Merge pull request #87386 from clayjohn/GLES3-lightmap-bake

Add GLES3 infrastructure for lightmap baking in the compatibility backend
This commit is contained in:
Rémi Verschelde 2024-01-26 11:44:37 +01:00
commit 1ce40ebb44
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GPG Key ID: C3336907360768E1
11 changed files with 533 additions and 86 deletions

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@ -9,7 +9,7 @@
[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking.
[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL.
[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked from devices that support the Forward+ or Mobile rendering backends.
</description>
<tutorials>
<link title="Using Lightmap global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html</link>

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@ -152,7 +152,17 @@ void CopyEffects::copy_cube_to_rect(const Rect2 &p_rect) {
return;
}
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_OCTAHEDRAL);
draw_screen_quad();
}
void CopyEffects::copy_cube_to_panorama(float p_mip_level) {
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
if (!success) {
return;
}
copy.shader.version_set_uniform(CopyShaderGLES3::MIP_LEVEL, p_mip_level, copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
draw_screen_quad();
}

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@ -65,6 +65,7 @@ public:
void copy_to_and_from_rect(const Rect2 &p_rect);
void copy_screen();
void copy_cube_to_rect(const Rect2 &p_rect);
void copy_cube_to_panorama(float p_mip_level);
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
void set_color(const Color &p_color, const Rect2i &p_region);

