Fix issues with environment mapping
This commit is contained in:
parent
da4079f231
commit
cd40154890
7 changed files with 285 additions and 63 deletions
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@ -1547,7 +1547,11 @@ FRAGMENT_SHADER_CODE
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#endif // !USE_SHADOW_TO_OPACITY
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#endif // !USE_SHADOW_TO_OPACITY
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#ifdef BASE_PASS
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#ifdef BASE_PASS
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//none
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// IBL precalculations
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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vec3 f0 = F0(metallic, specular, albedo);
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vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
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#ifdef AMBIENT_LIGHT_DISABLED
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#ifdef AMBIENT_LIGHT_DISABLED
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ambient_light = vec3(0.0, 0.0, 0.0);
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ambient_light = vec3(0.0, 0.0, 0.0);
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@ -1561,12 +1565,15 @@ FRAGMENT_SHADER_CODE
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ref_vec.z *= -1.0;
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ref_vec.z *= -1.0;
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specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
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specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
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#ifndef USE_LIGHTMAP
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{
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{
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vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
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vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
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vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
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vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
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env_ambient *= 1.0 - F;
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ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
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ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
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}
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}
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#endif
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#else
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#else
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@ -1574,7 +1581,6 @@ FRAGMENT_SHADER_CODE
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specular_light = bg_color.rgb * bg_energy;
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specular_light = bg_color.rgb * bg_energy;
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#endif
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#endif
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#endif // AMBIENT_LIGHT_DISABLED
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#endif // AMBIENT_LIGHT_DISABLED
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ambient_light *= ambient_energy;
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ambient_light *= ambient_energy;
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@ -1646,12 +1652,9 @@ FRAGMENT_SHADER_CODE
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
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vec4 r = roughness * c0 + c1;
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vec4 r = roughness * c0 + c1;
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float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * F + env.y;
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vec3 f0 = F0(metallic, specular, albedo);
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specular_light *= env.x * f0 + env.y;
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#endif
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#endif
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}
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}
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@ -2011,7 +2011,7 @@ void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_rever
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}
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}
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}
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}
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void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) {
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void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) {
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo
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@ -2019,14 +2019,15 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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if (!p_shadow && !p_directional_add) {
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if (!p_shadow && !p_directional_add) {
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info
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if (p_base_env) {
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if (p_sky != NULL) {
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
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if (storage->config.use_texture_array_environment) {
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if (storage->config.use_texture_array_environment) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, p_base_env);
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glBindTexture(GL_TEXTURE_2D_ARRAY, p_sky->radiance);
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} else {
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} else {
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glBindTexture(GL_TEXTURE_2D, p_base_env);
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glBindTexture(GL_TEXTURE_2D, p_sky->radiance);
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}
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}
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
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glBindTexture(GL_TEXTURE_2D, p_sky->irradiance);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
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use_radiance_map = true;
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use_radiance_map = true;
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@ -4231,7 +4232,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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_fill_render_list(p_cull_result, p_cull_count, true, false);
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_fill_render_list(p_cull_result, p_cull_count, true, false);
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render_list.sort_by_key(false);
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render_list.sort_by_key(false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
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_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false);
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_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, NULL, false, false, true, false, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
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glColorMask(1, 1, 1, 1);
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glColorMask(1, 1, 1, 1);
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@ -4355,7 +4356,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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RasterizerStorageGLES3::Sky *sky = NULL;
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RasterizerStorageGLES3::Sky *sky = NULL;
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Ref<CameraFeed> feed;
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Ref<CameraFeed> feed;
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GLuint env_radiance_tex = 0;
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if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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clear_color = Color(0, 0, 0, 0);
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clear_color = Color(0, 0, 0, 0);
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@ -4409,9 +4409,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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sky = storage->sky_owner.getornull(env->sky);
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sky = storage->sky_owner.getornull(env->sky);
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if (sky) {
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env_radiance_tex = sky->radiance;
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}
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break;
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break;
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case VS::ENV_BG_CANVAS:
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case VS::ENV_BG_CANVAS:
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//copy canvas to 3d buffer and convert it to linear
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//copy canvas to 3d buffer and convert it to linear
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@ -4505,7 +4502,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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}
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}
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if (probe && probe->probe_ptr->interior) {
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if (probe && probe->probe_ptr->interior) {
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env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
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sky = NULL; //for rendering probe interiors, radiance must not be used.
