diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index c5c98681e5f..e210397b519 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -1355,7 +1355,7 @@ void CopyEffects::octmap_roughness(RID p_source_rd_texture, RID p_dest_texture, // Remap to perceptual-roughness^2 to create more detail in lower mips and match the mapping of octmap_filter. roughness.push_constant.roughness = p_roughness * p_roughness; - roughness.push_constant.sample_count = p_sample_count; + roughness.push_constant.sample_count = MIN(p_sample_count, 64u); roughness.push_constant.source_size = p_source_size; roughness.push_constant.dest_size = p_dest_size; roughness.push_constant.use_direct_write = p_roughness == 0.0; @@ -1412,7 +1412,7 @@ void CopyEffects::octmap_roughness_raster(RID p_source_rd_texture, RID p_dest_fr memset(&roughness.push_constant, 0, sizeof(OctmapRoughnessPushConstant)); roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in. - roughness.push_constant.sample_count = p_sample_count; + roughness.push_constant.sample_count = MAX(uint32_t(float(p_sample_count * 4u) * roughness.push_constant.roughness), 4u); roughness.push_constant.source_size = p_source_size; roughness.push_constant.dest_size = p_dest_size; roughness.push_constant.use_direct_write = p_roughness == 0.0; diff --git a/servers/rendering/renderer_rd/shaders/effects/octmap_roughness.glsl b/servers/rendering/renderer_rd/shaders/effects/octmap_roughness.glsl index a1731af9c46..b90ac993e15 100644 --- a/servers/rendering/renderer_rd/shaders/effects/octmap_roughness.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/octmap_roughness.glsl @@ -8,6 +8,8 @@ layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in; +shared vec4 samples[GROUP_SIZE * GROUP_SIZE * 4]; // Up to 256 samples supported. Should never need more than that. + layout(set = 0, binding = 0) uniform sampler2D source_oct; layout(OCTMAP_FORMAT, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap; @@ -17,44 +19,64 @@ layout(OCTMAP_FORMAT, set = 1, binding = 0) uniform restrict writeonly image2D d void main() { uvec2 id = gl_GlobalInvocationID.xy; - if (id.x < params.dest_size && id.y < params.dest_size) { - vec2 inv_source_size = 1.0 / vec2(params.source_size); - vec2 inv_dest_size = 1.0 / vec2(params.dest_size); - vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size; - if (params.use_direct_write) { + vec2 inv_source_size = 1.0 / vec2(params.source_size); + vec2 inv_dest_size = 1.0 / vec2(params.dest_size); + vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size; + if (params.use_direct_write) { + if (id.x < params.dest_size && id.y < params.dest_size) { imageStore(dest_octmap, ivec2(id), vec4(texture(source_oct, uv).rgb, 1.0)); - } else { + } + } else { + float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size); + float roughness2 = params.roughness * params.roughness; + float roughness4 = roughness2 * roughness2; + + uint scaled_samples = max(uint(float(params.sample_count * 4) * params.roughness), 4); + + // This effectively rounds the sample count up to the nearest (GROUP_SIZE * GROUP_SIZE). + uint samples_per_thread = max(1, ((scaled_samples) / (GROUP_SIZE * GROUP_SIZE))); + uint total_samples = samples_per_thread * (GROUP_SIZE * GROUP_SIZE); + + for (uint local_sample = 0; local_sample < samples_per_thread; local_sample++) { + uint sample_idx = local_sample * (GROUP_SIZE * GROUP_SIZE) + gl_LocalInvocationIndex; + vec2 xi = Hammersley(sample_idx, total_samples); + vec3 H_local = ImportanceSampleGGX(xi, roughness4); + float NdotH = H_local.z; + vec3 L_local = 2.0 * NdotH * H_local - vec3(0.0, 0.0, 1.0); + + float ndotl = L_local.z; + if (ndotl > 0.0) { + float D = DistributionGGX(NdotH, roughness4); + float pdf = D * NdotH / (4.0 * NdotH) + 0.0001; + + float solid_angle_sample = 1.0 / (float(total_samples) * pdf + 0.0001); + + float mipLevel = 0.5 * log2(solid_angle_sample / solid_angle_texel); + samples[sample_idx] = vec4(L_local, mipLevel); + } else { + samples[sample_idx] = vec4(-1.0); + } + } + + memoryBarrierShared(); + barrier(); + + if (id.x < params.dest_size && id.y < params.dest_size) { vec3 N = oct_to_vec3_with_border(uv, params.border_size.y); vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); - float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size); - float roughness2 = params.roughness * params.roughness; - float roughness4 = roughness2 * roughness2; - - vec3 UpVector = abs(N.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0); + vec3 UpVector = abs(N.y) < 0.99999 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0); mat3 T; T[0] = normalize(cross(UpVector, N)); T[1] = cross(N, T[0]); T[2] = N; - for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { - vec2 xi = Hammersley(sampleNum, params.sample_count); - - vec3 H = T * ImportanceSampleGGX(xi, roughness4); - float NdotH = dot(N, H); - vec3 L = (2.0 * NdotH * H - N); - - float ndotl = clamp(dot(N, L), 0.0, 1.0); - + for (uint i = 0; i < total_samples; i++) { + vec4 s = samples[i]; + float ndotl = s.z; if (ndotl > 0.0) { - float D = DistributionGGX(NdotH, roughness4); - float pdf = D * NdotH / (4.0 * NdotH) + 0.0001; - - float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001); - - float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel); - - vec2 sample_uv = vec3_to_oct_with_border(L, params.border_size); - sum.rgb += textureLod(source_oct, sample_uv, mipLevel).rgb * ndotl; + vec3 L_world = T * s.xyz; + vec2 sample_uv = vec3_to_oct_with_border(L_world, params.border_size); + sum.rgb += textureLod(source_oct, sample_uv, s.w).rgb * ndotl; sum.a += ndotl; } }