diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index ff2c0bbfd95..6b3e6ddd316 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2592,6 +2592,10 @@
- Intel GPUs: SYCL libraries
If no GPU acceleration is configured on the system, multi-threaded CPU-based denoising will be performed instead. This CPU-based denoising is significantly slower than the JNLM denoiser in most cases.
+
+ If [code]true[/code], applies a bicubic filter during lightmap sampling. This makes lightmaps look much smoother, at a moderate performance cost.
+ [b]Note:[/b] The bicubic filter exaggerates the 'bleeding' effect that occurs when a lightmap's resolution is low enough.
+
The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index d86b82b72a1..2348d6951e6 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -2206,6 +2206,13 @@
Set the textures on the given [param lightmap] GI instance to the texture array pointed to by the [param light] RID. If the lightmap texture was baked with [member LightmapGI.directional] set to [code]true[/code], then [param uses_sh] must also be [code]true[/code].
+
+
+
+
+ Toggles whether a bicubic filter should be used when lightmaps are sampled. This smoothens their appearance at a performance cost.
+
+
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 84b6ab4bd8b..5f678bf7d6f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3202,6 +3202,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (lm->uses_spherical_harmonics) {
spec_constants |= SceneShaderGLES3::USE_SH_LIGHTMAP;
}
+
+ if (lightmap_bicubic_upscale) {
+ spec_constants |= SceneShaderGLES3::LIGHTMAP_BICUBIC_FILTER;
+ }
} else if (inst->lightmap_sh) {
spec_constants |= SceneShaderGLES3::USE_LIGHTMAP_CAPTURE;
} else {
@@ -3344,6 +3348,11 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
Vector4 uv_scale(inst->lightmap_uv_scale.position.x, inst->lightmap_uv_scale.position.y, inst->lightmap_uv_scale.size.x, inst->lightmap_uv_scale.size.y);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_UV_SCALE, uv_scale, shader->version, instance_variant, spec_constants);
+ if (lightmap_bicubic_upscale) {
+ Vector2 light_texture_size(lm->light_texture_size.x, lm->light_texture_size.y);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_TEXTURE_SIZE, light_texture_size, shader->version, instance_variant, spec_constants);
+ }
+
float exposure_normalization = 1.0;
if (p_render_data->camera_attributes.is_valid()) {
float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
@@ -4039,6 +4048,10 @@ void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
+void RasterizerSceneGLES3::lightmaps_set_bicubic_filter(bool p_enable) {
+ lightmap_bicubic_upscale = p_enable;
+}
+
RasterizerSceneGLES3::RasterizerSceneGLES3() {
singleton = this;
@@ -4052,6 +4065,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
positional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"));
directional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"));
+ lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
{
// Setup Lights
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 4c70c43244f..e4af8f99e92 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -680,6 +680,8 @@ protected:
bool glow_bicubic_upscale = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
+ bool lightmap_bicubic_upscale = false;
+
/* Sky */
struct SkyGlobals {
@@ -863,6 +865,7 @@ public:
void decals_set_filter(RS::DecalFilter p_filter) override;
void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
+ virtual void lightmaps_set_bicubic_filter(bool p_enable) override;
RasterizerSceneGLES3();
~RasterizerSceneGLES3();
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 6dd04af6b60..a2d29a94807 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -36,6 +36,7 @@ ADDITIVE_OMNI = false
ADDITIVE_SPOT = false
RENDER_MATERIAL = false
SECOND_REFLECTION_PROBE = false
+LIGHTMAP_BICUBIC_FILTER = false
#[vertex]
@@ -923,6 +924,10 @@ uniform lowp uint lightmap_slice;
uniform highp vec4 lightmap_uv_scale;
uniform float lightmap_exposure_normalization;
+#ifdef LIGHTMAP_BICUBIC_FILTER
+uniform highp vec2 lightmap_texture_size;
+#endif
+
#ifdef USE_SH_LIGHTMAP
uniform mediump mat3 lightmap_normal_xform;
