Fix multiple issues that make the normal roughness texture unusable

This commit is contained in:
clayjohn 2023-01-09 11:47:14 -08:00
parent f5f7d11ac4
commit 89766848de
6 changed files with 69 additions and 29 deletions

View File

@ -1668,39 +1668,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
using_voxelgi = true;
}
if (p_render_data->environment.is_null() && using_voxelgi) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
} else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
if (p_render_data->environment.is_valid()) {
if (environment_get_sdfgi_enabled(p_render_data->environment)) {
depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi
using_sdfgi = true;
} else {
depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
if (environment_get_ssr_enabled(p_render_data->environment)) {
using_separate_specular = true;
using_ssr = true;
color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
} else if (p_render_data->environment.is_valid() && (environment_get_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
switch (depth_pass_mode) {
case PASS_MODE_DEPTH: {
depth_framebuffer = rb_data->get_depth_fb();
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
depth_pass_clear.push_back(Color(0, 0, 0, 0));
} break;
default: {
};
}
if (p_render_data->scene_data->view_count > 1) {
@ -1731,6 +1707,38 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
if (rb.is_valid()) {
if (using_voxelgi) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
} else if (p_render_data->environment.is_valid()) {
if (environment_get_ssr_enabled(p_render_data->environment) ||
environment_get_sdfgi_enabled(p_render_data->environment) ||
environment_get_ssao_enabled(p_render_data->environment) ||
using_ssil ||
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER ||
scene_state.used_normal_texture) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
}
switch (depth_pass_mode) {
case PASS_MODE_DEPTH: {
depth_framebuffer = rb_data->get_depth_fb();
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
depth_pass_clear.push_back(Color(0, 0, 0, 0));
} break;
default: {
};
}
}
bool using_sss = rb_data.is_valid() && scene_state.used_sss && ss_effects->sss_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
if (using_sss && !using_separate_specular) {
@ -1914,7 +1922,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
bool can_continue_depth = !(scene_state.used_depth_texture || scene_state.used_normal_texture) && !using_ssr && !using_sss;
{
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);

View File

@ -121,7 +121,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;

View File

@ -122,7 +122,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;

View File

@ -118,9 +118,15 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
vec3 normal_roughness_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
vec2 normal_roughness_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
invariant gl_Position;
@ -544,9 +550,15 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
vec3 normal_roughness_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
vec2 normal_roughness_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex

View File

@ -268,6 +268,7 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define color_buffer shadow_atlas
#define normal_roughness_buffer shadow_atlas
#define multiviewSampler sampler2D
#else
layout(set = 1, binding = 10) uniform texture2D depth_buffer;
@ -277,10 +278,12 @@ layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
#define multiviewSampler sampler2D
#endif
layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;

View File

@ -1183,6 +1183,10 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code += "(";
// if normal roughness texture is used, we will add logic to automatically switch between
// sampler2D and sampler2D array and vec2 UV and vec3 UV.
bool normal_roughness_texture_used = false;
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
code += ", ";
@ -1282,11 +1286,24 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
}
code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")";
String data_type_name = "";
if (texture_uniform == "NORMAL_ROUGHNESS_TEXTURE") {
data_type_name = "multiviewSampler";
normal_roughness_texture_used = true;
} else {
data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype());
}
code += data_type_name + "(" + node_code + ", " + sampler_name + ")";
} else {
code += node_code;
}
} else {
if (normal_roughness_texture_used && i == 2) {
// UV coordinate after using normal roughness texture.
node_code = "normal_roughness_uv(" + node_code + ".xy)";
}
code += node_code;
}
}