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@ -543,6 +543,38 @@ void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
}
}
GLuint _init_radiance_texture(int p_size, int p_mipmaps, String p_name) {
GLuint radiance_id = 0;
glGenTextures(1, &radiance_id);
glBindTexture(GL_TEXTURE_CUBE_MAP, radiance_id);
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
//TODO, on low-end compare this to allocating each face of each mip individually
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB10_A2, p_size, p_size, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
if (!RasterizerGLES3::is_gles_over_gl()) {
glTexStorage2D(GL_TEXTURE_CUBE_MAP, p_mipmaps, GL_RGB10_A2, p_size, p_size);
}
#endif // GLES_API_ENABLED
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, p_mipmaps - 1);
GLES3::Utilities::get_singleton()->texture_allocated_data(radiance_id, Image::get_image_data_size(p_size, p_size, Image::FORMAT_RGBA8, true), p_name);
return radiance_id;
}
void RasterizerSceneGLES3::_update_dirty_skys() {
Sky *sky = dirty_sky_list;
@ -551,69 +583,8 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
// Left uninitialized, will attach a texture at render time
glGenFramebuffers(1, &sky->radiance_framebuffer);
GLenum internal_format = GL_RGB10_A2;
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
GLenum format = GL_RGBA;
GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
//TODO, on low-end compare this to allocating each face of each mip individually
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
if (!RasterizerGLES3::is_gles_over_gl()) {
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
}
#endif // GLES_API_ENABLED
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
GLES3::Utilities::get_singleton()->texture_allocated_data(sky->radiance, Image::get_image_data_size(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8, true), "Sky radiance map");
glGenTextures(1, &sky->raw_radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
GLenum format = GL_RGBA;
GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
//TODO, on low-end compare this to allocating each face of each mip individually
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
if (!RasterizerGLES3::is_gles_over_gl()) {
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
}
#endif // GLES_API_ENABLED
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
GLES3::Utilities::get_singleton()->texture_allocated_data(sky->raw_radiance, Image::get_image_data_size(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8, true), "Sky raw radiance map");
sky->radiance = _init_radiance_texture(sky->radiance_size, sky->mipmap_count, "Sky radiance texture");
sky->raw_radiance = _init_radiance_texture(sky->radiance_size, sky->mipmap_count, "Sky raw radiance texture");
}
sky->reflection_dirty = true;
@ -1142,7 +1113,80 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
return Ref<Image>();
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_NULL_V(sky, Ref<Image>());
_update_dirty_skys();
if (sky->radiance == 0) {
return Ref<Image>();
}
GLES3::CopyEffects *copy_effects = GLES3::CopyEffects::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
GLuint rad_tex = 0;
glGenTextures(1, &rad_tex);
glBindTexture(GL_TEXTURE_2D, rad_tex);
if (config->float_texture_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_size.width, p_size.height, 0, GL_RGBA, GL_FLOAT, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(rad_tex, p_size.width * p_size.height * 16, "Temp sky panorama");
} else {
// Fallback to RGBA8 on devices that don't support rendering to floating point textures. This will look bad, but we have no choice.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, p_size.width, p_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(rad_tex, p_size.width * p_size.height * 4, "Temp sky panorama");
}
GLuint rad_fbo = 0;
glGenFramebuffers(1, &rad_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rad_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rad_tex, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
glViewport(0, 0, p_size.width, p_size.height);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
copy_effects->copy_cube_to_panorama(p_bake_irradiance ? float(sky->mipmap_count) : 0.0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &rad_fbo);
// Create a dummy texture so we can use texture_2d_get.
RID tex_rid = GLES3::TextureStorage::get_singleton()->texture_allocate();
GLES3::Texture texture;
texture.width = p_size.width;
texture.height = p_size.height;
texture.alloc_width = p_size.width;
texture.alloc_height = p_size.height;
texture.format = Image::FORMAT_RGBAF;
texture.real_format = Image::FORMAT_RGBAF;
texture.gl_format_cache = GL_RGBA;
texture.gl_type_cache = GL_FLOAT;
texture.type = GLES3::Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
texture.tex_id = rad_tex;
texture.is_render_target = true;
GLES3::TextureStorage::get_singleton()->texture_2d_initialize_from_texture(tex_rid, texture);
Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(rad_tex);
texture.is_render_target = false;
texture.tex_id = 0;
GLES3::TextureStorage::get_singleton()->texture_free(tex_rid);
for (int i = 0; i < p_size.width; i++) {
for (int j = 0; j < p_size.height; j++) {
Color c = img->get_pixel(i, j);
c.r *= p_energy;
c.g *= p_energy;
c.b *= p_energy;
img->set_pixel(i, j, c);
}
}
return img;
}
/* ENVIRONMENT API */
@ -1176,7 +1220,65 @@ void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_e
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
return Ref<Image>();
ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
RS::EnvironmentBG environment_background = environment_get_background(p_env);
if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
return Ref<Image>(); // Nothing to bake.
}
RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
bool use_ambient_light = false;
bool use_cube_map = false;
if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
use_ambient_light = true;
} else {
use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
}
use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
Color ambient_color;
float ambient_color_sky_mix = 0.0;
if (use_ambient_light) {
ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
const float ambient_energy = environment_get_ambient_light_energy(p_env);
ambient_color = environment_get_ambient_light(p_env);
ambient_color = ambient_color.srgb_to_linear();
ambient_color.r *= ambient_energy;
ambient_color.g *= ambient_energy;
ambient_color.b *= ambient_energy;
}
if (use_cube_map) {
Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
if (use_ambient_light) {
for (int x = 0; x < p_size.width; x++) {
for (int y = 0; y < p_size.height; y++) {
panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
}
}
}
return panorama;
} else {
const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
panorama_color = panorama_color.srgb_to_linear();
panorama_color.r *= bg_energy_multiplier;
panorama_color.g *= bg_energy_multiplier;
panorama_color.b *= bg_energy_multiplier;
if (use_ambient_light) {
panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
}
Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
panorama->fill(panorama_color);
return panorama;
}
}
void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
@ -2173,6 +2275,7 @@ void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
glColorMask(0, 0, 0, 0);
glDrawBuffers(0, nullptr);
RasterizerGLES3::clear_depth(1.0);
if (needs_clear) {
glClear(GL_DEPTH_BUFFER_BIT);
@ -2431,8 +2534,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
glDrawBuffers(0, nullptr);
uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
SceneShaderGLES3::DISABLE_LIGHT_SPOT;
@ -2465,6 +2569,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS;
{
GLuint db = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &db);
}
if (!fb_cleared) {
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
@ -2883,7 +2992,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Find cull variant.
GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
if (p_pass_mode == PASS_MODE_MATERIAL || (surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
} else {
bool mirror = inst->mirror;
