Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
This commit is contained in:
commit
68d188d521
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@ -1813,16 +1813,10 @@ void main() {
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vec3 n = normalize(lightmap_normal_xform * normal);
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ambient_light += lm_light_l0 * 0.282095f;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * lightmap_exposure_normalization;
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ambient_light += lm_light_l1_0 * 0.32573 * n.z * lightmap_exposure_normalization;
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ambient_light += lm_light_l1p1 * 0.32573 * n.x * lightmap_exposure_normalization;
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if (metallic > 0.01) { // Since the more direct bounced light is lost, we can kind of fake it with this trick.
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vec3 r = reflect(normalize(-vertex), normal);
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specular_light += lm_light_l1n1 * 0.32573 * r.y * lightmap_exposure_normalization;
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specular_light += lm_light_l1_0 * 0.32573 * r.z * lightmap_exposure_normalization;
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specular_light += lm_light_l1p1 * 0.32573 * r.x * lightmap_exposure_normalization;
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}
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ambient_light += lm_light_l0 * lightmap_exposure_normalization;
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ambient_light += lm_light_l1n1 * n.y * lightmap_exposure_normalization;
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ambient_light += lm_light_l1_0 * n.z * lightmap_exposure_normalization;
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ambient_light += lm_light_l1p1 * n.x * lightmap_exposure_normalization;
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#else
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#ifdef LIGHTMAP_BICUBIC_FILTER
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ambient_light += textureArray_bicubic(lightmap_textures, uvw, lightmap_texture_size).rgb * lightmap_exposure_normalization;
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@ -915,7 +915,7 @@ LightmapperRD::BakeError LightmapperRD::_denoise_oidn(RenderingDevice *p_rd, RID
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return BAKE_OK;
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}
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LightmapperRD::BakeError LightmapperRD::_denoise(RenderingDevice *p_rd, Ref<RDShaderFile> &p_compute_shader, const RID &p_compute_base_uniform_set, PushConstant &p_push_constant, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, float p_denoiser_strength, int p_denoiser_range, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, BakeStepFunc p_step_function) {
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LightmapperRD::BakeError LightmapperRD::_denoise(RenderingDevice *p_rd, Ref<RDShaderFile> &p_compute_shader, const RID &p_compute_base_uniform_set, PushConstant &p_push_constant, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, float p_denoiser_strength, int p_denoiser_range, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, BakeStepFunc p_step_function, void *p_bake_userdata) {
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RID denoise_params_buffer = p_rd->uniform_buffer_create(sizeof(DenoiseParams));
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DenoiseParams denoise_params;
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denoise_params.spatial_bandwidth = 5.0f;
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@ -978,6 +978,11 @@ LightmapperRD::BakeError LightmapperRD::_denoise(RenderingDevice *p_rd, Ref<RDSh
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p_rd->sync();
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}
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}
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if (p_step_function) {
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int percent = (s + 1) * 100 / p_atlas_slices;
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float p = float(s) / p_atlas_slices * 0.1;
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p_step_function(0.8 + p, vformat(RTR("Denoising %d%%"), percent), p_bake_userdata, false);
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}
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}
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p_rd->free(compute_shader_denoise);
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@ -1581,6 +1586,14 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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Ref<Image> img = Image::create_from_data(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
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img->save_exr("res://2_light_primary_" + itos(i) + ".exr", false);
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}
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if (p_bake_sh) {
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for (int i = 0; i < atlas_slices * 4; i++) {
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Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i);
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Ref<Image> img = Image::create_from_data(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
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img->save_exr("res://2_light_primary_accum_" + itos(i) + ".exr", false);
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}
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}
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#endif
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/* SECONDARY (indirect) LIGHT PASS(ES) */
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@ -1804,7 +1817,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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} else {
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// JNLM (built-in).
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SWAP(light_accum_tex, light_accum_tex2);
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error = _denoise(rd, compute_shader, compute_base_uniform_set, push_constant, light_accum_tex2, normal_tex, light_accum_tex, p_denoiser_strength, p_denoiser_range, atlas_size, atlas_slices, p_bake_sh, p_step_function);
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error = _denoise(rd, compute_shader, compute_base_uniform_set, push_constant, light_accum_tex2, normal_tex, light_accum_tex, p_denoiser_strength, p_denoiser_range, atlas_size, atlas_slices, p_bake_sh, p_step_function, p_bake_userdata);
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}
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if (unlikely(error != BAKE_OK)) {
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return error;
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@ -272,7 +272,7 @@ class LightmapperRD : public Lightmapper {
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void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
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BakeError _dilate(RenderingDevice *rd, Ref<RDShaderFile> &compute_shader, RID &compute_base_uniform_set, PushConstant &push_constant, RID &source_light_tex, RID &dest_light_tex, const Size2i &atlas_size, int atlas_slices);
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BakeError _denoise(RenderingDevice *p_rd, Ref<RDShaderFile> &p_compute_shader, const RID &p_compute_base_uniform_set, PushConstant &p_push_constant, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, float p_denoiser_strength, int p_denoiser_range, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, BakeStepFunc p_step_function);
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BakeError _denoise(RenderingDevice *p_rd, Ref<RDShaderFile> &p_compute_shader, const RID &p_compute_base_uniform_set, PushConstant &p_push_constant, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, float p_denoiser_strength, int p_denoiser_range, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, BakeStepFunc p_step_function, void *p_bake_userdata);
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Error _store_pfm(RenderingDevice *p_rd, RID p_atlas_tex, int p_index, const Size2i &p_atlas_size, const String &p_name);
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Ref<Image> _read_pfm(const String &p_name);
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@ -649,15 +649,20 @@ void main() {
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light_for_texture += light;
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#ifdef USE_SH_LIGHTMAPS
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// These coefficients include the factored out SH evaluation, diffuse convolution, and final application, as well as the BRDF 1/PI and the spherical monte carlo factor.