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}
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}
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state.texscreen_copied = false;
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state.texscreen_copied = false;
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@ -4524,7 +4521,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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if (state.directional_light_count == 0) {
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if (state.directional_light_count == 0) {
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directional_light = NULL;
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directional_light = NULL;
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_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL);
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_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, false, shadow_atlas != NULL);
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} else {
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} else {
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for (int i = 0; i < state.directional_light_count; i++) {
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for (int i = 0; i < state.directional_light_count; i++) {
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directional_light = directional_lights[i];
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directional_light = directional_lights[i];
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@ -4532,7 +4529,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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}
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}
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_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
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_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
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_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL);
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_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, i > 0, shadow_atlas != NULL);
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}
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}
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}
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}
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@ -4610,12 +4607,12 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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if (state.directional_light_count == 0) {
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if (state.directional_light_count == 0) {
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directional_light = NULL;
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directional_light = NULL;
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_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL);
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_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, false, shadow_atlas != NULL);
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} else {
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} else {
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for (int i = 0; i < state.directional_light_count; i++) {
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for (int i = 0; i < state.directional_light_count; i++) {
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directional_light = directional_lights[i];
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directional_light = directional_lights[i];
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_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
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_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
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_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL);
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_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, i > 0, shadow_atlas != NULL);
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}
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}
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}
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}
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@ -4898,7 +4895,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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if (light->reverse_cull) {
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if (light->reverse_cull) {
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flip_facing = !flip_facing;
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flip_facing = !flip_facing;
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}
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}
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_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false);
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_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, NULL, flip_facing, false, true, false, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false);
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@ -837,7 +837,7 @@ public:
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
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_FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
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_FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
