diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-05-01 09:34:23 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2020-05-10 15:59:09 -0300 |
commit | 1bea8e1eacc68bcedbd3f207395bccf11011dae2 (patch) | |
tree | b75303a69491978c1e13360a3e6f355c5234dfe0 /servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl | |
parent | 6a0473bcc23c096ef9ee929632a209761c2668f6 (diff) |
New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl | 117 |
1 files changed, 89 insertions, 28 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl index 4eba5d41d8..90e37b3ec4 100644 --- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl +++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl @@ -22,7 +22,7 @@ layout(location = 3) in vec4 color_attrib; layout(location = 4) in vec2 uv_attrib; -#if defined(UV2_USED) || defined(USE_LIGHTMAP) +#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) layout(location = 5) in vec2 uv2_attrib; #endif @@ -49,7 +49,7 @@ layout(location = 6) out vec3 binormal_interp; #endif #ifdef USE_MATERIAL_UNIFORMS -layout(set = 5, binding = 0, std140) uniform MaterialUniforms{ +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ @@ -263,6 +263,14 @@ VERTEX_SHADER_CODE } } #endif + +#ifdef MODE_RENDER_MATERIAL + if (scene_data.material_uv2_mode) { + gl_Position.xy = (uv2_attrib.xy + draw_call.bake_uv2_offset) * 2.0 - 1.0; + gl_Position.z = 0.00001; + gl_Position.w = 1.0; + } +#endif } /* clang-format off */ @@ -315,7 +323,7 @@ layout(location = 8) in float dp_clip; #endif #ifdef USE_MATERIAL_UNIFORMS -layout(set = 5, binding = 0, std140) uniform MaterialUniforms{ +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ @@ -1917,42 +1925,96 @@ FRAGMENT_SHADER_CODE #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //gi probes +#ifdef USE_LIGHTMAP + //lightmap + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture + uint index = instances.data[instance_index].gi_offset; + + vec3 wnormal = mat3(scene_data.camera_matrix) * normal; + const float c1 = 0.429043; + const float c2 = 0.511664; + const float c3 = 0.743125; + const float c4 = 0.886227; + const float c5 = 0.247708; + ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + + } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap + bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); + uint ofs = instances.data[instance_index].gi_offset & 0xFFF; + vec3 uvw; + uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy; + uvw.z = float((instances.data[instance_index].gi_offset >> 12) & 0xFF); + + if (uses_sh) { + uvw.z *= 4.0; //SH textures use 4 times more data + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + + uint idx = instances.data[instance_index].gi_offset >> 20; + vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + + ambient_light += lm_light_l0 * 0.282095f; + ambient_light += lm_light_l1n1 * 0.32573 * n.y; + ambient_light += lm_light_l1_0 * 0.32573 * n.z; + ambient_light += lm_light_l1p1 * 0.32573 * n.x; + if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick + vec3 r = reflect(normalize(-vertex), normal); + specular_light += lm_light_l1n1 * 0.32573 * r.y; + specular_light += lm_light_l1_0 * 0.32573 * r.z; + specular_light += lm_light_l1p1 * 0.32573 * r.x; + } + + } else { + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; + } + } +#endif //lightmap capture #ifdef USE_VOXEL_CONE_TRACING - { // process giprobes - uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; - if (index1 != 0xFFFF) { - vec3 ref_vec = normalize(reflect(normalize(vertex), 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)); - vec3 bitangent = normalize(cross(tangent, normal)); - mat3 normal_mat = mat3(tangent, bitangent, normal); + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes - vec4 amb_accum = vec4(0.0); - vec4 spec_accum = vec4(0.0); - gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; + vec3 ref_vec = normalize(reflect(normalize(vertex), 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)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent, bitangent, normal); - uint index2 = instances.data[instance_index].gi_offset >> 16; + vec4 amb_accum = vec4(0.0); + vec4 spec_accum = vec4(0.0); + gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); - if (index2 != 0xFFFF) { - gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); - } + uint index2 = instances.data[instance_index].gi_offset >> 16; - if (amb_accum.a > 0.0) { - amb_accum.rgb /= amb_accum.a; - } + if (index2 != 0xFFFF) { + gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + } - if (spec_accum.a > 0.0) { - spec_accum.rgb /= spec_accum.a; - } + if (amb_accum.a > 0.0) { + amb_accum.rgb /= amb_accum.a; + } - specular_light = spec_accum.rgb; - ambient_light = amb_accum.rgb; + if (spec_accum.a > 0.0) { + spec_accum.rgb /= spec_accum.a; } + + specular_light = spec_accum.rgb; + ambient_light = amb_accum.rgb; } #endif @@ -2424,7 +2486,6 @@ FRAGMENT_SHADER_CODE ao_light_affect = mix(1.0, ao, ao_light_affect); specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect); diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect); - #else if (scene_data.ssao_enabled) { |