#endif // USE_SH_LIGHTMAP
@@ -1414,6 +1419,67 @@ void reflection_process(samplerCube reflection_map,
#endif // !MODE_RENDER_DEPTH
+#ifdef LIGHTMAP_BICUBIC_FILTER
+// w0, w1, w2, and w3 are the four cubic B-spline basis functions
+float w0(float a) {
+ return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
+}
+
+float w1(float a) {
+ return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
+}
+
+float w2(float a) {
+ return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
+}
+
+float w3(float a) {
+ return (1.0 / 6.0) * (a * a * a);
+}
+
+// g0 and g1 are the two amplitude functions
+float g0(float a) {
+ return w0(a) + w1(a);
+}
+
+float g1(float a) {
+ return w2(a) + w3(a);
+}
+
+// h0 and h1 are the two offset functions
+float h0(float a) {
+ return -1.0 + w1(a) / (w0(a) + w1(a));
+}
+
+float h1(float a) {
+ return 1.0 + w3(a) / (w2(a) + w3(a));
+}
+
+vec4 textureArray_bicubic(sampler2DArray tex, vec3 uv, vec2 texture_size) {
+ vec2 texel_size = vec2(1.0) / texture_size;
+
+ uv.xy = uv.xy * texture_size + vec2(0.5);
+
+ vec2 iuv = floor(uv.xy);
+ vec2 fuv = fract(uv.xy);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+
+ return (g0(fuv.y) * (g0x * texture(tex, vec3(p0, uv.z)) + g1x * texture(tex, vec3(p1, uv.z)))) +
+ (g1(fuv.y) * (g0x * texture(tex, vec3(p2, uv.z)) + g1x * texture(tex, vec3(p3, uv.z))));
+}
+#endif //LIGHTMAP_BICUBIC_FILTER
+
void main() {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
@@ -1721,10 +1787,18 @@ void main() {
#ifdef USE_SH_LIGHTMAP
uvw.z *= 4.0; // SH textures use 4 times more data.
+
+#ifdef LIGHTMAP_BICUBIC_FILTER
+ vec3 lm_light_l0 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 0.0), lightmap_texture_size).rgb;
+ vec3 lm_light_l1n1 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 1.0), lightmap_texture_size).rgb;
+ vec3 lm_light_l1_0 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 2.0), lightmap_texture_size).rgb;
+ vec3 lm_light_l1p1 = textureArray_bicubic(lightmap_textures, uvw + vec3(0.0, 0.0, 3.0), lightmap_texture_size).rgb;
+#else
vec3 lm_light_l0 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
vec3 lm_light_l1n1 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
vec3 lm_light_l1_0 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+#endif
vec3 n = normalize(lightmap_normal_xform * normal);
@@ -1738,8 +1812,12 @@ void main() {
specular_light += lm_light_l1_0 * 0.32573 * r.z * lightmap_exposure_normalization;
specular_light += lm_light_l1p1 * 0.32573 * r.x * lightmap_exposure_normalization;
}
+#else
+#ifdef LIGHTMAP_BICUBIC_FILTER
+ ambient_light += textureArray_bicubic(lightmap_textures, uvw, lightmap_texture_size).rgb * lightmap_exposure_normalization;
#else
ambient_light += textureLod(lightmap_textures, uvw, 0.0).rgb * lightmap_exposure_normalization;
+#endif
#endif
}
#endif // USE_LIGHTMAP
diff --git a/drivers/gles3/storage/light_storage.cpp b/drivers/gles3/storage/light_storage.cpp
index f9547502f4b..aab1aadf02d 100644
--- a/drivers/gles3/storage/light_storage.cpp
+++ b/drivers/gles3/storage/light_storage.cpp
@@ -1046,6 +1046,9 @@ void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_use
lightmap->light_texture = p_light;
lightmap->uses_spherical_harmonics = p_uses_spherical_haromics;
+ Vector3i light_texture_size = GLES3::TextureStorage::get_singleton()->texture_get_size(lightmap->light_texture);
+ lightmap->light_texture_size = Vector2i(light_texture_size.x, light_texture_size.y);
+
GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lightmap->light_texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
diff --git a/drivers/gles3/storage/light_storage.h b/drivers/gles3/storage/light_storage.h
index b6e64c9492b..81e7220439f 100644
--- a/drivers/gles3/storage/light_storage.h
+++ b/drivers/gles3/storage/light_storage.h
@@ -180,6 +180,7 @@ struct Lightmap {
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
float baked_exposure = 1.0;
+ Vector2i light_texture_size;
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 3b1373c9287..8251c8f52ec 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -1680,6 +1680,14 @@ uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
return texture->tex_id;
}