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void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
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void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
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_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
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_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
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@ -1757,6 +1757,7 @@ RID RasterizerStorageGLES3::sky_create() {
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Sky *sky = memnew(Sky);
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Sky *sky = memnew(Sky);
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sky->radiance = 0;
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sky->radiance = 0;
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sky->irradiance = 0;
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return sky_owner.make_rid(sky);
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return sky_owner.make_rid(sky);
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}
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}
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@ -1768,7 +1769,9 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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if (sky->panorama.is_valid()) {
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if (sky->panorama.is_valid()) {
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sky->panorama = RID();
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sky->panorama = RID();
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glDeleteTextures(1, &sky->radiance);
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glDeleteTextures(1, &sky->radiance);
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glDeleteTextures(1, &sky->irradiance);
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sky->radiance = 0;
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sky->radiance = 0;
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sky->irradiance = 0;
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}
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}
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sky->panorama = p_panorama;
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sky->panorama = p_panorama;
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@ -1791,10 +1794,14 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex_id);
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glBindTexture(texture->target, texture->tex_id);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// Need Mipmaps regardless of whether they are set in import by user
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
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glGenerateMipmap(texture->target);
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
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if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
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@ -1808,6 +1815,66 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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#endif
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#endif
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}
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}
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{
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//Irradiance map
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glActiveTexture(GL_TEXTURE1);
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glGenTextures(1, &sky->irradiance);
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glBindTexture(GL_TEXTURE_2D, sky->irradiance);
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GLuint tmp_fb;
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glGenFramebuffers(1, &tmp_fb);
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glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
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int size = 64;
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bool use_float = config.framebuffer_half_float_supported;
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GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
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GLenum format = GL_RGBA;
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GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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||||||
|
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0);
|
||||||
|
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, true);
|
||||||
|
shaders.cubemap_filter.bind();
|
||||||
|
|
||||||
|
// Very large Panoramas require way too much effort to compute irradiance so use a mipmap
|
||||||
|
// level that corresponds to a panorama of 1024x512
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::log(float(texture->width)) / Math::log(2.0f) - 10.0f, 0.0f));
|
||||||
|
|
||||||
|
for (int i = 0; i < 2; i++) {
|
||||||
|
glViewport(0, i * size, size, size);
|
||||||
|
glBindVertexArray(resources.quadie_array);
|
||||||
|
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, false);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
|
||||||
|
glDeleteFramebuffers(1, &tmp_fb);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now compute radiance
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glGenTextures(1, &sky->radiance);
