Use a precomputed invmatrix in gi.frag
(General) matrix inversion is costly, it's better if it's done a single time on cpu. Improve performance.
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@@ -12,6 +12,7 @@ uniform sampler3D SHB;
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uniform float R_wcs = 10.;
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uniform vec3 extents;
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uniform mat4 RHMatrix;
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uniform mat4 InvRHMatrix;
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layout (std140) uniform MatrixesData
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{
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@@ -55,7 +56,7 @@ void main()
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if (depth==1.0) discard;
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vec4 pos_screen_space = getPosFromUVDepth(vec3(uv, depth), InverseProjectionMatrix);
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vec4 tmp = (inverse(RHMatrix) * InverseViewMatrix * pos_screen_space);
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vec4 tmp = (InvRHMatrix * InverseViewMatrix * pos_screen_space);
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vec3 pos = tmp.xyz / tmp.w;
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vec3 normal_screen_space = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 normal = (transpose(ViewMatrix) * vec4(normal_screen_space, 0.)).xyz;
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@@ -244,6 +244,8 @@ void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSH
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void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3df &rh_extend, GLuint shr, GLuint shg, GLuint shb)
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{
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core::matrix4 InvRHMatrix;
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RHMatrix.getInverse(InvRHMatrix);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(FullScreenShader::GlobalIlluminationReconstructionShader::Program);
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glBindVertexArray(FullScreenShader::GlobalIlluminationReconstructionShader::vao);
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@@ -267,7 +269,7 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3
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}
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setTexture(3, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
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setTexture(4, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, rh_extend, 3, 4, 0, 1, 2);
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FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, InvRHMatrix, rh_extend, 3, 4, 0, 1, 2);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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@@ -2400,6 +2400,7 @@ namespace FullScreenShader
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GLuint GlobalIlluminationReconstructionShader::uniform_SHB;
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GLuint GlobalIlluminationReconstructionShader::uniform_extents;
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GLuint GlobalIlluminationReconstructionShader::uniform_RHMatrix;
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GLuint GlobalIlluminationReconstructionShader::uniform_InvRHMatrix;
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GLuint GlobalIlluminationReconstructionShader::vao;
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void GlobalIlluminationReconstructionShader::init()
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@@ -2415,15 +2416,17 @@ namespace FullScreenShader
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uniform_SHG = glGetUniformLocation(Program, "SHG");
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uniform_SHB = glGetUniformLocation(Program, "SHB");
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uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
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uniform_InvRHMatrix = glGetUniformLocation(Program, "InvRHMatrix");
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uniform_extents = glGetUniformLocation(Program, "extents");
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vao = createFullScreenVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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void GlobalIlluminationReconstructionShader::setUniforms(const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB)
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void GlobalIlluminationReconstructionShader::setUniforms(const core::matrix4 &RHMatrix, const core::matrix4 &InvRHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB)
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{
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glUniformMatrix4fv(uniform_RHMatrix, 1, GL_FALSE, RHMatrix.pointer());
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glUniformMatrix4fv(uniform_InvRHMatrix, 1, GL_FALSE, InvRHMatrix.pointer());
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glUniform1i(uniform_ntex, TU_ntex);
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glUniform1i(uniform_dtex, TU_dtex);
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glUniform1i(uniform_SHR, TU_SHR);
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@@ -624,11 +624,11 @@ class GlobalIlluminationReconstructionShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_ntex, uniform_dtex, uniform_extents, uniform_SHR, uniform_SHG, uniform_SHB, uniform_RHMatrix;
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static GLuint uniform_ntex, uniform_dtex, uniform_extents, uniform_SHR, uniform_SHG, uniform_SHB, uniform_RHMatrix, uniform_InvRHMatrix;
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static GLuint vao;
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static void init();
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static void setUniforms(const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB);
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static void setUniforms(const core::matrix4 &RHMatrix, const core::matrix4 &InvRHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB);
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};
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class Gaussian17TapHShader
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