@ -2920,7 +3029,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint64_t vertex_input_mask = shader->vertex_input_mask;
if (inst->lightmap_instance.is_valid()) {
if (inst->lightmap_instance.is_valid() || p_pass_mode == PASS_MODE_MATERIAL) {
vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
}
@ -3194,6 +3303,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::MODEL_FLAGS, inst->flags_cache, shader->version, instance_variant, spec_constants);
if (p_pass_mode == PASS_MODE_MATERIAL) {
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_OFFSET, p_params->uv_offset, shader->version, instance_variant, spec_constants);
}
// Can be index count or vertex count
uint32_t count = 0;
if (surf->lod_index > 0) {
@ -3364,6 +3477,8 @@ void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider,
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
glDrawBuffers(0, nullptr);
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
@ -3377,6 +3492,93 @@ void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider,
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
RenderDataGLES3 render_data;
render_data.instances = &p_instances;
scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization.
_setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false);
PassMode pass_mode = PASS_MODE_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
RENDER_TIMESTAMP("Render 3D Material");
{
glBindFramebuffer(GL_FRAMEBUFFER, p_framebuffer);
glViewport(p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y);
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_SCISSOR_TEST);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
TightLocalVector<GLenum> draw_buffers;
draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
glClearColor(0.0, 0.0, 0.0, 0.0);
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
uint64_t base_spec_constant = 0;
base_spec_constant |= SceneShaderGLES3::RENDER_MATERIAL;
base_spec_constant |= SceneShaderGLES3::DISABLE_FOG;
base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHTMAP;
RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, base_spec_constant, true, Vector2(0, 0));
const int uv_offset_count = 9;
static const Vector2 uv_offsets[uv_offset_count] = {
Vector2(-1, 1),
Vector2(1, 1),
Vector2(1, -1),
Vector2(-1, -1),
Vector2(-1, 0),
Vector2(1, 0),
Vector2(0, -1),
Vector2(0, 1),
Vector2(0, 0),
};
for (int i = 0; i < uv_offset_count; i++) {
Vector2 ofs = uv_offsets[i];
ofs.x /= p_region.size.width;
ofs.y /= p_region.size.height;
render_list_params.uv_offset = ofs;
_render_list_template<PASS_MODE_MATERIAL>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
}
render_list_params.uv_offset = Vector2(0, 0);
render_list_params.force_wireframe = false;
_render_list_template<PASS_MODE_MATERIAL>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
GLuint db = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &db);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
time = p_time;
time_step = p_step;
@ -3524,7 +3726,155 @@ void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float
}
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
return TypedArray<Image>();
GLES3::Config *config = GLES3::Config::get_singleton();
ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
GLuint albedo_alpha_tex = 0;
GLuint normal_tex = 0;
GLuint orm_tex = 0;
GLuint emission_tex = 0;
GLuint depth_tex = 0;
glGenTextures(1, &albedo_alpha_tex);
glGenTextures(1, &normal_tex);
glGenTextures(1, &orm_tex);
glGenTextures(1, &emission_tex);
glGenTextures(1, &depth_tex);
glBindTexture(GL_TEXTURE_2D, albedo_alpha_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(albedo_alpha_tex, p_image_size.width * p_image_size.height * 4, "Lightmap albedo texture");
glBindTexture(GL_TEXTURE_2D, normal_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(normal_tex, p_image_size.width * p_image_size.height * 4, "Lightmap normal texture");
glBindTexture(GL_TEXTURE_2D, orm_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(orm_tex, p_image_size.width * p_image_size.height * 4, "Lightmap ORM texture");
// Consider rendering to RGBA8 encoded as RGBE, then manually convert to RGBAH on CPU.
glBindTexture(GL_TEXTURE_2D, emission_tex);
if (config->float_texture_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_FLOAT, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(emission_tex, p_image_size.width * p_image_size.height * 16, "Lightmap emission texture");
} else {
// Fallback to RGBA8 on devices that don't support rendering to floating point textures. This will look bad, but we have no choice.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(emission_tex, p_image_size.width * p_image_size.height * 4, "Lightmap emission texture");
}
glBindTexture(GL_TEXTURE_2D, depth_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, p_image_size.width, p_image_size.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(depth_tex, p_image_size.width * p_image_size.height * 3, "Lightmap depth texture");
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, albedo_alpha_tex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, normal_tex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, orm_tex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emission_tex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &fbo);
GLES3::Utilities::get_singleton()->texture_free_data(albedo_alpha_tex);
GLES3::Utilities::get_singleton()->texture_free_data(normal_tex);
GLES3::Utilities::get_singleton()->texture_free_data(orm_tex);
GLES3::Utilities::get_singleton()->texture_free_data(emission_tex);
GLES3::Utilities::get_singleton()->texture_free_data(depth_tex);
WARN_PRINT("Could not create render target, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
return TypedArray<Image>();
}
RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
Vector<RID> materials;
materials.resize(sc);
for (uint32_t i = 0; i < sc; i++) {
if (i < (uint32_t)p_material_overrides.size()) {
materials.write[i] = p_material_overrides[i];
}
}
gi_inst->set_surface_materials(materials);
if (cull_argument.size() == 0) {
cull_argument.push_back(nullptr);
}
cull_argument[0] = gi_inst;
_render_uv2(cull_argument, fbo, Rect2i(0, 0, p_image_size.width, p_image_size.height));
geometry_instance_free(gi_inst);
TypedArray<Image> ret;
// Create a dummy texture so we can use texture_2d_get.
RID tex_rid = GLES3::TextureStorage::get_singleton()->texture_allocate();
GLES3::Texture texture;
texture.width = p_image_size.width;
texture.height = p_image_size.height;
texture.alloc_width = p_image_size.width;
texture.alloc_height = p_image_size.height;
texture.format = Image::FORMAT_RGBA8;
texture.real_format = Image::FORMAT_RGBA8;
texture.gl_format_cache = GL_RGBA;
texture.gl_type_cache = GL_UNSIGNED_BYTE;
texture.type = GLES3::Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
texture.is_render_target = true; // Enable this so the texture isn't cached in the editor.
GLES3::TextureStorage::get_singleton()->texture_2d_initialize_from_texture(tex_rid, texture);
GLES3::Texture *tex = GLES3::TextureStorage::get_singleton()->get_texture(tex_rid);
{
tex->tex_id = albedo_alpha_tex;
Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(albedo_alpha_tex);
ret.push_back(img);
}
{
tex->tex_id = normal_tex;
Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(normal_tex);
ret.push_back(img);
}
{
tex->tex_id = orm_tex;
Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(orm_tex);
ret.push_back(img);
}
{
tex->tex_id = emission_tex;
if (config->float_texture_supported) {
tex->format = Image::FORMAT_RGBAF;
tex->real_format = Image::FORMAT_RGBAH;
tex->gl_type_cache = GL_FLOAT;
}
Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(emission_tex);
ret.push_back(img);
}
tex->is_render_target = false;
tex->tex_id = 0;
GLES3::TextureStorage::get_singleton()->texture_free(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(depth_tex);
glDeleteFramebuffers(1, &fbo);
return ret;
}
bool RasterizerSceneGLES3::free(RID p_rid) {
@ -3565,6 +3915,8 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
cull_argument.set_page_pool(&cull_argument_pool);
// Quality settings.
use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");