|
glGenTextures(1, &sky->radiance);
|
||||||
|
|
||||||
|
@ -1833,8 +1900,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
|
|
||||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL);
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL);
|
||||||
|
|
||||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
GLuint tmp_fb2;
|
GLuint tmp_fb2;
|
||||||
GLuint tmp_tex;
|
GLuint tmp_tex;
|
||||||
|
@ -1846,8 +1913,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
glBindTexture(GL_TEXTURE_2D, tmp_tex);
|
glBindTexture(GL_TEXTURE_2D, tmp_tex);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
|
||||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
#ifdef DEBUG_ENABLED
|
#ifdef DEBUG_ENABLED
|
||||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
|
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
|
||||||
|
@ -1858,25 +1925,25 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
|
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
|
||||||
|
|
||||||
if (j == 0) {
|
if (j < 3) {
|
||||||
|
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true);
|
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
|
||||||
shaders.cubemap_filter.bind();
|
shaders.cubemap_filter.bind();
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(texture->target, texture->tex_id);
|
glBindTexture(texture->target, texture->tex_id);
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
|
|
||||||
shaders.cubemap_filter.bind();
|
shaders.cubemap_filter.bind();
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
|
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
|
||||||
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size / 2));
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < 2; i++) {
|
for (int i = 0; i < 2; i++) {
|
||||||
|
@ -1902,7 +1969,6 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
|
|
||||||
|
|
||||||
//restore ranges
|
//restore ranges
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
@ -1947,23 +2013,64 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
GLuint tmp_fb2;
|
||||||
|
GLuint tmp_tex;
|
||||||
|
{
|
||||||
|
// Need a temporary framebuffer for rendering so we can read from previous iterations
|
||||||
|
glGenFramebuffers(1, &tmp_fb2);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
|
||||||
|
glGenTextures(1, &tmp_tex);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, tmp_tex);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
#ifdef DEBUG_ENABLED
|
||||||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
|
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
lod = 0;
|
lod = 0;
|
||||||
mm_level = mipmaps;
|
mm_level = mipmaps;
|
||||||
|
|
||||||
size = p_radiance_size;
|
size = p_radiance_size;
|
||||||
|
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
|
||||||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
|
|
||||||
shaders.cubemap_filter.bind();
|
|
||||||
|
|
||||||
while (mm_level) {
|
while (mm_level) {
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
|
||||||
|
|
||||||
#ifdef DEBUG_ENABLED
|
#ifdef DEBUG_ENABLED
|
||||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
|
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
|
||||||
#endif
|
#endif
|
||||||
|
glBindTexture(GL_TEXTURE_2D, tmp_tex);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
|
||||||
|
if (lod < 3) {
|
||||||
|
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false);
|
||||||
|
shaders.cubemap_filter.bind();
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(texture->target, texture->tex_id);
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
|
||||||
|
} else {
|
||||||
|
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
|
||||||
|
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, true);
|
||||||
|
shaders.cubemap_filter.bind();
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, sky->radiance);
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, lod - 1); //read from previous to ensure better blur
|
||||||
|
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size));
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < 2; i++) {
|
for (int i = 0; i < 2; i++) {
|
||||||
glViewport(0, i * size, size, size);
|
glViewport(0, i * size, size, size);
|
||||||
|
@ -1976,6 +2083,14 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
|
||||||
|
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, lod);
|
||||||
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
|
||||||
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||||
|
glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
if (size > 1)
|
if (size > 1)
|
||||||
size >>= 1;
|
size >>= 1;
|
||||||
lod++;
|
lod++;
|
||||||
|
@ -1995,6 +2110,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
|
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
|
||||||
glDeleteFramebuffers(1, &tmp_fb);
|
glDeleteFramebuffers(1, &tmp_fb);
|
||||||
|
glDeleteFramebuffers(1, &tmp_fb2);
|
||||||
|
glDeleteTextures(1, &tmp_tex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -388,6 +388,7 @@ public:
|
||||||
|
|
||||||
RID panorama;
|
RID panorama;
|
||||||
GLuint radiance;
|
GLuint radiance;
|
||||||
|
GLuint irradiance;
|
||||||
int radiance_size;
|
int radiance_size;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -30,12 +30,22 @@ uniform sampler2DArray source_dual_paraboloid_array; //texunit:0
|
||||||
uniform int source_array_index;
|
uniform int source_array_index;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
|
#ifdef USE_SOURCE_DUAL_PARABOLOID
|
||||||
|
