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authorclayjohn <claynjohn@gmail.com>2022-10-18 17:59:31 -0700
committerclayjohn <claynjohn@gmail.com>2022-10-28 11:33:23 -0700
commit2ec234ff67496c1410df2ab14c03e144889adc8d (patch)
tree6dccea8038d37fb352dacfd7cf1c688eb11c0316 /drivers/gles3/shaders
parent282e50ac88bb02923ef6188015c121eea6c9286a (diff)
Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation Performance will improve later
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/canvas.glsl149
-rw-r--r--drivers/gles3/shaders/canvas_occlusion.glsl68
-rw-r--r--drivers/gles3/shaders/canvas_sdf.glsl205
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl60
5 files changed, 423 insertions, 61 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 83ffe8b1e1..b8bb08ec34 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -17,3 +17,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("scene.glsl")
env.GLES3_GLSL("sky.glsl")
env.GLES3_GLSL("cubemap_filter.glsl")
+ env.GLES3_GLSL("canvas_occlusion.glsl")
+ env.GLES3_GLSL("canvas_sdf.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 23db41802e..ca806304c5 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations]
DISABLE_LIGHTING = false
+USE_RGBA_SHADOWS = false
#[vertex]
@@ -213,8 +214,8 @@ void main() {
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2
+uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
-//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@@ -245,6 +246,35 @@ layout(std140) uniform MaterialUniforms{
#endif
#GLOBALS
+
+float vec4_to_float(vec4 p_vec) {
+ return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
+}
+
+vec2 screen_uv_to_sdf(vec2 p_uv) {
+ return screen_to_sdf * p_uv;
+}
+
+float texture_sdf(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+ float d = vec4_to_float(texture(sdf_texture, uv));
+ d *= SDF_MAX_LENGTH;
+ return d * tex_to_sdf;
+}
+
+vec2 texture_sdf_normal(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+
+ const float EPSILON = 0.001;
+ return normalize(vec2(
+ vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
+ vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
+}
+
+vec2 sdf_to_screen_uv(vec2 p_sdf) {
+ return p_sdf * sdf_to_screen;
+}
+
#ifndef DISABLE_LIGHTING
#ifdef LIGHT_CODE_USED
@@ -299,6 +329,70 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
}
}
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0)
+
+#else
+
+#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
+
+#endif
+
+#define SHADOW_TEST(m_uv) \
+ { \
+ highp float sd = SHADOW_DEPTH(m_uv); \
+ shadow += step(sd, shadow_uv.z / shadow_uv.w); \
+ }
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow = 0.0;
+ uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ SHADOW_TEST(shadow_uv.xy);
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
+ shadow /= 5.0;
+ } else { //PCF13
+ vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color);
+#ifdef LIGHT_CODE_USED
+ shadow_color.rgb *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
@@ -527,6 +621,19 @@ void main() {
}
#endif
+ if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -584,6 +691,46 @@ void main() {
light_color.a = 0.0;
}
+ if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec2 pos_norm = normalize(shadow_pos);
+ vec2 pos_abs = abs(pos_norm);
+ vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
+ vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
+ float tex_ofs;
+ float dist;
+ if (pos_rot.y > 0.0) {
+ if (pos_rot.x > 0.0) {
+ tex_ofs = pos_box.y * 0.125 + 0.125;
+ dist = shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
+ dist = shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x < 0.0) {
+ tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
+ dist = -shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
+ dist = -shadow_pos.y;
+ }
+ }
+
+ dist *= light_array[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/drivers/gles3/shaders/canvas_occlusion.glsl b/drivers/gles3/shaders/canvas_occlusion.glsl
new file mode 100644
index 0000000000..512800839a
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_occlusion.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+#[modes]
+
+mode_sdf =
+mode_shadow = #define MODE_SHADOW
+mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec3 vertex;
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+out float depth;
+#endif
+
+void main() {
+ highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+#ifdef MODE_SHADOW
+ depth = dot(direction, vtx.xy);
+#endif
+ gl_Position = projection * vtx;
+}
+
+#[fragment]
+
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+in highp float depth;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+layout(location = 0) out lowp vec4 out_buf;
+#else
+layout(location = 0) out highp float out_buf;
+#endif
+
+void main() {