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// LO: 1/(2*sqrtPI) * 1/(2*sqrtPI) * PI * PI * 1/PI = 0.25
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// L1: sqrt(3/(4*pi)) * sqrt(3/(4*pi)) * (PI*2/3) * (2 * PI) * 1/PI = 1.0
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// Note: This only works because we aren't scaling, rotating, or combing harmonics, we are just directing applying them in the shader.
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float c[4] = float[](
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0.282095, //l0
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0.488603 * light_dir.y, //l1n1
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0.488603 * light_dir.z, //l1n0
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0.488603 * light_dir.x //l1p1
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0.25, //l0
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light_dir.y, //l1n1
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light_dir.z, //l1n0
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light_dir.x //l1p1
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);
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for (uint j = 0; j < 4; j++) {
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sh_accum[j].rgb += light * c[j] * 8.0;
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sh_accum[j].rgb += light * c[j] * bake_params.exposure_normalization;
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}
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#endif
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}
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@ -710,15 +715,20 @@ void main() {
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vec3 light = trace_indirect_light(position, ray_dir, noise, texel_size_world_space);
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#ifdef USE_SH_LIGHTMAPS
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// These coefficients include the factored out SH evaluation, diffuse convolution, and final application, as well as the BRDF 1/PI and the spherical monte carlo factor.
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// LO: 1/(2*sqrtPI) * 1/(2*sqrtPI) * PI * PI * 1/PI = 0.25
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// L1: sqrt(3/(4*pi)) * sqrt(3/(4*pi)) * (PI*2/3) * (2 * PI) * 1/PI = 1.0
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// Note: This only works because we aren't scaling, rotating, or combing harmonics, we are just directing applying them in the shader.
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float c[4] = float[](
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0.282095, //l0
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0.488603 * ray_dir.y, //l1n1
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0.488603 * ray_dir.z, //l1n0
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0.488603 * ray_dir.x //l1p1
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0.25, //l0
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ray_dir.y, //l1n1
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ray_dir.z, //l1n0
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ray_dir.x //l1p1
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);
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for (uint j = 0; j < 4; j++) {
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sh_accum[j].rgb += light * c[j] * 8.0;
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sh_accum[j].rgb += light * c[j];
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}
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#else
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light_accum += light;
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@ -1532,16 +1532,10 @@ void fragment_shader(in SceneData scene_data) {
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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float en = lightmaps.data[ofs].exposure_normalization;
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ambient_light += lm_light_l0 * 0.282095f * en;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
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ambient_light += lm_light_l1_0 * 0.32573 * n.z * en;
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ambient_light += lm_light_l1p1 * 0.32573 * n.x * en;
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if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
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vec3 r = reflect(normalize(-vertex), normal);
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specular_light += lm_light_l1n1 * 0.32573 * r.y * en;
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specular_light += lm_light_l1_0 * 0.32573 * r.z * en;
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specular_light += lm_light_l1p1 * 0.32573 * r.x * en;
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}
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ambient_light += lm_light_l0 * en;
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ambient_light += lm_light_l1n1 * n.y * en;
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ambient_light += lm_light_l1_0 * n.z * en;
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ambient_light += lm_light_l1p1 * n.x * en;
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} else {
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if (sc_use_lightmap_bicubic_filter) {
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@ -1291,17 +1291,10 @@ void main() {
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
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ambient_light += lm_light_l0 * 0.282095f;
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ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
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ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization;
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ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization;
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if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
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vec3 r = reflect(normalize(-vertex), normal);
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specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization;
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specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization;
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specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization;
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}
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ambient_light += lm_light_l0 * exposure_normalization;
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ambient_light += lm_light_l1n1 * n.y * exposure_normalization;
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ambient_light += lm_light_l1_0 * n.z * exposure_normalization;
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ambient_light += lm_light_l1p1 * n.x * exposure_normalization;
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} else {
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if (sc_use_lightmap_bicubic_filter) {
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ambient_light += textureArray_bicubic(lightmap_textures[ofs], uvw, lightmaps.data[ofs].light_texture_size).rgb * lightmaps.data[ofs].exposure_normalization;
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