uniform sampler2D source_dual_paraboloid; //texunit:0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE)
|
||||||
|
uniform int source_mip_level;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
|
||||||
uniform samplerCube source_cube; //texunit:0
|
uniform samplerCube source_cube; //texunit:0
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
uniform int face_id;
|
uniform int face_id;
|
||||||
uniform float roughness;
|
uniform float roughness;
|
||||||
|
uniform float source_resolution;
|
||||||
|
|
||||||
in highp vec2 uv_interp;
|
in highp vec2 uv_interp;
|
||||||
|
|
||||||
layout(location = 0) out vec4 frag_color;
|
layout(location = 0) out vec4 frag_color;
|
||||||
|
@ -133,6 +143,19 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
|
||||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float DistributionGGX(vec3 N, vec3 H, float roughness) {
|
||||||
|
float a = roughness * roughness;
|
||||||
|
float a2 = a * a;
|
||||||
|
float NdotH = max(dot(N, H), 0.0);
|
||||||
|
float NdotH2 = NdotH * NdotH;
|
||||||
|
|
||||||
|
float nom = a2;
|
||||||
|
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||||
|
denom = M_PI * denom * denom;
|
||||||
|
|
||||||
|
return nom / denom;
|
||||||
|
}
|
||||||
|
|
||||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||||
float GGX(float NdotV, float a) {
|
float GGX(float NdotV, float a) {
|
||||||
float k = a / 2.0;
|
float k = a / 2.0;
|
||||||
|
@ -160,10 +183,12 @@ vec2 Hammersley(uint i, uint N) {
|
||||||
#ifdef LOW_QUALITY
|
#ifdef LOW_QUALITY
|
||||||
|
|
||||||
#define SAMPLE_COUNT 64u
|
#define SAMPLE_COUNT 64u
|
||||||
|
#define SAMPLE_DELTA 0.05
|
||||||
|
|
||||||
#else
|
#else
|
||||||
|
|
||||||
#define SAMPLE_COUNT 1024u
|
#define SAMPLE_COUNT 512u
|
||||||
|
#define SAMPLE_DELTA 0.01
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
@ -171,7 +196,7 @@ uniform bool z_flip;
|
||||||
|
|
||||||
#ifdef USE_SOURCE_PANORAMA
|
#ifdef USE_SOURCE_PANORAMA
|
||||||
|
|
||||||
vec4 texturePanorama(vec3 normal, sampler2D pano) {
|
vec4 texturePanorama(vec3 normal, sampler2D pano, float mipLevel) {
|
||||||
|
|
||||||
vec2 st = vec2(
|
vec2 st = vec2(
|
||||||
atan(normal.x, normal.z),
|
atan(normal.x, normal.z),
|
||||||
|
@ -182,7 +207,7 @@ vec4 texturePanorama(vec3 normal, sampler2D pano) {
|
||||||
|
|
||||||
st /= vec2(M_PI * 2.0, M_PI);
|
st /= vec2(M_PI * 2.0, M_PI);
|
||||||
|
|
||||||
return textureLod(pano, st, 0.0);
|
return textureLod(pano, st, mipLevel);
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -202,6 +227,20 @@ vec4 textureDualParaboloidArray(vec3 normal) {
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef USE_SOURCE_DUAL_PARABOLOID
|
||||||
|
vec4 textureDualParaboloid(vec3 normal) {
|
||||||
|
|
||||||
|
vec3 norm = normalize(normal);
|
||||||
|
norm.xy /= 1.0 + abs(norm.z);
|
||||||
|
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
|
||||||
|
if (norm.z < 0.0) {
|
||||||
|
norm.y = 0.5 - norm.y + 0.5;
|
||||||
|
}
|
||||||
|
return textureLod(source_dual_paraboloid, norm.xy, float(source_mip_level));
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
|
||||||
#ifdef USE_DUAL_PARABOLOID
|
#ifdef USE_DUAL_PARABOLOID
|
||||||
|
@ -225,7 +264,7 @@ void main() {
|
||||||
|
|
||||||
#ifdef USE_SOURCE_PANORAMA
|
#ifdef USE_SOURCE_PANORAMA
|
||||||
|
|
||||||
frag_color = vec4(texturePanorama(N, source_panorama).rgb, 1.0);
|
frag_color = vec4(texturePanorama(N, source_panorama, 0.0).rgb, 1.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
|
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
|
||||||
|
@ -233,12 +272,51 @@ void main() {
|
||||||
frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0);
|
frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
|
#ifdef USE_SOURCE_DUAL_PARABOLOID
|
||||||
|
|
||||||
|
frag_color = vec4(textureDualParaboloid(N).rgb, 1.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
|
||||||
|
|
||||||
N.y = -N.y;
|
N.y = -N.y;
|
||||||
frag_color = vec4(texture(N, source_cube).rgb, 1.0);
|
frag_color = vec4(texture(N, source_cube).rgb, 1.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#else // USE_DIRECT_WRITE
|
||||||
|
|
||||||
|
#ifdef COMPUTE_IRRADIANCE
|
||||||
|
|
||||||
|
vec3 irradiance = vec3(0.0);
|
||||||
|
|
||||||
|
// tangent space calculation from origin point
|
||||||
|
vec3 UpVector = vec3(0.0, 1.0, 0.0);
|
||||||
|
vec3 TangentX = cross(UpVector, N);
|
||||||
|
vec3 TangentY = cross(N, TangentX);
|
||||||
|
|
||||||
|
float num_samples = 0.0f;
|
||||||
|
|
||||||
|
for (float phi = 0.0; phi < 2.0 * M_PI; phi += SAMPLE_DELTA) {
|
||||||
|
for (float theta = 0.0; theta < 0.5 * M_PI; theta += SAMPLE_DELTA) {
|
||||||
|
// Calculate sample positions
|
||||||
|
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
||||||
|
// Find world vector of sample position
|
||||||
|
vec3 H = tangentSample.x * TangentX + tangentSample.y * TangentY + tangentSample.z * N;
|
||||||
|
|
||||||
|
vec2 st = vec2(atan(H.x, H.z), acos(H.y));
|
||||||
|
if (st.x < 0.0) {
|
||||||
|
st.x += M_PI * 2.0;
|
||||||
|
}
|
||||||
|
st /= vec2(M_PI * 2.0, M_PI);
|
||||||
|
|
||||||
|
irradiance += texture(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta);
|
||||||
|
num_samples++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
irradiance = M_PI * irradiance * (1.0 / float(num_samples));
|
||||||
|
|
||||||
|
frag_color = vec4(irradiance, 1.0);
|
||||||
|
|
||||||
#else
|
#else
|
||||||
|
|
||||||
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
@ -246,15 +324,26 @@ void main() {
|
||||||
for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