+Vector3i TextureStorage::texture_get_size(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_NULL_V(texture, Vector3i(0, 0, 0));
+
+ return Vector3i(texture->width, texture->height, texture->depth);
+}
+
uint32_t TextureStorage::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 1b83efee329..5569abcc732 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -553,6 +553,7 @@ public:
void texture_set_data(RID p_texture, const Ref &p_image, int p_layer = 0);
virtual Image::Format texture_get_format(RID p_texture) const override;
uint32_t texture_get_texid(RID p_texture) const;
+ Vector3i texture_get_size(RID p_texture) const;
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index f24fa344ae5..4a8fa9540f2 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -429,6 +429,7 @@ void EditorNode::_update_from_settings() {
RS::get_singleton()->decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
RS::get_singleton()->light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
+ RS::get_singleton()->lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
SceneTree *tree = get_tree();
tree->set_debug_collisions_color(GLOBAL_GET("debug/shapes/collision/shape_color"));
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h
index 083493003f0..a699a58b1fb 100644
--- a/servers/rendering/dummy/rasterizer_scene_dummy.h
+++ b/servers/rendering/dummy/rasterizer_scene_dummy.h
@@ -186,6 +186,7 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) override {}
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override {}
+ virtual void lightmaps_set_bicubic_filter(bool p_enable) override {}
RasterizerSceneDummy() {}
~RasterizerSceneDummy() {}
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index ad19f36257e..ed28e0e3628 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1103,9 +1103,17 @@ void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data,
RID lightmap = light_storage->lightmap_instance_get_lightmap(p_lightmaps[i]);
+ // Transform (for directional lightmaps).
Basis to_lm = light_storage->lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+
+ // Light texture size.
+ Vector2i lightmap_size = light_storage->lightmap_get_light_texture_size(lightmap);
+ scene_state.lightmaps[i].texture_size[0] = lightmap_size[0];
+ scene_state.lightmaps[i].texture_size[1] = lightmap_size[1];
+
+ // Exposure.
scene_state.lightmaps[i].exposure_normalization = 1.0;
if (p_render_data->camera_attributes.is_valid()) {
float baked_exposure = light_storage->lightmap_get_baked_exposure_normalization(lightmap);
@@ -4242,6 +4250,11 @@ void RenderForwardClustered::_update_shader_quality_settings() {
spec_constants.push_back(sc);
+ sc.constant_id = SPEC_CONSTANT_USE_LIGHTMAP_BICUBIC_FILTER;
+ sc.bool_value = lightmap_filter_bicubic_get();
+
+ spec_constants.push_back(sc);
+
scene_shader.set_default_specialization_constants(spec_constants);
base_uniforms_changed(); //also need this
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 0aa4a0667ec..5d14653db6b 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -73,6 +73,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
SPEC_CONSTANT_DECAL_FILTER = 10,
SPEC_CONSTANT_PROJECTOR_FILTER = 11,
SPEC_CONSTANT_USE_DEPTH_FOG = 12,
+ SPEC_CONSTANT_USE_LIGHTMAP_BICUBIC_FILTER = 13,
};
enum {
@@ -235,8 +236,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct LightmapData {
float normal_xform[12];
- float pad[3];
+ float texture_size[2];
float exposure_normalization;
+ float pad;
};
struct LightmapCaptureData {
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index c03dd96062f..412fa643b1e 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -563,9 +563,17 @@ void RenderForwardMobile::_setup_lightmaps(const RenderDataRD *p_render_data, co
RID lightmap = light_storage->lightmap_instance_get_lightmap(p_lightmaps[i]);
+ // Transform (for directional lightmaps).
Basis to_lm = light_storage->lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+
+ // Light texture size.
+ Vector2i lightmap_size = light_storage->lightmap_get_light_texture_size(lightmap);
+ scene_state.lightmaps[i].texture_size[0] = lightmap_size[0];
+ scene_state.lightmaps[i].texture_size[1] = lightmap_size[1];
+
+ // Exposure.
