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Merge pull request #78499 from BastiaanOlij/fix_stereo_decals
Apply reprojection in multiview for our cluster lookup
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commit
1e44b47970
@ -1451,6 +1451,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
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RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
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RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
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if (current_cluster_builder) {
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if (current_cluster_builder) {
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// Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create
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// our cluster data. We use reprojection in the shader to adjust for our left/right eye.
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// This only works as we don't filter our cluster by depth buffer.
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// If we ever make this optimisation we should make it optional and only use it in mono.
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// What we win by filtering out a few lights, we loose by having to do the work double for stereo.
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current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
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current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
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}
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}
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@ -735,6 +735,10 @@ void fragment_shader(in SceneData scene_data) {
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
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vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
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vec3 view = -normalize(vertex_interp - eye_offset);
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vec3 view = -normalize(vertex_interp - eye_offset);
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// UV in our combined frustum space is used for certain screen uv processes where it's
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// overkill to render separate left and right eye views
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vec2 combined_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
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#else
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#else
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vec3 eye_offset = vec3(0.0, 0.0, 0.0);
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vec3 eye_offset = vec3(0.0, 0.0, 0.0);
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vec3 view = -normalize(vertex_interp);
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vec3 view = -normalize(vertex_interp);
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@ -921,8 +925,7 @@ void fragment_shader(in SceneData scene_data) {
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if (implementation_data.volumetric_fog_enabled) {
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if (implementation_data.volumetric_fog_enabled) {
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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vec2 center_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
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vec4 volumetric_fog = volumetric_fog_process(combined_uv, -vertex.z);
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vec4 volumetric_fog = volumetric_fog_process(center_uv, -vertex.z);
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#else
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#else
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vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
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vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
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#endif
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#endif
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@ -952,7 +955,11 @@ void fragment_shader(in SceneData scene_data) {
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#ifndef MODE_RENDER_DEPTH
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#ifndef MODE_RENDER_DEPTH
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#ifdef USE_MULTIVIEW
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uvec2 cluster_pos = uvec2(combined_uv.xy / scene_data.screen_pixel_size) >> implementation_data.cluster_shift;
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#else
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uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
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uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
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#endif
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uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
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uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
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uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
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uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
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