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Assorted fixes to UV unwrapping and GPU lightmapper

Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
This commit is contained in:
jfons
2021-04-25 23:36:39 +02:00
parent eb57dcdb90
commit 6995b0429c
21 changed files with 457 additions and 481 deletions

View File

@@ -24,10 +24,6 @@ namespace oidn {
float AutoexposureNode::autoexposure(const Image& color)
{
assert(color.format == Format::Float3);
// -- GODOT start --
// We don't want to mess with TTB and we don't use autoexposure, so we disable this code
#if 0
// -- GODOT end --
constexpr float key = 0.18f;
constexpr float eps = 1e-8f;
@@ -42,61 +38,66 @@ namespace oidn {
// Compute the average log luminance of the downsampled image
using Sum = std::pair<float, int>;
Sum sum =
tbb::parallel_reduce(
tbb::blocked_range2d<int>(0, HK, 0, WK),
Sum(0.f, 0),
[&](const tbb::blocked_range2d<int>& r, Sum sum) -> Sum
// -- GODOT start --
// Sum sum =
// tbb::parallel_reduce(
// tbb::blocked_range2d<int>(0, HK, 0, WK),
// Sum(0.f, 0),
// [&](const tbb::blocked_range2d<int>& r, Sum sum) -> Sum
// {
// // Iterate over blocks
// for (int i = r.rows().begin(); i != r.rows().end(); ++i)
// {
// for (int j = r.cols().begin(); j != r.cols().end(); ++j)
// {
Sum sum = Sum(0.0f, 0);
for (int i = 0; i != HK; ++i)
{
for (int j = 0; j != WK; ++j)
{
// Compute the average luminance in the current block
const int beginH = int(ptrdiff_t(i) * H / HK);
const int beginW = int(ptrdiff_t(j) * W / WK);
const int endH = int(ptrdiff_t(i+1) * H / HK);
const int endW = int(ptrdiff_t(j+1) * W / WK);
float L = 0.f;
for (int h = beginH; h < endH; ++h)
{
// Iterate over blocks
for (int i = r.rows().begin(); i != r.rows().end(); ++i)
for (int w = beginW; w < endW; ++w)
{
for (int j = r.cols().begin(); j != r.cols().end(); ++j)
{
// Compute the average luminance in the current block
const int beginH = int(ptrdiff_t(i) * H / HK);
const int beginW = int(ptrdiff_t(j) * W / WK);
const int endH = int(ptrdiff_t(i+1) * H / HK);
const int endW = int(ptrdiff_t(j+1) * W / WK);
const float* rgb = (const float*)color.get(h, w);
float L = 0.f;
const float r = maxSafe(rgb[0], 0.f);
const float g = maxSafe(rgb[1], 0.f);
const float b = maxSafe(rgb[2], 0.f);
for (int h = beginH; h < endH; ++h)
{
for (int w = beginW; w < endW; ++w)
{
const float* rgb = (const float*)color.get(h, w);
const float r = maxSafe(rgb[0], 0.f);
const float g = maxSafe(rgb[1], 0.f);
const float b = maxSafe(rgb[2], 0.f);
L += luminance(r, g, b);
}
}
L /= (endH - beginH) * (endW - beginW);
// Accumulate the log luminance
if (L > eps)
{
sum.first += log2(L);
sum.second++;
}
}
L += luminance(r, g, b);
}
}
return sum;
},
[](Sum a, Sum b) -> Sum { return Sum(a.first+b.first, a.second+b.second); },
tbb::static_partitioner()
);
L /= (endH - beginH) * (endW - beginW);
// Accumulate the log luminance
if (L > eps)
{
sum.first += log2(L);
sum.second++;
}
}
}
// return sum;
// },
// [](Sum a, Sum b) -> Sum { return Sum(a.first+b.first, a.second+b.second); },
// tbb::static_partitioner()
// );
// -- GODOT end --
return (sum.second > 0) ? (key / exp2(sum.first / float(sum.second))) : 1.f;
// -- GODOT start --
#endif
return 1.0;
// -- GODOT end --
}
} // namespace oidn