scene_state.lightmaps[i].exposure_normalization = 1.0;
if (p_render_data->camera_attributes.is_valid()) {
float baked_exposure = light_storage->lightmap_get_baked_exposure_normalization(lightmap);
@@ -2781,6 +2789,11 @@ void RenderForwardMobile::_update_shader_quality_settings() {
spec_constants.push_back(sc);
+ sc.constant_id = SPEC_CONSTANT_USE_LIGHTMAP_BICUBIC_FILTER;
+ sc.bool_value = lightmap_filter_bicubic_get();
+
+ spec_constants.push_back(sc);
+
scene_shader.set_default_specialization_constants(spec_constants);
base_uniforms_changed(); //also need this
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 34260bd701f..fc60c770e8c 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -82,7 +82,7 @@ private:
SPEC_CONSTANT_DISABLE_FOG = 14,
SPEC_CONSTANT_USE_DEPTH_FOG = 16,
SPEC_CONSTANT_IS_MULTIMESH = 17,
-
+ SPEC_CONSTANT_USE_LIGHTMAP_BICUBIC_FILTER = 18,
};
enum {
@@ -208,8 +208,9 @@ private:
struct LightmapData {
float normal_xform[12];
- float pad[3];
+ float texture_size[2];
float exposure_normalization;
+ float pad;
};
struct LightmapCaptureData {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 0ebed49ee9c..7d6d5018d07 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1040,6 +1040,14 @@ void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightPr
_update_shader_quality_settings();
}
+void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
+ if (lightmap_filter_bicubic == p_enable) {
+ return;
+ }
+ lightmap_filter_bicubic = p_enable;
+ _update_shader_quality_settings();
+}
+
int RendererSceneRenderRD::get_roughness_layers() const {
return sky.roughness_layers;
}
@@ -1483,6 +1491,7 @@ void RendererSceneRenderRD::init() {
decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
+ lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
cull_argument.set_page_pool(&cull_argument_pool);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index a8e8e638cd2..022a4560f8d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -133,6 +133,7 @@ private:
float *directional_soft_shadow_kernel = nullptr;
float *penumbra_shadow_kernel = nullptr;
float *soft_shadow_kernel = nullptr;
+ bool lightmap_filter_bicubic = false;
int directional_penumbra_shadow_samples = 0;
int directional_soft_shadow_samples = 0;
int penumbra_shadow_samples = 0;
@@ -262,6 +263,7 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) override;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
+ virtual void lightmaps_set_bicubic_filter(bool p_enable) override;
_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
return shadows_quality;
@@ -292,6 +294,9 @@ public:
_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
return directional_penumbra_shadow_samples;
}
+ _FORCE_INLINE_ bool lightmap_filter_bicubic_get() const {
+ return lightmap_filter_bicubic;
+ }
_FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
return directional_soft_shadow_samples;
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 4a630b0b0a0..94d297644e6 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -657,6 +657,7 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
layout(constant_id = 12) const bool sc_use_depth_fog = false;
+layout(constant_id = 13) const bool sc_use_lightmap_bicubic_filter = false;
// not used in clustered renderer but we share some code with the mobile renderer that requires this.
const float sc_luminance_multiplier = 1.0;
@@ -701,6 +702,67 @@ layout(location = 9) in float dp_clip;
layout(location = 10) in flat uint instance_index_interp;
+#ifdef USE_LIGHTMAP
+// w0, w1, w2, and w3 are the four cubic B-spline basis functions
+float w0(float a) {
+ return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
+}
+
+float w1(float a) {
+ return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
+}
+
+float w2(float a) {
+ return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
+}
+
+float w3(float a) {
+ return (1.0 / 6.0) * (a * a * a);
+}
+
+// g0 and g1 are the two amplitude functions
+float g0(float a) {
+ return w0(a) + w1(a);
+}
+
+float g1(float a) {
+ return w2(a) + w3(a);
+}
+
+// h0 and h1 are the two offset functions
+float h0(float a) {
+ return -1.0 + w1(a) / (w0(a) + w1(a));
+}
+
+float h1(float a) {
+ return 1.0 + w3(a) / (w2(a) + w3(a));
+}
+
+vec4 textureArray_bicubic(texture2DArray tex, vec3 uv, vec2 texture_size) {
+ vec2 texel_size = vec2(1.0) / texture_size;
+
+ uv.xy = uv.xy * texture_size + vec2(0.5);
+
+ vec2 iuv = floor(uv.xy);
+ vec2 fuv = fract(uv.xy);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+
+ return (g0(fuv.y) * (g0x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p0, uv.z)) + g1x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p1, uv.z)))) +
+ (g1(fuv.y) * (g0x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p2, uv.z)) + g1x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p3, uv.z))));
+}
+#endif //USE_LIGHTMAP
+
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#define ViewIndex gl_ViewIndex
@@ -1439,10 +1501,23 @@ void fragment_shader(in SceneData scene_data) {