View File

@ -61,6 +61,7 @@ enum PassMode {
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_SHADOW,
PASS_MODE_DEPTH,
PASS_MODE_MATERIAL,
};
// These should share as much as possible with SkyUniform Location
@ -375,7 +376,7 @@ private:
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
uint32_t material_uv2_mode;
uint32_t pad2;
float emissive_exposure_normalization;
uint32_t use_ambient_light = 0;
@ -465,13 +466,15 @@ private:
bool reverse_cull = false;
uint64_t spec_constant_base_flags = 0;
bool force_wireframe = false;
Vector2 uv_offset = Vector2(0, 0);
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false, Vector2 p_uv_offset = Vector2()) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
spec_constant_base_flags = p_spec_constant_base_flags;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
}
};
@ -647,6 +650,10 @@ protected:
void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y);
void _free_sky_data(Sky *p_sky);
// Needed for a single argument calls (material and uv2).
PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
PagedArray<RenderGeometryInstance *> cull_argument;
public:
static RasterizerSceneGLES3 *get_singleton() { return singleton; }
@ -747,6 +754,7 @@ public:
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region);
bool free(RID p_rid) override;
void update() override;

View File

@ -8,6 +8,7 @@ mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
mode_cube_to_octahedral = #define CUBE_TO_OCTAHEDRAL \n#define USE_COPY_SECTION
mode_cube_to_panorama = #define CUBE_TO_PANORAMA
#[specializations]
@ -53,21 +54,34 @@ uniform highp vec2 pixel_size;
#endif
#ifdef CUBE_TO_OCTAHEDRAL
uniform samplerCube source_cube; // texunit:0
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return normalize(v);
}
#else
uniform sampler2D source; // texunit:0
#endif
#ifdef CUBE_TO_PANORAMA
uniform lowp float mip_level;
#endif
#if defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA)
uniform samplerCube source_cube; // texunit:0
#else // ~(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
uniform sampler2D source; // texunit:0
#endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
layout(location = 0) out vec4 frag_color;
// This expects 0-1 range input, outside that range it behaves poorly.
vec3 srgb_to_linear(vec3 color) {
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
}
void main() {
#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source, uv_interp);
@ -110,5 +124,22 @@ void main() {
vec3 dir = oct_to_vec3(uv_interp * 2.0 - 1.0);
frag_color = texture(source_cube, dir);
#endif
#ifdef CUBE_TO_PANORAMA
const float PI = 3.14159265359;
float phi = uv_interp.x * 2.0 * PI;
float theta = uv_interp.y * PI;
vec3 normal;
normal.x = sin(phi) * sin(theta) * -1.0;
normal.y = cos(theta);
normal.z = cos(phi) * sin(theta) * -1.0;
vec3 color = srgb_to_linear(textureLod(source_cube, normal, mip_level).rgb);
frag_color = vec4(color, 1.0);
#endif
}

