Add project setting for max irradiance size

This commit is contained in:
clayjohn 2020-01-25 11:50:05 -08:00
parent a61f5a7520
commit eb5cb5d016
3 changed files with 12 additions and 4 deletions

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@ -901,6 +901,10 @@
</member> </member>
<member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="" default="false"> <member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="" default="false">
</member> </member>
<member name="rendering/quality/reflections/irradiance_max_size" type="int" setter="" getter="" default="128">
Limits the size of the irradiance map which is normally determined by [member Sky.radiance_size]. A higher size results in a higher quality irradiance map similarly to [member rendering/quality/reflections/high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.
[b]Note:[/b] Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true"> <member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory. If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.
</member> </member>

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@ -1854,6 +1854,9 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0);
int irradiance_size = GLOBAL_GET("rendering/quality/reflections/irradiance_max_size");
int upscale_size = MIN(int(previous_power_of_2(irradiance_size)), p_radiance_size);
GLuint tmp_fb2; GLuint tmp_fb2;
GLuint tmp_tex; GLuint tmp_tex;
{ {
@ -1862,7 +1865,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glGenTextures(1, &tmp_tex); glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex); glBindTexture(GL_TEXTURE_2D, tmp_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, p_radiance_size, 2.0 * p_radiance_size, 0, format, type, NULL); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, upscale_size, 2.0 * upscale_size, 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, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -1882,9 +1885,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f)) - 10.0f, 0.0f)); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f)) - 10.0f, 0.0f));
// Compute Irradiance for a large texture, specified by radiance size and then pull out a low mipmap corresponding to 32x32 // Compute Irradiance for a large texture, specified by radiance size and then pull out a low mipmap corresponding to 32x32
int vp_size = p_radiance_size;
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
glViewport(0, i * vp_size, vp_size, vp_size); glViewport(0, i * upscale_size, upscale_size, upscale_size);
glBindVertexArray(resources.quadie_array); glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
@ -1903,7 +1905,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, true); shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, true);
shaders.copy.bind(); shaders.copy.bind();
shaders.copy.set_uniform(CopyShaderGLES3::MIP_LEVEL, MAX(Math::floor(Math::log(float(p_radiance_size)) / Math::log(2.0f)) - 5.0f, 0.0f)); // Mip level that corresponds to a 32x32 texture shaders.copy.set_uniform(CopyShaderGLES3::MIP_LEVEL, MAX(Math::floor(Math::log(float(upscale_size)) / Math::log(2.0f)) - 5.0f, 0.0f)); // Mip level that corresponds to a 32x32 texture
glViewport(0, 0, size, size * 2.0); glViewport(0, 0, size, size * 2.0);
glBindVertexArray(resources.quadie_array); glBindVertexArray(resources.quadie_array);

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@ -2397,6 +2397,8 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false); GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx", true); GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx", true);
GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx.mobile", false); GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx.mobile", false);
GLOBAL_DEF("rendering/quality/reflections/irradiance_max_size", 128);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/irradiance_max_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/irradiance_max_size", PROPERTY_HINT_RANGE, "32,2048"));
GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false); GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true); GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);