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
- vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
- vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
- vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
- vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+
+ vec3 lm_light_l0;
+ vec3 lm_light_l1n1;
+ vec3 lm_light_l1_0;
+ vec3 lm_light_l1p1;
+
+ if (sc_use_lightmap_bicubic_filter) {
+ lm_light_l0 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 0.0), lightmaps.data[ofs].light_texture_size).rgb;
+ lm_light_l1n1 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 1.0), lightmaps.data[ofs].light_texture_size).rgb;
+ lm_light_l1_0 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 2.0), lightmaps.data[ofs].light_texture_size).rgb;
+ lm_light_l1p1 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 3.0), lightmaps.data[ofs].light_texture_size).rgb;
+ } else {
+ lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+ }
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float en = lightmaps.data[ofs].exposure_normalization;
@@ -1459,7 +1534,11 @@ void fragment_shader(in SceneData scene_data) {
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
+ if (sc_use_lightmap_bicubic_filter) {
+ ambient_light += textureArray_bicubic(lightmap_textures[ofs], uvw, lightmaps.data[ofs].light_texture_size).rgb * lightmaps.data[ofs].exposure_normalization;
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
+ }
}
}
#else
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 441cf3c80c9..18322a06199 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -94,8 +94,9 @@ directional_lights;
struct Lightmap {
mat3 normal_xform;
- vec3 pad;
+ vec2 light_texture_size;
float exposure_normalization;
+ vec2 pad;
};
layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 530a7a37db8..5f2bee692fe 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -521,6 +521,7 @@ layout(constant_id = 9) const bool sc_disable_omni_lights = false;
layout(constant_id = 10) const bool sc_disable_spot_lights = false;
layout(constant_id = 11) const bool sc_disable_reflection_probes = false;
layout(constant_id = 12) const bool sc_disable_directional_lights = false;
+layout(constant_id = 18) const bool sc_use_lightmap_bicubic_filter = false;
#endif //!MODE_UNSHADED
@@ -567,6 +568,67 @@ layout(location = 9) highp in float dp_clip;
#endif
+#ifdef USE_LIGHTMAP
+// w0, w1, w2, and w3 are the four cubic B-spline basis functions
+float w0(float a) {
+ return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
+}
+
+float w1(float a) {
+ return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
+}
+
+float w2(float a) {
+ return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
+}
+
+float w3(float a) {
+ return (1.0 / 6.0) * (a * a * a);
+}
+
+// g0 and g1 are the two amplitude functions
+float g0(float a) {
+ return w0(a) + w1(a);
+}
+
+float g1(float a) {
+ return w2(a) + w3(a);
+}
+
+// h0 and h1 are the two offset functions
+float h0(float a) {
+ return -1.0 + w1(a) / (w0(a) + w1(a));
+}
+
+float h1(float a) {
+ return 1.0 + w3(a) / (w2(a) + w3(a));
+}
+
+vec4 textureArray_bicubic(texture2DArray tex, vec3 uv, vec2 texture_size) {
+ vec2 texel_size = vec2(1.0) / texture_size;
+
+ uv.xy = uv.xy * texture_size + vec2(0.5);
+
+ vec2 iuv = floor(uv.xy);
+ vec2 fuv = fract(uv.xy);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+
+ return (g0(fuv.y) * (g0x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p0, uv.z)) + g1x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p1, uv.z)))) +
+ (g1(fuv.y) * (g0x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p2, uv.z)) + g1x * texture(sampler2DArray(tex, SAMPLER_LINEAR_CLAMP), vec3(p3, uv.z))));
+}
+#endif //USE_LIGHTMAP
+
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#define ViewIndex gl_ViewIndex
@@ -1199,10 +1261,22 @@ void main() {
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
- vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
- vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
- vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
- vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+ vec3 lm_light_l0;
+ vec3 lm_light_l1n1;
+ vec3 lm_light_l1_0;
+ vec3 lm_light_l1p1;
+
+ if (sc_use_lightmap_bicubic_filter) {
+ lm_light_l0 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 0.0), lightmaps.data[ofs].light_texture_size).rgb;
+ lm_light_l1n1 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 1.0), lightmaps.data[ofs].light_texture_size).rgb;
+ lm_light_l1_0 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 2.0), lightmaps.data[ofs].light_texture_size).rgb;
+ lm_light_l1p1 = textureArray_bicubic(lightmap_textures[ofs], uvw + vec3(0.0, 0.0, 3.0), lightmaps.data[ofs].light_texture_size).rgb;
+ } else {
+ lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+ }
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
@@ -1219,7 +1293,11 @@ void main() {
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
