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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-30 09:59:45 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-30 09:59:45 +0200 |
commit | 67961d875d518b565bc1fa923772af56fb227063 (patch) | |
tree | 852e3c083882e2dcec3942cf99b5a0a652762e65 /servers/rendering/renderer_rd/shaders/forward_clustered | |
parent | 300befdc9e0fbe8d119f01f00b1bb8c69c3ccdb4 (diff) | |
parent | 27a3014f5052ae40f89684a5559c17fbebe7aa8d (diff) |
Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/forward_clustered')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 81 |
1 files changed, 77 insertions, 4 deletions
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 d41474118d..adc4d9d01e 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 @@ -129,12 +129,52 @@ invariant gl_Position; #GLOBALS +#ifdef USE_DOUBLE_PRECISION +// Helper functions for emulating double precision when adding floats. +vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) { + vec3 s = a + b; + out_p = b - (s - a); + return s; +} + +vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) { + vec3 s = a + b; + vec3 v = s - a; + out_p = (a - (s - v)) + (b - v); + return s; +} + +vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) { + vec3 s, t, se, te; + s = two_sum(base_a, base_b, se); + t = two_sum(prec_a, prec_b, te); + se += t; + s = quick_two_sum(s, se, se); + se += te; + s = quick_two_sum(s, se, out_precision); + return s; +} +#endif + void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; #endif + mat4 inv_view_matrix = scene_data.inv_view_matrix; + +#ifdef USE_DOUBLE_PRECISION + vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]); + model_matrix[0][3] = 0.0; + model_matrix[1][3] = 0.0; + model_matrix[2][3] = 0.0; + vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]); + inv_view_matrix[0][3] = 0.0; + inv_view_matrix[1][3] = 0.0; + inv_view_matrix[2][3] = 0.0; +#endif + mat3 model_normal_matrix; if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { model_normal_matrix = transpose(inverse(mat3(model_matrix))); @@ -142,11 +182,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime model_normal_matrix = mat3(model_matrix); } + mat4 matrix; + mat4 read_model_matrix = model_matrix; + if (is_multimesh) { //multimesh, instances are for it - mat4 matrix; - #ifdef USE_PARTICLE_TRAILS uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; uint stride = 3 + 1 + 1; //particles always uses this format @@ -232,7 +273,14 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime #endif //transpose matrix = transpose(matrix); - model_matrix = model_matrix * matrix; +#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED) + // Normally we can bake the multimesh transform into the model matrix, but when using double precision + // we avoid baking it in so we can emulate high precision. + read_model_matrix = model_matrix * matrix; +#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) + model_matrix = read_model_matrix; +#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) +#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED) model_normal_matrix = model_normal_matrix * mat3(matrix); } @@ -297,7 +345,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) +#ifdef USE_DOUBLE_PRECISION + // We separate the basis from the origin becasue the basis is fine with single point precision. + // Then we combine the translations from the model matrix and the view matrix using emulated doubles. + // We add the result to the vertex and ignore the final lost precision. + vec3 model_origin = model_matrix[3].xyz; + if (is_multimesh) { + vertex = mat3(matrix) * vertex; + model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision); + } + vertex = mat3(model_matrix) * vertex; + vec3 temp_precision; // Will be ignored. + vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision); + vertex = mat3(scene_data.view_matrix) * vertex; +#else vertex = (modelview * vec4(vertex, 1.0)).xyz; +#endif #ifdef NORMAL_USED normal = modelview_normal * normal; #endif @@ -490,7 +553,6 @@ layout(location = 10) in flat uint instance_index_interp; //defines to keep compatibility with vertex -#define model_matrix instances.data[draw_call.instance_index].transform #ifdef USE_MULTIVIEW #define projection_matrix scene_data.projection_matrix_view[ViewIndex] #define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] @@ -737,6 +799,17 @@ void fragment_shader(in SceneData scene_data) { vec2 alpha_texture_coordinate = vec2(0.0, 0.0); #endif // ALPHA_ANTIALIASING_EDGE_USED + mat4 inv_view_matrix = scene_data.inv_view_matrix; + mat4 read_model_matrix = instances.data[instance_index].transform; +#ifdef USE_DOUBLE_PRECISION + read_model_matrix[0][3] = 0.0; + read_model_matrix[1][3] = 0.0; + read_model_matrix[2][3] = 0.0; + inv_view_matrix[0][3] = 0.0; + inv_view_matrix[1][3] = 0.0; + inv_view_matrix[2][3] = 0.0; +#endif + { #CODE : FRAGMENT } |