Refactored shadowmapping.

- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
This commit is contained in:
Juan Linietsky 2020-04-07 22:51:52 -03:00
parent b2f79cac9a
commit 4ffc0d6b3f
34 changed files with 1032 additions and 291 deletions

View file

@ -204,6 +204,25 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1
return uniform_set;
}
void RasterizerEffectsRD::copy_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
if (p_flip_y) {
blur.push_constant.flags |= BLUR_FLAG_FLIP_Y;
}
blur.push_constant.camera_z_near = p_z_near;
blur.push_constant.camera_z_far = p_z_far;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_LINEARIZE_DEPTH].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
@ -1127,6 +1146,7 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
blur_modes.push_back("\n#define MODE_SSAO_MERGE\n");
blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
blur_modes.push_back("\n#define MODE_MIPMAP\n");
blur_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
blur.shader.initialize(blur_modes);
zeromem(&blur.push_constant, sizeof(BlurPushConstant));