+ if (sc_use_lightmap_bicubic_filter) {
+ ambient_light += textureArray_bicubic(lightmap_textures[ofs], uvw, lightmaps.data[ofs].light_texture_size).rgb * lightmaps.data[ofs].exposure_normalization;
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
+ }
}
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 7674e905e1d..d971ff04c5e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -71,8 +71,9 @@ directional_lights;
struct Lightmap {
mediump mat3 normal_xform;
- vec3 pad;
+ vec2 light_texture_size;
float exposure_normalization;
+ float pad;
};
layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 3d294ca8cb1..c217c0fa9a5 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -1813,6 +1813,7 @@ void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_use
}
t->lightmap_users.insert(p_lightmap);
+ lm->light_texture_size = Vector2i(t->width, t->height);
if (using_lightmap_array) {
if (lm->array_index < 0) {
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index f152cc5dae6..94ab219dc21 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -332,6 +332,7 @@ private:
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
float baked_exposure = 1.0;
+ Vector2i light_texture_size;
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
@@ -985,6 +986,10 @@ public:
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->uses_spherical_harmonics;
}
+ _FORCE_INLINE_ Vector2i lightmap_get_light_texture_size(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ return lm->light_texture_size;
+ }
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_array_version;
diff --git a/servers/rendering/renderer_rd/storage_rd/render_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_data_rd.h
index 3cd397b8ed6..1312ad95f4d 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_data_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_data_rd.h
@@ -76,6 +76,8 @@ public:
uint32_t directional_light_count = 0;
bool directional_light_soft_shadows = false;
+ bool lightmap_bicubic_filter = false;
+
RenderingMethod::RenderInfo *render_info = nullptr;
/* Viewport data */
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 53f1f2d2461..972f66d325f 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -1418,6 +1418,7 @@ public:
PASS1(decals_set_filter, RS::DecalFilter)
PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
+ PASS1(lightmaps_set_bicubic_filter, bool)
virtual void update();
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 719efa4df22..3446f5dd1bb 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -338,6 +338,7 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+ virtual void lightmaps_set_bicubic_filter(bool p_enable) = 0;
virtual void update() = 0;
virtual ~RendererSceneRender() {}
diff --git a/servers/rendering/rendering_method.h b/servers/rendering/rendering_method.h
index 57fbf97d8cc..f6212faf085 100644
--- a/servers/rendering/rendering_method.h
+++ b/servers/rendering/rendering_method.h
@@ -349,6 +349,7 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+ virtual void lightmaps_set_bicubic_filter(bool p_enable) = 0;
virtual bool free(RID p_rid) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 6e195a80020..406997f0a18 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -761,6 +761,7 @@ public:
FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality);
FUNC1(decals_set_filter, RS::DecalFilter);
FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
+ FUNC1(lightmaps_set_bicubic_filter, bool);
/* CAMERA ATTRIBUTES */
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 9fc67b04b1d..23906c12b0b 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2477,6 +2477,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_directional_set_sky_mode", "light", "mode"), &RenderingServer::light_directional_set_sky_mode);
ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter);
+ ClassDB::bind_method(D_METHOD("lightmaps_set_bicubic_filter", "enable"), &RenderingServer::lightmaps_set_bicubic_filter);
BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST);
BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR);
@@ -3618,6 +3619,7 @@ void RenderingServer::init() {
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/lightmapping/probe_capture/update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001"), 15);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/lightmapping/primitive_meshes/texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.2);
+ GLOBAL_DEF("rendering/lightmapping/lightmap_gi/use_bicubic_filter", true);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"), 1);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"), 5);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 8450cb0198a..5344bd0908c 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -687,6 +687,8 @@ public:
virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
+ virtual void lightmaps_set_bicubic_filter(bool p_enable) = 0;
+
/* PARTICLES API */
virtual RID particles_create() = 0;