View File

@ -31,6 +31,7 @@ USE_ADDITIVE_LIGHTING = false
// these are false, we are doing a directional light pass.
ADDITIVE_OMNI = false
ADDITIVE_SPOT = false
RENDER_MATERIAL = false
#[vertex]
@ -90,7 +91,7 @@ layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(RENDER_MATERIAL)
layout(location = 5) in vec2 uv2_attrib;
#endif
@ -160,12 +161,12 @@ layout(std140) uniform SceneData { // ubo:2
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
float pad2;
float emissive_exposure_normalization;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
float fog_aerial_perspective;
float time;
@ -249,6 +250,10 @@ uniform highp vec4 uv_scale;
uniform highp uint model_flags;
#ifdef RENDER_MATERIAL
uniform mediump vec2 uv_offset;
#endif
/* Varyings */
out highp vec3 vertex_interp;
@ -511,6 +516,12 @@ void main() {
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
#ifdef RENDER_MATERIAL
gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
gl_Position.z = 0.00001;
gl_Position.w = 1.0;
#endif
}
/* clang-format off */
@ -632,12 +643,12 @@ layout(std140) uniform SceneData { // ubo:2
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
float pad2;
float emissive_exposure_normalization;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
float fog_aerial_perspective;
float time;
@ -884,8 +895,20 @@ ivec2 multiview_uv(ivec2 uv) {
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
#ifndef MODE_RENDER_DEPTH
#ifdef RENDER_MATERIAL
layout(location = 0) out vec4 albedo_output_buffer;
layout(location = 1) out vec4 normal_output_buffer;
layout(location = 2) out vec4 orm_output_buffer;
layout(location = 3) out vec4 emission_output_buffer;
#else // !RENDER_MATERIAL
// Normal color rendering.
layout(location = 0) out vec4 frag_color;
#endif // !RENDER_MATERIAL
#endif // !MODE_RENDER_DEPTH
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
@ -1666,6 +1689,23 @@ void main() {
// Nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else // !MODE_RENDER_DEPTH
#ifdef RENDER_MATERIAL
albedo_output_buffer.rgb = albedo;
albedo_output_buffer.a = alpha;
normal_output_buffer.rgb = normal * 0.5 + 0.5;
normal_output_buffer.a = 0.0;
orm_output_buffer.r = ao;
orm_output_buffer.g = roughness;
orm_output_buffer.b = metallic;
orm_output_buffer.a = 1.0;
emission_output_buffer.rgb = emission;
emission_output_buffer.a = 0.0;
#else // !RENDER_MATERIAL
#ifdef BASE_PASS
#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
@ -1920,6 +1960,6 @@ void main() {
frag_color.rgb += additive_light_color;
#endif // USE_ADDITIVE_LIGHTING
#endif // !RENDER_MATERIAL
#endif //!MODE_RENDER_DEPTH
}

View File

@ -494,6 +494,10 @@ public:
};
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
void texture_2d_initialize_from_texture(RID p_texture, Texture &p_tex) {
texture_owner.initialize_rid(p_texture, p_tex);
}
virtual bool can_create_resources_async() const override;
virtual RID texture_allocate() override;

View File

@ -111,6 +111,7 @@ public:
}
// Records that data was allocated for state tracking purposes.
// Size is measured in bytes.
_FORCE_INLINE_ void texture_allocated_data(GLuint p_id, uint32_t p_size, String p_name = "") {
texture_mem_cache += p_size;
#ifdef DEV_ENABLED

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@ -769,7 +769,7 @@ LightmapperRD::BakeError LightmapperRD::_dilate(RenderingDevice *rd, Ref<RDShade
#ifdef DEBUG_TEXTURES
for (int i = 0; i < atlas_slices; i++) {
Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i);
Vector<uint8_t> s = rd->texture_get_data(source_light_tex, i);
Ref<Image> img = Image::create_from_data(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
img->convert(Image::FORMAT_RGBA8);
img->save_png("res://5_dilated_" + itos(i) + ".png");

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@ -1532,7 +1532,7 @@ PackedStringArray LightmapGI::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
warnings.push_back(RTR("Lightmap cannot be baked when using the GL Compatibility backend yet. Support will be added in a future release."));
warnings.push_back(RTR("Lightmap can only be baked from a device that supports the RD backends. Lightmap baking may fail."));
return warnings;
}