diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 72 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 24 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 77 |
3 files changed, 127 insertions, 46 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index eaf0b06664..6117c91a6a 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -379,6 +379,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in sh->owner = p_light_intance; sh->alloc_tick = tick; sh->version = p_light_version; + li->shadow_atlases.insert(p_atlas); //make new key key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; @@ -414,6 +415,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in sh->owner = p_light_intance; sh->alloc_tick = tick; sh->version = p_light_version; + li->shadow_atlases.insert(p_atlas); //make new key uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; @@ -2140,7 +2142,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ first = false; } - glFrontFace(GL_CW); glBindVertexArray(0); state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false); @@ -2349,22 +2350,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C glDepthFunc(GL_LEQUAL); glColorMask(1, 1, 1, 1); - float flip_sign = p_vflip ? -1 : 1; - - Vector3 vertices[8] = { - Vector3(-1, -1 * flip_sign, 1), - Vector3(0, 1, 0), - Vector3(1, -1 * flip_sign, 1), - Vector3(1, 1, 0), - Vector3(1, 1 * flip_sign, 1), - Vector3(1, 0, 0), - Vector3(-1, 1 * flip_sign, 1), - Vector3(0, 0, 0) - - }; - - //sky uv vectors - float vw, vh, zn; + // Camera CameraMatrix camera; if (p_custom_fov) { @@ -2379,17 +2365,39 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C camera = p_projection; } - camera.get_viewport_size(vw, vh); - zn = p_projection.get_z_near(); + float flip_sign = p_vflip ? -1 : 1; - for (int i = 0; i < 4; i++) { + /* + If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR). + To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced. + It also means the uv coordinates are ignored in this mode and we don't need our loop. + */ + bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0)); - Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; - uv.z = -zn; - vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); - vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; + Vector3 vertices[8] = { + Vector3(-1, -1 * flip_sign, 1), + Vector3(0, 1, 0), + Vector3(1, -1 * flip_sign, 1), + Vector3(1, 1, 0), + Vector3(1, 1 * flip_sign, 1), + Vector3(1, 0, 0), + Vector3(-1, 1 * flip_sign, 1), + Vector3(0, 0, 0) + }; + + if (!asymmetrical) { + float vw, vh, zn; + camera.get_viewport_size(vw, vh); + zn = p_projection.get_z_near(); + + for (int i = 0; i < 4; i++) { + Vector3 uv = vertices[i * 2 + 1]; + uv.x = (uv.x * 2.0 - 1.0) * vw; + uv.y = -(uv.y * 2.0 - 1.0) * vh; + uv.z = -zn; + vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); + vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; + } } glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); @@ -2398,16 +2406,24 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C glBindVertexArray(state.sky_array); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, asymmetrical); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy); + if (asymmetrical) { + // pack the bits we need from our projection matrix + storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); + ///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here. + storage->shaders.copy.set_uniform(CopyShaderGLES3::PANO_TRANSFORM, p_transform); + } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); glColorMask(1, 1, 1, 1); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false); } @@ -5024,6 +5040,8 @@ void RasterizerSceneGLES3::initialize() { } state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; + + glFrontFace(GL_CW); } void RasterizerSceneGLES3::iteration() { diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index d33193ee50..743fe122d1 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -27,6 +27,8 @@ void main() { #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) cube_interp = cube_in; +#elif defined(USE_ASYM_PANO) + uv_interp = vertex_attrib.xy; #else uv_interp = uv_in; #ifdef V_FLIP @@ -59,6 +61,11 @@ in vec3 cube_interp; in vec2 uv_interp; #endif +#ifdef USE_ASYM_PANO +uniform highp mat4 pano_transform; +uniform highp vec4 asym_proj; +#endif + #ifdef USE_CUBEMAP uniform samplerCube source_cube; //texunit:0 #else @@ -70,7 +77,7 @@ uniform sampler2D source; //texunit:0 uniform float