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authorreduz <reduzio@gmail.com>2020-12-18 18:56:14 -0300
committerreduz <reduzio@gmail.com>2020-12-18 19:47:32 -0300
commit7bf90c7888faf3bdb472eed9172c0fbff376bf54 (patch)
tree6549dc6957031fdda4a5991d276f47c207782851
parent7ad29ed64e850fd43ba7ceb1cfaab4e015ef7b97 (diff)
Improved shadow rendering efficiency
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot
-rw-r--r--editor/import/resource_importer_scene.cpp14
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl37
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl6
-rw-r--r--thirdparty/meshoptimizer/simplifier.cpp17
5 files changed, 59 insertions, 18 deletions
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index d9c8bd9eb3..b591627660 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -236,18 +236,6 @@ void EditorSceneImporterMesh::generate_lods() {
}
uint32_t vertex_count = vertices.size();
const Vector3 *vertices_ptr = vertices.ptr();
- AABB aabb;
- {
- for (uint32_t j = 0; j < vertex_count; j++) {
- if (j == 0) {
- aabb.position = vertices_ptr[j];
- } else {
- aabb.expand_to(vertices_ptr[j]);
- }
- }
- }
-
- float longest_axis_size = aabb.get_longest_axis_size();
int min_indices = 10;
int index_target = indices.size() / 2;
@@ -263,7 +251,7 @@ void EditorSceneImporterMesh::generate_lods() {
}
new_indices.resize(new_len);
Surface::LOD lod;
- lod.distance = error * longest_axis_size;
+ lod.distance = error;
lod.indices = new_indices;
surfaces.write[i].lods.push_back(lod);
index_target /= 2;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index 123be779ef..8d32e72933 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -2718,7 +2718,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
uniforms.push_back(u);
}
- sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
return sdfgi_pass_uniform_set;
}
@@ -2909,6 +2909,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
actions.usage_defines["BINORMAL"] = "@TANGENT";
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 5b01cb1f82..a7fe86b029 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -9,7 +9,13 @@ VERSION_DEFINES
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
layout(location = 1) in vec3 normal_attrib;
+#endif
+
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 2) in vec4 tangent_attrib;
#endif
@@ -18,7 +24,9 @@ layout(location = 2) in vec4 tangent_attrib;
layout(location = 3) in vec4 color_attrib;
#endif
+#ifdef UV_USED
layout(location = 4) in vec2 uv_attrib;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
layout(location = 5) in vec2 uv2_attrib;
@@ -51,13 +59,18 @@ layout(location = 11) in vec4 weight_attrib;
/* Varyings */
layout(location = 0) out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
layout(location = 1) out vec3 normal_interp;
+#endif
#if defined(COLOR_USED)
layout(location = 2) out vec4 color_interp;
#endif
+#ifdef UV_USED
layout(location = 3) out vec2 uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) out vec2 uv2_interp;
@@ -138,7 +151,9 @@ void main() {
}
vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
vec3 normal = normal_attrib * 2.0 - 1.0;
+#endif
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
@@ -171,7 +186,10 @@ void main() {
#endif
}
#endif
+
+#ifdef UV_USED
uv_interp = uv_attrib;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
@@ -215,9 +233,12 @@ VERTEX_SHADER_CODE
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
+#endif
+
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = modelview_normal * binormal;
@@ -238,7 +259,9 @@ VERTEX_SHADER_CODE
#endif
vertex_interp = vertex;
+#ifdef NORMAL_USED
normal_interp = normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent_interp = tangent;
@@ -250,7 +273,6 @@ VERTEX_SHADER_CODE
#ifdef MODE_DUAL_PARABOLOID
vertex_interp.z *= scene_data.dual_paraboloid_side;
- normal_interp.z *= scene_data.dual_paraboloid_side;
dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
@@ -301,13 +323,18 @@ VERSION_DEFINES
/* Varyings */
layout(location = 0) in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
layout(location = 1) in vec3 normal_interp;
+#endif
#if defined(COLOR_USED)
layout(location = 2) in vec4 color_interp;
#endif
+#ifdef UV_USED
layout(location = 3) in vec2 uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) in vec2 uv2_interp;
@@ -1799,6 +1826,8 @@ void main() {
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
+
+#ifdef NORMAL_USED
vec3 normal = normalize(normal_interp);
#if defined(DO_SIDE_CHECK)
@@ -1807,7 +1836,11 @@ void main() {
}
#endif
+#endif //NORMAL_USED
+
+#ifdef UV_USED
vec2 uv = uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
@@ -1994,6 +2027,7 @@ FRAGMENT_SHADER_CODE
#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
+#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
//http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
@@ -2003,6 +2037,7 @@ FRAGMENT_SHADER_CODE
float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
roughness = sqrt(filteredRoughness2);
}
+#endif
//apply energy conservation
vec3 specular_light = vec3(0.0, 0.0, 0.0);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index d18581c1b3..fdc9941bba 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -5,6 +5,12 @@
#include "cluster_data_inc.glsl"
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMALMAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
uint pad; //16 bits minimum size
diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
index 51cf634186..b195a8cb5d 100644
--- a/thirdparty/meshoptimizer/simplifier.cpp
+++ b/thirdparty/meshoptimizer/simplifier.cpp
@@ -6,6 +6,7 @@
#include <math.h>
#include <string.h>
+
#ifndef TRACE
#define TRACE 0
#endif
@@ -332,8 +333,11 @@ struct Vector3
{
float x, y, z;
};
+// -- GODOT start --
+//static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
+static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
+// -- GODOT end --
-static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
{
size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
@@ -371,6 +375,10 @@ static void rescalePositions(Vector3* result, const float* vertex_positions_data
result[i].y = (result[i].y - minv[1]) * scale;
result[i].z = (result[i].z - minv[2]) * scale;
}
+// -- GODOT start --
+ return extent;
+// -- GODOT end --
+
}
struct Quadric
@@ -1190,7 +1198,10 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
#endif
Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
- rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
+// -- GODOT start --
+ //rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
+ float extent = rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
+// -- GODOT end --
Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
@@ -1294,7 +1305,7 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
// -- GODOT start --
if (r_resulting_error) {
- *r_resulting_error = sqrt(worst_error);
+ *r_resulting_error = sqrt(worst_error) * extent;
}
// -- GODOT end --