Merge pull request #89919 from BlueCube3310/bicubic-lightmap

Implement bicubic sampling for lightmaps
This commit is contained in:
Rémi Verschelde 2024-08-20 10:01:41 +02:00
commit 8acd82f70e
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GPG key ID: C3336907360768E1
30 changed files with 354 additions and 15 deletions

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@ -3210,6 +3210,10 @@ 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 {
@ -3352,6 +3356,11 @@ 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);
@ -4047,6 +4056,10 @@ 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;
@ -4060,6 +4073,7 @@ 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

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@ -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();

View file

@ -36,6 +36,7 @@ ADDITIVE_OMNI = false
ADDITIVE_SPOT = false
RENDER_MATERIAL = false
SECOND_REFLECTION_PROBE = false
LIGHTMAP_BICUBIC_FILTER = false
#[vertex]
@ -925,6 +926,10 @@ 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
@ -1417,6 +1422,67 @@ 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;
@ -1732,10 +1798,18 @@ 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);
@ -1749,8 +1823,12 @@ 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

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@ -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);

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@ -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;

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@ -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);

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@ -553,6 +553,7 @@ public:
void texture_set_data(RID p_texture, const Ref<Image> &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;