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Some changes to dual paraboloid envmap generation, fixes somme bleeding

Juan Linietsky 8 years ago
parent
commit
12a8fedfe6

+ 8 - 11
drivers/gles2/shaders/copy.glsl

@@ -16,6 +16,7 @@ attribute vec2 uv_in; // attrib:4
 #endif
 attribute vec2 uv2_in; // attrib:5
 
+
 #ifdef USE_CUBEMAP
 varying vec3 cube_interp;
 #else
@@ -58,7 +59,9 @@ float sRGB_gamma_correct(float c){
 #define LUM_RANGE 4.0
 
 
-#ifdef USE_CUBEMAP
+#ifdef USE_ARRAY
+uniform sampler2DArray source;
+#elif defined(USE_CUBEMAP)
 varying vec3 cube_interp;
 uniform samplerCube source_cube;
 #else
@@ -145,23 +148,17 @@ uniform float custom_alpha;
 void main() {
 
 	//vec4 color = color_interp;
-#ifdef USE_HIGHP_SOURCE
 
-#ifdef USE_CUBEMAP
+
+#ifdef USE_ARRAY
+	highp vec4 color = textureLod( source,  vec3(uv_interp,0.0),0.0 );
+#elif defined(USE_CUBEMAP)
 	highp vec4 color = textureCube( source_cube,  normalize(cube_interp) );
 
 #else
 	highp vec4 color = texture2D( source,  uv_interp );
 #endif
 
-#else
-
-#ifdef USE_CUBEMAP
-	vec4 color = textureCube( source_cube,  normalize(cube_interp) );
-
-#else
-	vec4 color = texture2D( source,  uv_interp );
-#endif
 
 
 #endif

+ 5 - 0
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1889,6 +1889,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 			} else {
 				glBindTexture(GL_TEXTURE_2D, p_base_env);
 			}
+
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
 		} else {
@@ -4233,7 +4234,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 		storage->canvas->canvas_begin();
 		glActiveTexture(GL_TEXTURE0);
 		glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	}
 }
 

+ 6 - 2
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -1260,6 +1260,10 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
 
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(texture->target, texture->tex_id);
+	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
 
 	if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
 
@@ -1377,8 +1381,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
 
 		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
 		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
-		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
+		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
 		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
 		glDeleteFramebuffers(1, &tmp_fb);

+ 2 - 3
drivers/gles3/shaders/cubemap_filter.glsl

@@ -219,9 +219,8 @@ void main() {
 	N.z = 0.5 - 0.5*((N.x * N.x) + (N.y * N.y));
 	N = normalize(N);
 
-	if (!z_flip) {
-		//N.y=-N.y; //y is flipped to improve blending between both sides
-	} else {
+	if (z_flip) {
+		N.y=-N.y; //y is flipped to improve blending between both sides
 		N.z=-N.z;
 	}
 

+ 6 - 2
drivers/gles3/shaders/scene.glsl

@@ -429,7 +429,9 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) {
 	// we need to lie the derivatives (normg) and assume that DP side is always the same
 	// to get proper texure filtering
 	vec2 normg=norm.xy;
-	norm.y+=max(0.0,sign(norm.z))*0.5;
+	if (norm.z>0) {
+		norm.y=0.5-norm.y+0.5;
+	}
 
 	// thanks to OpenGL spec using floor(layer + 0.5) for texture arrays,
 	// it's easy to have precision errors using fract() to interpolate layers
@@ -451,7 +453,9 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) {
 	vec3 norm = normalize(p_vec);
 	norm.xy/=1.0+abs(norm.z);
 	norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
-	norm.y+=max(0.0,sign(norm.z))*0.5;
+	if (norm.z>0) {
+		norm.y=0.5-norm.y+0.5;
+	}
 	return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
 }
 

+ 2 - 4
editor/import/editor_import_collada.cpp

@@ -554,10 +554,10 @@ static void _generate_tangents_and_binormals(const PoolVector<int> &p_indices, c
 			tangent = Vector3();
 		} else {
 			tangent = Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
-					(t2 * z1 - t1 * z2) * r)
+							  (t2 * z1 - t1 * z2) * r)
 							  .normalized();
 			binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
-					(s1 * z2 - s2 * z1) * r)
+							   (s1 * z2 - s2 * z1) * r)
 							   .normalized();
 		}
 
@@ -920,8 +920,6 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
 					bn.z = -bn.z;
 
 					vertex.tangent.d = vertex.normal.cross(vertex.tangent.normal).dot(bn) > 0 ? 1 : -1;
-
-					print_line("Tangent " + itos(p_i) + ": " + vertex.tangent);
 				}
 
 #endif

+ 4 - 0
modules/etc/image_etc.cpp

@@ -153,6 +153,9 @@ static void _compress_etc(Image *p_img, float p_lossy_quality, bool force_etc1_f
 	Etc::Image::Format etc2comp_etc_format = _image_format_to_etc2comp_format(etc_format);
 
 	int wofs = 0;
+
+	print_line("begin encoding, format: " + Image::get_format_name(etc_format));
+	uint64_t t = OS::get_singleton()->get_ticks_msec();
 	for (int i = 0; i < mmc + 1; i++) {
 		// convert source image to internal etc2comp format (which is equivalent to Image::FORMAT_RGBAF)
 		// NOTE: We can alternatively add a case to Image::convert to handle Image::FORMAT_RGBAF conversion.
@@ -177,6 +180,7 @@ static void _compress_etc(Image *p_img, float p_lossy_quality, bool force_etc1_f
 		delete[] etc_data;
 		delete[] src_rgba_f;
 	}
+	print_line("time encoding: " + rtos(OS::get_singleton()->get_ticks_msec() - t));
 
 	p_img->create(imgw, imgh, mmc > 1 ? true : false, etc_format, dst_data);
 }