0.0;
depth_output_buffer.r = -vertex.z;
@@ -2316,7 +2338,15 @@ void fragment_shader(in SceneData scene_data) {
#endif
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
normal_roughness_output_buffer = vec4(encode24(normal) * 0.5 + 0.5, roughness);
// We encode the dynamic static into roughness.
// Values over 0.5 are dynamic, under 0.5 are static.
normal_roughness_output_buffer.w = normal_roughness_output_buffer.w * (127.0 / 255.0);
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_DYNAMIC)) {
normal_roughness_output_buffer.w = 1.0 - normal_roughness_output_buffer.w;
}
normal_roughness_output_buffer.w = normal_roughness_output_buffer.w;
#ifdef MODE_RENDER_VOXEL_GI
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances

View File

@@ -48,6 +48,7 @@ draw_call;
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
#define INSTANCE_FLAGS_DYNAMIC (1 << 3)
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4)
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 6)
@@ -163,6 +164,8 @@ sdfgi;
layout(set = 0, binding = 14) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
layout(set = 0, binding = 15) uniform texture2D best_fit_normal_texture;
/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
@@ -328,6 +331,15 @@ layout(set = 1, binding = 34) uniform texture2D ssil_buffer;
#endif
vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {
float roughness = p_normal_roughness.w;
if (roughness > 0.5) {
roughness = 1.0 - roughness;
}
roughness /= (127.0 / 255.0);
return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness);
}
/* Set 2 Skeleton & Instancing (can change per item) */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {