Skip to content

Commit

Permalink
Fix sky rendering with multiview in OpenGL
Browse files Browse the repository at this point in the history
  • Loading branch information
dsnopek committed Jan 31, 2023
1 parent 2b710bc commit bd9dfcf
Show file tree
Hide file tree
Showing 3 changed files with 63 additions and 9 deletions.
31 changes: 23 additions & 8 deletions drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -731,14 +731,19 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
}
}

if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

if (!sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
}
}

void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) {
void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());

Expand All @@ -748,6 +753,11 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;

uint64_t spec_constants = p_use_multiview ? SkyShaderGLES3::USE_MULTIVIEW : 0;
if (p_flip_y) {
spec_constants |= SkyShaderGLES3::USE_INVERTED_Y;
}

RS::EnvironmentBG background = environment_get_background(p_env);

if (sky) {
Expand Down Expand Up @@ -792,16 +802,21 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
sky_transform.invert();
sky_transform = sky_transform * p_transform.basis;

bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
if (!success) {
return;
}

material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);

if (p_use_multiview) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

glBindVertexArray(sky_globals.screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
Expand Down Expand Up @@ -1975,7 +1990,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;

_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier);
_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);
}

RENDER_TIMESTAMP("Render 3D Transparent Pass");
Expand Down
3 changes: 2 additions & 1 deletion drivers/gles3/rasterizer_scene_gles3.h
Original file line number Diff line number Diff line change
Expand Up @@ -83,6 +83,7 @@ enum SkyUniformLocation {
SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
SKY_MATERIAL_UNIFORM_LOCATION,
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
SKY_MULTIVIEW_UNIFORM_LOCATION,
};

struct RenderDataGLES3 {
Expand Down Expand Up @@ -570,7 +571,7 @@ class RasterizerSceneGLES3 : public RendererSceneRender {
void _update_dirty_skys();
void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier);
void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier);
void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y);
void _free_sky_data(Sky *p_sky);

public:
Expand Down
38 changes: 38 additions & 0 deletions drivers/gles3/shaders/sky.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,9 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA

#[specializations]

USE_MULTIVIEW = false
USE_INVERTED_Y = true

#[vertex]

layout(location = 0) in vec2 vertex_attrib;
Expand All @@ -19,7 +22,11 @@ out vec2 uv_interp;

void main() {
uv_interp = vertex_attrib;
#ifdef USE_INVERTED_Y
gl_Position = vec4(uv_interp, 1.0, 1.0);
#else
gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0);
#endif
}

/* clang-format off */
Expand All @@ -37,6 +44,9 @@ uniform samplerCube radiance; //texunit:-1
#ifdef USE_CUBEMAP_PASS
uniform samplerCube half_res; //texunit:-2
uniform samplerCube quarter_res; //texunit:-3
#elif defined(USE_MULTIVIEW)
uniform sampler2DArray half_res; //texunit:-2
uniform sampler2DArray quarter_res; //texunit:-3
#else
uniform sampler2D half_res; //texunit:-2
uniform sampler2D quarter_res; //texunit:-3
Expand Down Expand Up @@ -102,6 +112,15 @@ uniform float fog_density;
uniform float z_far;
uniform uint directional_light_count;

#ifdef USE_MULTIVIEW
layout(std140) uniform MultiviewData { // ubo:5
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
highp vec4 eye_offset[MAX_VIEWS];
}
multiview_data;
#endif

layout(location = 0) out vec4 frag_color;

#ifdef USE_DEBANDING
Expand All @@ -115,9 +134,20 @@ vec3 interleaved_gradient_noise(vec2 pos) {

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, 1.0, 1.0);
vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject;
cube_normal = unprojected.xyz / unprojected.w;
cube_normal += multiview_data.eye_offset[ViewIndex].xyz;
#else
cube_normal.z = -1.0;
cube_normal.x = (uv_interp.x + projection.x) / projection.y;
cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
#endif
#ifndef USE_INVERTED_Y
cube_normal.y *= -1.0;
#endif
cube_normal = mat3(orientation) * cube_normal;
cube_normal = normalize(cube_normal);

Expand Down Expand Up @@ -146,11 +176,19 @@ void main() {
#endif
#else
#ifdef USES_HALF_RES_COLOR
#ifdef USE_MULTIVIEW
half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
#else
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
#endif
#ifdef USES_QUARTER_RES_COLOR
#ifdef USE_MULTIVIEW
quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
#else
quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
#endif
#endif

{
Expand Down

0 comments on commit bd9dfcf

Please sign in to comment.