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	Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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								servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
									
										
									
									
									
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								servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
									
										
									
									
									
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							|  | @ -0,0 +1,188 @@ | |||
| // Copyright 2016 Activision Publishing, Inc. | ||||
| // | ||||
| // Permission is hereby granted, free of charge, to any person obtaining | ||||
| // a copy of this software and associated documentation files (the "Software"), | ||||
| // to deal in the Software without restriction, including without limitation | ||||
| // the rights to use, copy, modify, merge, publish, distribute, sublicense, | ||||
| // and/or sell copies of the Software, and to permit persons to whom the Software | ||||
| // is furnished to do so, subject to the following conditions: | ||||
| // | ||||
| // The above copyright notice and this permission notice shall be included in all | ||||
| // copies or substantial portions of the Software. | ||||
| // | ||||
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||||
| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||||
| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||||
| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||||
| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||||
| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||||
| // SOFTWARE. | ||||
| 
 | ||||
| /* clang-format off */ | ||||
| [compute] | ||||
| 
 | ||||
| #version 450 | ||||
| 
 | ||||
| VERSION_DEFINES | ||||
| 
 | ||||
| #define BLOCK_SIZE 8 | ||||
| 
 | ||||
| layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in; | ||||
| /* clang-format on */ | ||||
| 
 | ||||
| layout(set = 0, binding = 0) uniform samplerCube source_cubemap; | ||||
| 
 | ||||
| layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap; | ||||
| 
 | ||||
| layout(push_constant, binding = 1, std430) uniform Params { | ||||
| 	uint face_size; | ||||
| } | ||||
| params; | ||||
| 
 | ||||
| #define M_PI 3.14159265359 | ||||
| 
 | ||||
| void get_dir_0(out vec3 dir, in float u, in float v) { | ||||
| 	dir[0] = 1.0; | ||||
| 	dir[1] = v; | ||||
| 	dir[2] = -u; | ||||
| } | ||||
| void get_dir_1(out vec3 dir, in float u, in float v) { | ||||
| 	dir[0] = -1.0; | ||||
| 	dir[1] = v; | ||||
| 	dir[2] = u; | ||||
| } | ||||
| void get_dir_2(out vec3 dir, in float u, in float v) { | ||||
| 	dir[0] = u; | ||||
| 	dir[1] = 1.0; | ||||
| 	dir[2] = -v; | ||||
| } | ||||
| void get_dir_3(out vec3 dir, in float u, in float v) { | ||||
| 	dir[0] = u; | ||||
| 	dir[1] = -1.0; | ||||
| 	dir[2] = v; | ||||
| } | ||||
| void get_dir_4(out vec3 dir, in float u, in float v) { | ||||
| 	dir[0] = u; | ||||
| 	dir[1] = v; | ||||
| 	dir[2] = 1.0; | ||||
| } | ||||
| void get_dir_5(out vec3 dir, in float u, in float v) { | ||||
| 	dir[0] = -u; | ||||
| 	dir[1] = v; | ||||
| 	dir[2] = -1.0; | ||||
| } | ||||
| 
 | ||||
| float calcWeight(float u, float v) { | ||||
| 	float val = u * u + v * v + 1.0; | ||||
| 	return val * sqrt(val); | ||||
| } | ||||
| 
 | ||||
| void main() { | ||||
| 	uvec3 id = gl_GlobalInvocationID; | ||||
| 	uint face_size = params.face_size; | ||||
| 
 | ||||
| 	if (id.x < face_size && id.y < face_size) { | ||||
| 		float inv_face_size = 1.0 / float(face_size); | ||||
| 
 | ||||
| 		float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0; | ||||
| 		float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0; | ||||
| 
 | ||||
| 		float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0; | ||||
| 		float v1 = (float(id.y) * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0; | ||||
| 
 | ||||
| 		float weights[4]; | ||||
| 		weights[0] = calcWeight(u0, v0); | ||||
| 		weights[1] = calcWeight(u1, v0); | ||||
| 		weights[2] = calcWeight(u0, v1); | ||||
| 		weights[3] = calcWeight(u1, v1); | ||||
| 
 | ||||
| 		const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]); | ||||
| 		for (int i = 0; i < 4; i++) { | ||||
| 			weights[i] = weights[i] * wsum + .125; | ||||
| 		} | ||||
| 
 | ||||
| 		vec3 dir; | ||||
| 		vec4 color; | ||||
| 		switch (id.z) { | ||||
| 			case 0: | ||||
| 				get_dir_0(dir, u0, v0); | ||||
| 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | ||||
| 
 | ||||
| 				get_dir_0(dir, u1, v0); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | ||||
| 
 | ||||
| 				get_dir_0(dir, u0, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | ||||
| 
 | ||||
| 				get_dir_0(dir, u1, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | ||||
| 				break; | ||||
| 			case 1: | ||||
| 				get_dir_1(dir, u0, v0); | ||||
| 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | ||||
| 
 | ||||
| 				get_dir_1(dir, u1, v0); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | ||||
| 
 | ||||
| 				get_dir_1(dir, u0, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | ||||
| 
 | ||||
| 				get_dir_1(dir, u1, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | ||||
| 				break; | ||||
| 			case 2: | ||||
| 				get_dir_2(dir, u0, v0); | ||||
| 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | ||||
| 
 | ||||
| 				get_dir_2(dir, u1, v0); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | ||||
| 
 | ||||
| 				get_dir_2(dir, u0, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | ||||
| 
 | ||||
| 				get_dir_2(dir, u1, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | ||||
| 				break; | ||||
| 			case 3: | ||||
| 				get_dir_3(dir, u0, v0); | ||||
| 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | ||||
| 
 | ||||
| 				get_dir_3(dir, u1, v0); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | ||||
| 
 | ||||
| 				get_dir_3(dir, u0, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | ||||
| 
 | ||||
| 				get_dir_3(dir, u1, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | ||||
| 				break; | ||||
| 			case 4: | ||||
| 				get_dir_4(dir, u0, v0); | ||||
| 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | ||||
| 
 | ||||
| 				get_dir_4(dir, u1, v0); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | ||||
| 
 | ||||
| 				get_dir_4(dir, u0, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | ||||
| 
 | ||||
| 				get_dir_4(dir, u1, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | ||||
| 				break; | ||||
| 			default: | ||||
| 				get_dir_5(dir, u0, v0); | ||||
| 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | ||||
| 
 | ||||
| 				get_dir_5(dir, u1, v0); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | ||||
| 
 | ||||
| 				get_dir_5(dir, u0, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | ||||
| 
 | ||||
| 				get_dir_5(dir, u1, v1); | ||||
| 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | ||||
| 				break; | ||||
| 		} | ||||
| 		imageStore(dest_cubemap, ivec3(id), color); | ||||
| 	} | ||||
| } | ||||
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	 Juan Linietsky
						Juan Linietsky