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authorRémi Verschelde <rverschelde@gmail.com>2022-09-29 10:43:42 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-09-29 10:43:42 +0200
commit315a71103e2f23ade4d402e315bb9ec80361fc4c (patch)
tree0b32462aae53aafaf2c3d13857058d1146baccc9
parentf8745f2f71c79972df66f17a3da75f6e328bc55d (diff)
parent1a0890122f0b5985d9fb15eac07fb9cc27aceb45 (diff)
Merge pull request #66565 from clayjohn/canvas-lights
Clean up canvas light shader API.
-rw-r--r--drivers/gles3/storage/material_storage.cpp2
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp3
-rw-r--r--scene/resources/visual_shader.cpp3
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl9
-rw-r--r--servers/rendering/shader_types.cpp3
6 files changed, 21 insertions, 1 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 687e98ba58..bc734ef148 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1406,6 +1406,8 @@ MaterialStorage::MaterialStorage() {
actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["LIGHT_POSITION"] = "light_position";
+ actions.renames["LIGHT_DIRECTION"] = "light_direction";
+ actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_ENERGY"] = "light_energy";
actions.renames["LIGHT"] = "light";
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 7c4326cde1..40993ea168 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5246,6 +5246,9 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightDirection", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_direction", "LIGHT_DIRECTION"), { "light_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("LightEnergy", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_energy", "LIGHT_ENERGY"), { "light_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 262dbe28ed..320889679d 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -2763,6 +2763,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 0210151420..bbb53f7b97 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2512,6 +2512,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["LIGHT_POSITION"] = "light_position";
+ actions.renames["LIGHT_DIRECTION"] = "light_direction";
+ actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_ENERGY"] = "light_energy";
actions.renames["LIGHT"] = "light";
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index f24d90a032..45dc63aa17 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -313,6 +313,14 @@ vec4 light_compute(
vec2 uv,
vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
+ vec3 light_direction = vec3(0.0);
+
+ if (is_directional) {
+ light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
+ light_position = vec3(0.0);
+ } else {
+ light_direction = normalize(light_position - light_vertex);
+ }
#CODE : LIGHT
@@ -686,7 +694,6 @@ void main() {
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
- float cNdotL = max(0.0, dot(normal, light_vec));
light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index cd063f91ac..11799c8fde 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -297,6 +297,9 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_MODULATE"] = ShaderLanguage::TYPE_VEC4;