Merge pull request #99448 from clayjohn/RD-sky-flip

Unify y-flip behavior for sky in RD backends
This commit is contained in:
Rémi Verschelde 2024-11-20 17:03:19 +01:00
commit 7c1f42506a
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GPG Key ID: C3336907360768E1
5 changed files with 72 additions and 96 deletions

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@ -972,26 +972,26 @@ SkyRD::~SkyRD() {
}
}
void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render) {
void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
ERR_FAIL_COND(p_render_data->environment.is_null());
ERR_FAIL_COND(p_render_buffers.is_null());
ERR_FAIL_COND(p_render_data->render_buffers.is_null());
// make sure we support our view count
ERR_FAIL_COND(p_view_count == 0);
ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);
ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);
SkyMaterialData *material = nullptr;
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
RID sky_material;
SkyShaderData *shader_data = nullptr;
if (sky) {
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
@ -1025,8 +1025,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
update_dirty_skys();
}
if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
sky->prev_time = p_scene_render->time;
if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {
sky->prev_time = p_render_data->scene_data->time;
sky->reflection.dirty = true;
RenderingServerDefault::redraw_request();
}
@ -1041,29 +1041,30 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->reflection.dirty = true;
}
if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
sky->prev_position = p_cam_transform.origin;
if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
sky->prev_position = p_render_data->scene_data->cam_transform.origin;
sky->reflection.dirty = true;
}
}
sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
const PagedArray<RID> &lights = *p_render_data->lights;
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass.
for (int i = 0; i < (int)p_lights.size(); i++) {
if (!light_storage->owns_light_instance(p_lights[i])) {
for (int i = 0; i < (int)lights.size(); i++) {
if (!light_storage->owns_light_instance(lights[i])) {
continue;
}
RID base = light_storage->light_instance_get_base_light(p_lights[i]);
RID base = light_storage->light_instance_get_base_light(lights[i]);
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
@ -1073,12 +1074,12 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (p_scene_render->is_using_physical_light_units()) {
if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
if (p_camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
if (p_render_data->camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
@ -1149,9 +1150,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
// Setup fog variables.
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {
Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);
sky_scene_state.ubo.volumetric_fog_enabled = true;
float fog_end = fog->length;
@ -1170,22 +1170,28 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
}
}
sky_scene_state.view_count = p_render_data->scene_data->view_count;
sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;
Projection correction;
correction.set_depth_correction(false, true);
correction.add_jitter_offset(p_jitter);
correction.set_depth_correction(p_render_data->scene_data->flip_y, true);
correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);
sky_scene_state.view_count = p_view_count;
sky_scene_state.cam_transform = p_cam_transform;
sky_scene_state.cam_projection = correction * p_cam_projection; // We only use this when rendering a single view.
Projection projection = p_render_data->scene_data->cam_projection;
if (p_render_data->scene_data->cam_frustum) {
// We don't use a full projection matrix for the sky, this is enough to make up for it.
projection[2].y = -projection[2].y;
}
sky_scene_state.cam_projection = correction * projection;
// Our info in our UBO is only used if we're rendering stereo.
for (uint32_t i = 0; i < p_view_count; i++) {
Projection view_inv_projection = (correction * p_view_projections[i]).inverse();
if (p_view_count > 1) {
for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {
Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();
if (p_render_data->scene_data->view_count > 1) {
// Reprojection is used when we need to have things in combined space.
RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
} else {
// This is unused so just reset to identity.
Projection ident;
@ -1193,25 +1199,25 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
}
RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x;
sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y;
sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z;
sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;
sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;
sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
}
sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear();
float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env);
sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);
Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);
sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env);
sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env);
sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);
sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
@ -1292,7 +1298,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
Projection cm;
cm.set_perspective(90, 1, 0.01, 10.0);
Projection correction;
correction.set_depth_correction(true);
correction.set_depth_correction(false);
cm = correction * cm;
// Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.

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@ -36,6 +36,7 @@
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/render_data_rd.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
@ -294,7 +295,7 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~SkyRD();
void setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render);
void setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size);
void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0);
void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0);
void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0);

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@ -1957,22 +1957,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Setup Sky");
// Setup our sky render information for this frame/viewport
if (is_reflection_probe) {
Vector3 eye_offset;
Projection correction;
correction.set_depth_correction(true);
Projection projection = correction * p_render_data->scene_data->cam_projection;
sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
} else {
Projection projection = p_render_data->scene_data->cam_projection;
if (p_render_data->scene_data->cam_frustum) {
// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
projection[2].y = -projection[2].y;
}
sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
}
sky.setup_sky(p_render_data, screen_size);
sky_energy_multiplier *= bg_energy_multiplier;

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@ -972,23 +972,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
// Setup our sky render information for this frame/viewport
if (is_reflection_probe) {
Vector3 eye_offset;
Projection correction;
correction.set_depth_correction(true);
Projection projection = correction * p_render_data->scene_data->cam_projection;
sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
} else {
Projection projection = p_render_data->scene_data->cam_projection;
if (p_render_data->scene_data->cam_frustum) {
// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
projection[2].y = -projection[2].y;
}
sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
}
sky.setup_sky(p_render_data, screen_size);
sky_energy_multiplier *= bg_energy_multiplier;

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@ -189,7 +189,7 @@ void main() {
vec3 cube_normal;
#ifdef USE_MULTIVIEW
// In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 0.0, 1.0); // unproject at the far plane
vec4 unproject = vec4(uv_interp.x, uv_interp.y, 0.0, 1.0); // unproject at the far plane
vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject;
cube_normal = unprojected.xyz / unprojected.w;
@ -198,7 +198,7 @@ void main() {
#else
cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y;
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w;
cube_normal.y = -(cube_normal.z * (uv_interp.y - params.projection.z)) / params.projection.w;
#endif
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal = normalize(cube_normal);