|
for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
|
||||||
vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
|
vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
|
||||||
|
|
||||||
vec3 H = ImportanceSampleGGX(xi, roughness, N);
|
vec3 H = normalize(ImportanceSampleGGX(xi, roughness, N));
|
||||||
vec3 V = N;
|
vec3 V = N;
|
||||||
vec3 L = (2.0 * dot(V, H) * H - V);
|
vec3 L = normalize(2.0 * dot(V, H) * H - V);
|
||||||
|
|
||||||
float ndotl = clamp(dot(N, L), 0.0, 1.0);
|
float ndotl = max(dot(N, L), 0.0);
|
||||||
|
|
||||||
if (ndotl > 0.0) {
|
if (ndotl > 0.0) {
|
||||||
|
|
||||||
|
float D = DistributionGGX(N, H, roughness);
|
||||||
|
float ndoth = max(dot(N, H), 0.0);
|
||||||
|
float hdotv = max(dot(H, V), 0.0);
|
||||||
|
float pdf = D * ndoth / (4.0 * hdotv) + 0.0001;
|
||||||
|
|
||||||
|
float saTexel = 4.0 * M_PI / (6.0 * source_resolution * source_resolution);
|
||||||
|
float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
|
||||||
|
|
||||||
|
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
|
||||||
|
|
||||||
#ifdef USE_SOURCE_PANORAMA
|
#ifdef USE_SOURCE_PANORAMA
|
||||||
sum.rgb += texturePanorama(L, source_panorama).rgb * ndotl;
|
sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
|
#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
|
||||||
|
@ -262,7 +351,12 @@ void main() {
|
||||||
sum.rgb += textureDualParaboloidArray(L).rgb * ndotl;
|
sum.rgb += textureDualParaboloidArray(L).rgb * ndotl;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
|
#ifdef USE_SOURCE_DUAL_PARABOLOID
|
||||||
|
|
||||||
|
sum.rgb += textureDualParaboloid(L).rgb * ndotl;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
|
||||||
L.y = -L.y;
|
L.y = -L.y;
|
||||||
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
|
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
|
||||||
#endif
|
#endif
|
||||||
|
@ -273,5 +367,6 @@ void main() {
|
||||||
|
|
||||||
frag_color = vec4(sum.rgb, 1.0);
|
frag_color = vec4(sum.rgb, 1.0);
|
||||||
|
|
||||||
#endif
|
#endif // COMPUTE_IRRADIANCE
|
||||||
|
#endif // USE_DIRECT_WRITE
|
||||||
}
|
}
|
||||||
|
|
|
@ -627,6 +627,8 @@ layout(std140) uniform Radiance { // ubo:2
|
||||||
|
|
||||||
#define RADIANCE_MAX_LOD 5.0
|
#define RADIANCE_MAX_LOD 5.0
|
||||||
|
|
||||||
|
uniform sampler2D irradiance_map; // texunit:-6
|
||||||
|
|
||||||
#ifdef USE_RADIANCE_MAP_ARRAY
|
#ifdef USE_RADIANCE_MAP_ARRAY
|
||||||
|
|
||||||
uniform sampler2DArray radiance_map; // texunit:-2
|
uniform sampler2DArray radiance_map; // texunit:-2
|
||||||
|
@ -1766,6 +1768,11 @@ FRAGMENT_SHADER_CODE
|
||||||
|
|
||||||
vec3 eye_vec = view;
|
vec3 eye_vec = view;
|
||||||
|
|
||||||
|
// IBL precalculations
|
||||||
|
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
|
||||||
|
vec3 f0 = F0(metallic, specular, albedo);
|
||||||
|
vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
|
||||||
|
|
||||||
#ifdef USE_RADIANCE_MAP
|
#ifdef USE_RADIANCE_MAP
|
||||||
|
|
||||||
#ifdef AMBIENT_LIGHT_DISABLED
|
#ifdef AMBIENT_LIGHT_DISABLED
|
||||||
|
@ -1775,22 +1782,27 @@ FRAGMENT_SHADER_CODE
|
||||||
|
|
||||||
{ //read radiance from dual paraboloid
|
{ //read radiance from dual paraboloid
|
||||||
|
|
||||||
vec3 ref_vec = reflect(-eye_vec, normal); //2.0 * ndotv * normal - view; // reflect(v, n);
|
vec3 ref_vec = reflect(-eye_vec, normal);
|
||||||
ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
|
ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
|
||||||
vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
|
vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
|
||||||
env_reflection_light = radiance;
|
env_reflection_light = radiance;
|
||||||
}
|
}
|
||||||
//no longer a cubemap
|
|
||||||
//vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
|
|
||||||
}
|
}
|
||||||
#ifndef USE_LIGHTMAP
|
#ifndef USE_LIGHTMAP
|
||||||
{
|
{
|
||||||
|
|
||||||
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
|
vec3 norm = normal;
|
||||||
vec3 env_ambient = textureDualParaboloid(radiance_map, ambient_dir, 1.0) * bg_energy;
|
norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz);
|
||||||
|
norm.xy /= 1.0 + abs(norm.z);
|
||||||
|
norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
|
||||||
|
if (norm.z > 0.0) {
|
||||||
|
norm.y = 0.5 - norm.y + 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy;
|
||||||
|
env_ambient *= 1.0 - F;
|
||||||
|
|
||||||
ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution);
|
ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution);
|
||||||
//ambient_light=vec3(0.0,0.0,0.0);
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
#endif //AMBIENT_LIGHT_DISABLED
|
#endif //AMBIENT_LIGHT_DISABLED
|
||||||
|
@ -1892,12 +1904,9 @@ FRAGMENT_SHADER_CODE
|
||||||
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
|
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
|
||||||
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
|
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
|
||||||
vec4 r = roughness * c0 + c1;
|
vec4 r = roughness * c0 + c1;
|
||||||
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
|
|
||||||
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
|
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
|
||||||
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
|
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||||
|
specular_light *= env.x * F + env.y;
|
||||||
vec3 f0 = F0(metallic, specular, albedo);
|
|
||||||
specular_light *= env.x * f0 + env.y;
|
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue