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Merge pull request #100427 from Namey5/fog-sky-luminance

Separate sky luminance and brightness calculations for consistent fog
Thaddeus Crews 7 months ago
parent
commit
4665faaaa9

+ 11 - 10
servers/rendering/renderer_rd/environment/sky.cpp

@@ -210,7 +210,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
 	p_array[11] = 0;
 }
 
-void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
+void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier, float p_brightness_multiplier) {
 	SkyPushConstant sky_push_constant;
 
 	memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -226,6 +226,7 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
 	sky_push_constant.position[2] = p_position.z;
 	sky_push_constant.time = p_time;
 	sky_push_constant.luminance_multiplier = p_luminance_multiplier;
+	sky_push_constant.brightness_multiplier = p_brightness_multiplier;
 	store_transform_3x3(p_orientation, sky_push_constant.orientation);
 
 	RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
@@ -1224,7 +1225,7 @@ void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_s
 	RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
 }
 
-void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier) {
+void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
 	ERR_FAIL_COND(p_render_buffers.is_null());
 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 	ERR_FAIL_COND(p_env.is_null());
@@ -1318,7 +1319,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
 				RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd, p_render_buffers);
 
 				cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i]);
-				_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
+				_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier, p_brightness_multiplier);
 				RD::get_singleton()->draw_list_end();
 			}
 			RD::get_singleton()->draw_command_end_label();
@@ -1339,7 +1340,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
 				RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd, p_render_buffers);
 
 				cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i]);
-				_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
+				_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier, p_brightness_multiplier);
 				RD::get_singleton()->draw_list_end();
 			}
 			RD::get_singleton()->draw_command_end_label();
@@ -1356,7 +1357,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
 			RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd, p_render_buffers);
 
 			cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::SKY_PASS | uint32_t(i));
-			_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier);
+			_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, cm, local_view, p_global_pos, p_luminance_multiplier, p_brightness_multiplier);
 			RD::get_singleton()->draw_list_end();
 		}
 		RD::get_singleton()->draw_command_end_label();
@@ -1398,7 +1399,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
 	}
 }
 
-void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier) {
+void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
 	ERR_FAIL_COND(p_render_buffers.is_null());
 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 	ERR_FAIL_COND(p_env.is_null());
@@ -1480,7 +1481,7 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
 		clear_colors.push_back(Color(0.0, 0.0, 0.0));
 
 		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
-		_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
+		_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier, p_brightness_multiplier);
 		RD::get_singleton()->draw_list_end();
 	}
 
@@ -1499,14 +1500,14 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
 		clear_colors.push_back(Color(0.0, 0.0, 0.0));
 
 		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::DRAW_CLEAR_ALL, clear_colors);
-		_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
+		_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier, p_brightness_multiplier);
 		RD::get_singleton()->draw_list_end();
 	}
 
 	RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
 }
 
-void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier) {
+void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier, float p_brightness_multiplier) {
 	ERR_FAIL_COND(p_render_buffers.is_null());
 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 	ERR_FAIL_COND(p_env.is_null());
@@ -1575,7 +1576,7 @@ void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_ren
 		texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
 	}
 
-	_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
+	_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier, p_brightness_multiplier);
 }
 
 void SkyRD::invalidate_sky(Sky *p_sky) {

+ 7 - 6
servers/rendering/renderer_rd/environment/sky.h

@@ -101,8 +101,9 @@ private:
 		float projection[4]; // 16 - 64
 		float position[3]; // 12 - 76
 		float time; // 4 - 80
-		float pad[3]; // 12 - 92
-		float luminance_multiplier; // 4 - 96
+		float pad[2]; // 8 - 88
+		float luminance_multiplier; // 4 - 92
+		float brightness_multiplier; // 4 - 96
 		// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
 	};
 
@@ -133,7 +134,7 @@ private:
 		virtual ~SkyShaderData();
 	};
 
-	void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier);
+	void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier, float p_brightness_modifier);
 
 public:
 	struct SkySceneState {
@@ -296,9 +297,9 @@ public:
 	~SkyRD();
 
 	void setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size);
-	void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0);
-	void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0);
-	void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0);
+	void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0, float p_brightness_multiplier = 1.0);
+	void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0, float p_brightness_multiplier = 1.0);
+	void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0, float p_brightness_multiplier = 1.0);
 
 	void invalidate_sky(Sky *p_sky);
 	void update_dirty_skys();

+ 6 - 5
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -1894,7 +1894,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 	bool draw_sky = false;
 	bool draw_sky_fog_only = false;
 	// We invert luminance_multiplier for sky so that we can combine it with exposure value.
-	float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
+	float sky_luminance_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
+	float sky_brightness_multiplier = 1.0;
 
 	Color clear_color;
 	bool load_color = false;
@@ -1960,11 +1961,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 			// Setup our sky render information for this frame/viewport
 			sky.setup_sky(p_render_data, screen_size);
 
-			sky_energy_multiplier *= bg_energy_multiplier;
+			sky_brightness_multiplier *= bg_energy_multiplier;
 
 			RID sky_rid = environment_get_sky(p_render_data->environment);
 			if (sky_rid.is_valid()) {
-				sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_energy_multiplier);
+				sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_luminance_multiplier, sky_brightness_multiplier);
 				radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
 			} else {
 				// do not try to draw sky if invalid
@@ -1973,7 +1974,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 
 			if (draw_sky || draw_sky_fog_only) {
 				// update sky half/quarter res buffers (if required)
-				sky.update_res_buffers(rb, p_render_data->environment, time, sky_energy_multiplier);
+				sky.update_res_buffers(rb, p_render_data->environment, time, sky_luminance_multiplier, sky_brightness_multiplier);
 			}
 
 			RD::get_singleton()->draw_command_end_label();
@@ -2174,7 +2175,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 		RD::get_singleton()->draw_command_begin_label("Draw Sky");
 		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer);
 
-		sky.draw_sky(draw_list, rb, p_render_data->environment, color_only_framebuffer, time, sky_energy_multiplier);
+		sky.draw_sky(draw_list, rb, p_render_data->environment, color_only_framebuffer, time, sky_luminance_multiplier, sky_brightness_multiplier);
 
 		RD::get_singleton()->draw_list_end();
 		RD::get_singleton()->draw_command_end_label();

+ 6 - 5
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -920,7 +920,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 	bool draw_sky_fog_only = false;
 	// We invert luminance_multiplier for sky so that we can combine it with exposure value.
 	float inverse_luminance_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
-	float sky_energy_multiplier = inverse_luminance_multiplier;
+	float sky_luminance_multiplier = inverse_luminance_multiplier;
+	float sky_brightness_multiplier = 1.0;
 
 	Color clear_color = p_default_bg_color;
 	bool load_color = false;
@@ -988,11 +989,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 
 			sky.setup_sky(p_render_data, screen_size);
 
-			sky_energy_multiplier *= bg_energy_multiplier;
+			sky_brightness_multiplier *= bg_energy_multiplier;
 
 			RID sky_rid = environment_get_sky(p_render_data->environment);
 			if (sky_rid.is_valid()) {
-				sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_energy_multiplier);
+				sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_luminance_multiplier, sky_brightness_multiplier);
 				radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
 			} else {
 				// do not try to draw sky if invalid
@@ -1001,7 +1002,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 
 			if (draw_sky || draw_sky_fog_only) {
 				// update sky half/quarter res buffers (if required)
-				sky.update_res_buffers(rb, p_render_data->environment, time, sky_energy_multiplier);
+				sky.update_res_buffers(rb, p_render_data->environment, time, sky_luminance_multiplier, sky_brightness_multiplier);
 			}
 			RD::get_singleton()->draw_command_end_label(); // Setup Sky
 		}
@@ -1118,7 +1119,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 
 			// Note, sky.setup should have been called up above and setup stuff we need.
 
-			sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_energy_multiplier);
+			sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_luminance_multiplier, sky_brightness_multiplier);
 
 			RD::get_singleton()->draw_command_end_label(); // Draw Sky
 		}

+ 7 - 2
servers/rendering/renderer_rd/shaders/environment/sky.glsl

@@ -17,8 +17,9 @@ layout(push_constant, std430) uniform Params {
 	vec4 projection; // only applicable if not multiview
 	vec3 position;
 	float time;
-	vec3 pad;
+	vec2 pad;
 	float luminance_multiplier;
+	float brightness_multiplier;
 }
 params;
 
@@ -57,8 +58,9 @@ layout(push_constant, std430) uniform Params {
 	vec4 projection; // only applicable if not multiview
 	vec3 position;
 	float time;
-	vec3 pad;
+	vec2 pad;
 	float luminance_multiplier;
+	float brightness_multiplier;
 }
 params;
 
@@ -255,6 +257,9 @@ void main() {
 	frag_color.rgb = color;
 	frag_color.a = alpha;
 
+	// Apply environment 'brightness' setting separately before fog to ensure consistent luminance.
+	frag_color.rgb = frag_color.rgb * params.brightness_multiplier;
+
 #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
 
 	// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.