+ float out_depth = 1.0;
+
+#ifdef MODE_SHADOW
+ out_depth = depth / z_far;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+ out_depth = clamp(out_depth, -1.0, 1.0);
+ out_depth = out_depth * 0.5 + 0.5;
+ highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ out_buf = comp;
+#else
+ out_buf = out_depth;
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_sdf.glsl b/drivers/gles3/shaders/canvas_sdf.glsl
new file mode 100644
index 0000000000..424ec22457
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_sdf.glsl
@@ -0,0 +1,205 @@
+/* clang-format off */
+#[modes]
+
+mode_load = #define MODE_LOAD
+mode_load_shrink = #define MODE_LOAD_SHRINK
+mode_process = #define MODE_PROCESS
+mode_store = #define MODE_STORE
+mode_store_shrink = #define MODE_STORE_SHRINK
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec2 vertex_attrib;
+
+/* clang-format on */
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+void main() {
+ gl_Position = vec4(vertex_attrib, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define SDF_MAX_LENGTH 16384.0
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK)
+uniform lowp sampler2D src_pixels;//texunit:0
+#else
+uniform highp isampler2D src_process;//texunit:0
+#endif
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS)
+layout(location = 0) out ivec4 distance_field;
+#else
+layout(location = 0) out vec4 distance_field;
+#endif
+
+vec4 float_to_vec4(float p_float) {
+ highp vec4 comp = fract(p_float * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ return comp;
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_FragCoord.xy);
+
+#ifdef MODE_LOAD
+
+ bool solid = texelFetch(src_pixels, pos, 0).r > 0.5;
+ distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0);
+#endif
+
+#ifdef MODE_LOAD_SHRINK
+
+ int s = 1 << shift;
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = ivec2(32767);
+ float d = 1e20;
+ int found = 0;
+ int solid_found = 0;
+ for (int i = 0; i < s; i++) {
+ for (int j = 0; j < s; j++) {
+ ivec2 src_pos = base + ivec2(i, j);
+ if (any(greaterThanEqual(src_pos, base_size))) {
+ continue;
+ }
+ bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5;
+ if (solid) {
+ float dist = length(vec2(src_pos - center));
+ if (dist < d) {
+ d = dist;
+ rel = src_pos;
+ }
+ solid_found++;
+ }
+ found++;
+ }
+ }
+
+ if (solid_found == found) {
+ //mark solid only if all are solid
+ rel = ivec2(-32767);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_PROCESS
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ if (center != rel) {
+ //only process if it does not point to itself
+ const int ofs_table_size = 8;
+ const ivec2 ofs_table[ofs_table_size] = ivec2[](
+ ivec2(-1, -1),
+ ivec2(0, -1),
+ ivec2(+1, -1),
+
+ ivec2(-1, 0),
+ ivec2(+1, 0),
+
+ ivec2(-1, +1),
+ ivec2(0, +1),
+ ivec2(+1, +1));
+
+ float dist = length(vec2(rel - center));
+ for (int i = 0; i < ofs_table_size; i++) {
+ ivec2 src_pos = pos + ofs_table[i] * stride;
+ if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) {
+ continue;
+ }
+ ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy;
+ bool src_solid = src_rel.x < 0;
+ if (src_solid) {
+ src_rel = -src_rel - ivec2(1);
+ }
+
+ if (src_solid != solid) {
+ src_rel = ivec2(src_pos << shift); //point to itself if of different type
+ }
+
+ float src_dist = length(vec2(src_rel - center));
+ if (src_dist < dist) {
+ dist = src_dist;
+ rel = src_rel;
+ }
+ }
+ }
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_STORE
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - pos));
+
+ if (solid) {
+ d = -d;
+ }
+
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+
+#ifdef MODE_STORE_SHRINK
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - center));
+
+ if (solid) {
+ d = -d;
+ }
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
deleted file mode 100644
index 94485abd11..0000000000
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-precision highp float;
-precision highp int;
-#endif
-
-layout(location = 0) in highp vec3 vertex;
-
-uniform highp mat4 projection_matrix;
-/* clang-format on */
-uniform highp mat4 light_matrix;
-uniform highp mat4 model_matrix;
-uniform highp float distance_norm;
-
-out highp vec4 position_interp;
-
-void main() {
- gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
- position_interp = gl_Position;
-}
-
-/* clang-format off */
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-#if defined(USE_HIGHP_PRECISION)
-precision highp float;
-precision highp int;
-#else
-precision mediump float;
-precision mediump int;
-#endif
-#endif
-
-in highp vec4 position_interp;
-/* clang-format on */
-
-void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
-
-#ifdef USE_RGBA_SHADOWS
-
- highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
- frag_color = comp;
-#else
-
- frag_color = vec4(depth);
-#endif
-}