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Merge pull request #62106 from BastiaanOlij/eye_offset

Introduce eye_offset for correcting stereoscopic reflections
Rémi Verschelde 3 年之前
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3a2b409c5a

+ 1 - 1
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1923,11 +1923,11 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *
 		render_data.cam_transform = p_camera_data->main_transform;
 		render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
 		render_data.cam_projection = p_camera_data->main_projection;
-		render_data.view_projection[0] = p_camera_data->main_projection;
 		render_data.cam_orthogonal = p_camera_data->is_orthogonal;
 
 		render_data.view_count = p_camera_data->view_count;
 		for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+			render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
 			render_data.view_projection[v] = p_camera_data->view_projection[v];
 		}
 

+ 1 - 0
drivers/gles3/rasterizer_scene_gles3.h

@@ -100,6 +100,7 @@ struct RenderDataGLES3 {
 
 	// For stereo rendering
 	uint32_t view_count = 1;
+	Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
 	CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
 
 	float z_near = 0.0;

+ 5 - 0
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -692,6 +692,11 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
 		projection = correction * p_render_data->view_projection[v];
 		RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
 		RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+		scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+		scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+		scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+		scene_state.ubo.eye_offset[v][3] = 0.0;
 	}
 
 	scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x;

+ 1 - 0
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h

@@ -237,6 +237,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
 
 			float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
 			float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+			float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
 
 			float viewport_size[2];
 			float screen_pixel_size[2];

+ 5 - 0
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -1542,6 +1542,11 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
 		projection = correction * p_render_data->view_projection[v];
 		RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
 		RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+		scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+		scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+		scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+		scene_state.ubo.eye_offset[v][3] = 0.0;
 	}
 
 	scene_state.ubo.z_far = p_render_data->z_far;

+ 1 - 0
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h

@@ -260,6 +260,7 @@ protected:
 
 			float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
 			float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+			float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
 
 			float viewport_size[2];
 			float screen_pixel_size[2];

+ 1 - 1
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -5115,12 +5115,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
 		// Our first camera is used by default
 		render_data.cam_transform = p_camera_data->main_transform;
 		render_data.cam_projection = p_camera_data->main_projection;
-		render_data.view_projection[0] = p_camera_data->main_projection;
 		render_data.cam_orthogonal = p_camera_data->is_orthogonal;
 		render_data.taa_jitter = p_camera_data->taa_jitter;
 
 		render_data.view_count = p_camera_data->view_count;
 		for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+			render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
 			render_data.view_projection[v] = p_camera_data->view_projection[v];
 		}
 

+ 1 - 0
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -58,6 +58,7 @@ struct RenderDataRD {
 
 	// For stereo rendering
 	uint32_t view_count = 1;
+	Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
 	CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
 
 	Transform3D prev_cam_transform;

+ 6 - 2
servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl

@@ -634,7 +634,11 @@ void fragment_shader(in SceneData scene_data) {
 
 	//lay out everything, whatever is unused is optimized away anyway
 	vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+	vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
 	vec3 view = -normalize(vertex_interp);
+#endif
 	vec3 albedo = vec3(1.0);
 	vec3 backlight = vec3(0.0);
 	vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -1191,7 +1195,7 @@ void fragment_shader(in SceneData scene_data) {
 	if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
 
 		uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
-		vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
+		vec3 ref_vec = normalize(reflect(-view, normal));
 		//find arbitrary tangent and bitangent, then build a matrix
 		vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
 		vec3 tangent = normalize(cross(v0, normal));
@@ -1309,7 +1313,7 @@ void fragment_shader(in SceneData scene_data) {
 #else
 				vec3 bent_normal = normal;
 #endif
-				reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+				reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
 			}
 		}
 

+ 2 - 1
servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl

@@ -180,6 +180,7 @@ struct SceneData {
 	// only used for multiview
 	mat4 projection_matrix_view[MAX_VIEWS];
 	mat4 inv_projection_matrix_view[MAX_VIEWS];
+	vec4 eye_offset[MAX_VIEWS];
 
 	vec2 viewport_size;
 	vec2 screen_pixel_size;
@@ -250,7 +251,7 @@ struct SceneData {
 
 	bool pancake_shadows;
 	vec2 taa_jitter;
-	uvec2 pad;
+	uvec2 pad2;
 };
 
 layout(set = 1, binding = 0, std140) uniform SceneDataBlock {

+ 2 - 2
servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl

@@ -869,7 +869,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
 			diffuse_light, specular_light);
 }
 
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
 	vec3 box_extents = reflections.data[ref_index].box_extents;
 	vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
 
@@ -877,7 +877,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
 		return;
 	}
 
-	vec3 ref_vec = normalize(reflect(vertex, normal));
+	vec3 ref_vec = normalize(reflect(-view, normal));
 
 	vec3 inner_pos = abs(local_pos / box_extents);
 	float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));

+ 5 - 1
servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl

@@ -586,7 +586,11 @@ void main() {
 
 	//lay out everything, whatever is unused is optimized away anyway
 	vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+	vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
 	vec3 view = -normalize(vertex_interp);
+#endif
 	vec3 albedo = vec3(1.0);
 	vec3 backlight = vec3(0.0);
 	vec4 transmittance_color = vec4(0.0);
@@ -1051,7 +1055,7 @@ void main() {
 #else
 			vec3 bent_normal = normal;
 #endif
-			reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+			reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
 		}
 
 		if (reflection_accum.a > 0.0) {

+ 1 - 0
servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl

@@ -134,6 +134,7 @@ struct SceneData {
 	// only used for multiview
 	highp mat4 projection_matrix_view[MAX_VIEWS];
 	highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+	highp vec4 eye_offset[MAX_VIEWS];
 
 	highp vec2 viewport_size;
 	highp vec2 screen_pixel_size;