multiplier; #endif -#ifdef USE_PANORAMA +#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) vec4 texturePanorama(vec3 normal,sampler2D pano ) { @@ -122,6 +129,21 @@ void main() { vec4 color = texturePanorama( normalize(cube_interp), source ); +#elif defined(USE_ASYM_PANO) + + // When an assymetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. + // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1. + // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. + + vec3 cube_normal; + cube_normal.z = -1000000.0; + cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; + cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; + cube_normal = mat3(pano_transform) * cube_normal; + cube_normal.z = -cube_normal.z; + + vec4 color = texturePanorama( normalize(cube_normal.xyz), source ); + #elif defined(USE_CUBEMAP) vec4 color = texture( source_cube, normalize(cube_interp) ); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 341a5bf2c7..b322a4c957 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -865,11 +865,57 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { #endif -// GGX Specular -// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl -float G1V(float dotNV, float k) -{ - return 1.0 / (dotNV * (1.0 - k) + k); + +// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. +// We're dividing this factor off because the overall term we'll end up looks like +// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): +// +// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) +// +// We're basically regouping this as +// +// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] +// +// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. +// +// The contents of the D and G (G1) functions (GGX) are taken from +// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). +// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). + +float G_GGX_2cos(float cos_theta_m, float alpha) { + // Schlick's approximation + // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) + // Eq. (19), although see Heitz (2014) the about the problems with his derivation. + // It nevertheless approximates GGX well with k = alpha/2. + float k = 0.5*alpha; + return 0.5 / (cos_theta_m * (1.0 - k) + k); + + // float cos2 = cos_theta_m*cos_theta_m; + // float sin2 = (1.0-cos2); + // return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) ); +} + +float D_GXX(float cos_theta_m, float alpha) { + float alpha2 = alpha*alpha; + float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m; + return alpha2/(M_PI * d * d); +} + +float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0-cos2); + float s_x = alpha_x * cos_phi; + float s_y = alpha_y * sin_phi; + return 1.0 / (cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 )); +} + +float D_GXX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0-cos2); + float r_x = cos_phi/alpha_x; + float r_y = sin_phi/alpha_y; + float d = cos2 + sin2*(r_x * r_x + r_y * r_y); + return 1.0 / (M_PI * alpha_x * alpha_y * d * d ); } @@ -1019,7 +1065,6 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - float alpha = roughness * roughness; vec3 H = normalize(V + L); @@ -1035,26 +1080,22 @@ LIGHT_SHADER_CODE float ay = ry*ry; float XdotH = dot( T, H ); float YdotH = dot( B, H ); - float denom = XdotH*XdotH / (ax*ax) + YdotH*YdotH / (ay*ay) + cNdotH*cNdotH; - float D = 1.0 / ( M_PI * ax*ay * denom*denom ); + float D = D_GXX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); + float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); #else - float alphaSqr = alpha * alpha; - float denom = cNdotH * cNdotH * (alphaSqr - 1.0) + 1.0; - float D = alphaSqr / (M_PI * denom * denom); + float alpha = roughness * roughness; + float D = D_GGX(cNdotH, alpha); + float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); #endif // F float F0 = 1.0; // FIXME float cLdotH5 = SchlickFresnel(cLdotH); float F = mix(cLdotH5, 1.0, F0); - // V - float k = alpha / 2.0f; - float vis = G1V(cNdotL, k) * G1V(cNdotV, k); - - float speci = cNdotL * D * F * vis; + float specular_brdf_NL = cNdotL * D * F * G; - specular_light += speci * light_color * specular_blob_intensity * attenuation; + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif #if defined(LIGHT_USE_CLEARCOAT) @@ -1069,7 +1110,7 @@ LIGHT_SHADER_CODE #endif float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G1V(cNdotL, .25) * G1V(cNdotV, .25); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); specular_light += .25*clearcoat*Gr*Fr*Dr; |