Merge pull request #100427 from Namey5/fog-sky-luminance

Separate sky luminance and brightness calculations for consistent fog
This commit is contained in:
Thaddeus Crews 2024-12-19 19:59:50 -06:00
commit 4665faaaa9
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GPG Key ID: 62181B86FE9E5D84
5 changed files with 37 additions and 28 deletions

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@ -210,7 +210,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier, float p_brightness_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@ -226,6 +226,7 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
sky_push_constant.position[2] = p_position.z;
sky_push_constant.time = p_time;
sky_push_constant.luminance_multiplier = p_luminance_multiplier;
sky_push_constant.brightness_multiplier = p_brightness_multiplier;
store_transform_3x3(p_orientation, sky_push_constant.orientation);
RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
@ -1224,7 +1225,7 @@ void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_s
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier) {
void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
ERR_FAIL_COND(p_render_buffers.is_null());
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@ -1318,7 +1319,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i]);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier, p_brightness_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@ -1339,7 +1340,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i]);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier, p_brightness_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@ -1356,7 +1357,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS | uint32_t(i));
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier, p_brightness_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@ -1398,7 +1399,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
}
}
void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) {
void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
ERR_FAIL_COND(p_render_buffers.is_null());
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@ -1480,7 +1481,7 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier, p_brightness_multiplier);
RD::get_singleton()->draw_list_end();
}
@ -1499,14 +1500,14 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier, p_brightness_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
void SkyRD::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) {
void SkyRD::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, float p_brightness_multiplier) {
ERR_FAIL_COND(p_render_buffers.is_null());
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@ -1575,7 +1576,7 @@ void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_ren
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier, p_brightness_multiplier);
}
void SkyRD::invalidate_sky(Sky *p_sky) {

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@ -101,8 +101,9 @@ private:
float projection[4]; // 16 - 64
float position[3]; // 12 - 76
float time; // 4 - 80
float pad[3]; // 12 - 92
float luminance_multiplier; // 4 - 96
float pad[2]; // 8 - 88
float luminance_multiplier; // 4 - 92
float brightness_multiplier; // 4 - 96
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
@ -133,7 +134,7 @@ private:
virtual ~SkyShaderData();
};
void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier);
void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier, float p_brightness_modifier);
public:
struct SkySceneState {
@ -296,9 +297,9 @@ public:
~SkyRD();
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);
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, float p_brightness_multiplier = 1.0);
void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0, float p_brightness_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, float p_brightness_multiplier = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();

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@ -1894,7 +1894,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool draw_sky = false;
bool draw_sky_fog_only = false;
// We invert luminance_multiplier for sky so that we can combine it with exposure value.
float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
float sky_luminance_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
float sky_brightness_multiplier = 1.0;
Color clear_color;
bool load_color = false;
@ -1960,11 +1961,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
// Setup our sky render information for this frame/viewport
sky.setup_sky(p_render_data, screen_size);
sky_energy_multiplier *= bg_energy_multiplier;
sky_brightness_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_energy_multiplier);
sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_luminance_multiplier, sky_brightness_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@ -1973,7 +1974,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (draw_sky || draw_sky_fog_only) {
// update sky half/quarter res buffers (if required)
sky.update_res_buffers(rb, p_render_data->environment, time, sky_energy_multiplier);
sky.update_res_buffers(rb, p_render_data->environment, time, sky_luminance_multiplier, sky_brightness_multiplier);
}
RD::get_singleton()->draw_command_end_label();
@ -2174,7 +2175,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Draw Sky");
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer);
sky.draw_sky(draw_list, rb, p_render_data->environment, color_only_framebuffer, time, sky_energy_multiplier);
sky.draw_sky(draw_list, rb, p_render_data->environment, color_only_framebuffer, time, sky_luminance_multiplier, sky_brightness_multiplier);
RD::get_singleton()->draw_list_end();
RD::get_singleton()->draw_command_end_label();

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@ -920,7 +920,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
bool draw_sky_fog_only = false;
// We invert luminance_multiplier for sky so that we can combine it with exposure value.
float inverse_luminance_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
float sky_energy_multiplier = inverse_luminance_multiplier;
float sky_luminance_multiplier = inverse_luminance_multiplier;
float sky_brightness_multiplier = 1.0;
Color clear_color = p_default_bg_color;
bool load_color = false;
@ -988,11 +989,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
sky.setup_sky(p_render_data, screen_size);
sky_energy_multiplier *= bg_energy_multiplier;
sky_brightness_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_energy_multiplier);
sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_luminance_multiplier, sky_brightness_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@ -1001,7 +1002,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (draw_sky || draw_sky_fog_only) {
// update sky half/quarter res buffers (if required)
sky.update_res_buffers(rb, p_render_data->environment, time, sky_energy_multiplier);
sky.update_res_buffers(rb, p_render_data->environment, time, sky_luminance_multiplier, sky_brightness_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Setup Sky
}
@ -1118,7 +1119,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// Note, sky.setup should have been called up above and setup stuff we need.
sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_energy_multiplier);
sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_luminance_multiplier, sky_brightness_multiplier);
RD::get_singleton()->draw_command_end_label(); // Draw Sky
}

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@ -17,8 +17,9 @@ layout(push_constant, std430) uniform Params {
vec4 projection; // only applicable if not multiview
vec3 position;
float time;
vec3 pad;
vec2 pad;
float luminance_multiplier;
float brightness_multiplier;
}
params;
@ -57,8 +58,9 @@ layout(push_constant, std430) uniform Params {
vec4 projection; // only applicable if not multiview
vec3 position;
float time;
vec3 pad;
vec2 pad;
float luminance_multiplier;
float brightness_multiplier;
}
params;
@ -255,6 +257,9 @@ void main() {
frag_color.rgb = color;
frag_color.a = alpha;
// Apply environment 'brightness' setting separately before fog to ensure consistent luminance.
frag_color.rgb = frag_color.rgb * params.brightness_multiplier;
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.