summaryrefslogtreecommitdiff
path: root/servers/rendering/rasterizer_rd/shaders
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2020-11-03 16:51:53 -0300
committerreduz <reduzio@gmail.com>2020-11-04 10:03:01 -0300
commitf123981a96c8ab7d7cb3e77ecbcf0048cb3b79e6 (patch)
tree9759e240a4043c1e5878a0a431ab6ae366792340 /servers/rendering/rasterizer_rd/shaders
parent3ec10bb07cb4a1ce1170c1d189475c8147576b7e (diff)
Implement DirectionalLight2D
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl224
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl5
2 files changed, 148 insertions, 81 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index b382c0d85f..2a0f94e733 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -249,7 +249,7 @@ vec4 light_compute(
inout vec4 shadow_modulate,
vec2 screen_uv,
vec2 uv,
- vec4 color) {
+ vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
@@ -302,6 +302,99 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
+#ifdef USE_LIGHTING
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow;
+ uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow /= 5.0;
+ } else { //PCF13
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
+#ifdef LIGHT_SHADER_CODE_USED
+ shadow_color *= 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.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
+
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
@@ -332,6 +425,7 @@ void main() {
color *= texture(sampler2D(color_texture, texture_sampler), uv);
uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
+ bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
vec3 normal;
@@ -341,7 +435,7 @@ void main() {
bool normal_used = false;
#endif
- if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
@@ -358,7 +452,7 @@ void main() {
bool specular_shininess_used = false;
#endif
- if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
specular_shininess_used = true;
@@ -401,13 +495,52 @@ FRAGMENT_SHADER_CODE
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
- vec4 base_color = color;
+ vec3 base_color = color.rgb;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //invisible by default due to using light mask
}
color *= canvas_data.canvas_modulation;
#ifdef USE_LIGHTING
+
+ // Directional Lights
+
+ for (uint i = 0; i < canvas_data.directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array.data[light_base].position;
+ vec4 light_color = light_array.data[light_base].color;
+
+#ifdef LIGHT_SHADER_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[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.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ shadow_modulate
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
if (i >= light_count) {
break;
@@ -440,7 +573,7 @@ FRAGMENT_SHADER_CODE
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
@@ -451,24 +584,7 @@ FRAGMENT_SHADER_CODE
vec3 light_vec = normalize(light_pos - pos);
float cNdotL = max(0.0, dot(normal, light_vec));
- if (specular_shininess_used) {
- //blinn
- vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
- vec3 half_vec = normalize(view + light_vec);
-
- float cNdotV = max(dot(normal, view), 0.0);
- float cNdotH = max(dot(normal, half_vec), 0.0);
- float cVdotH = max(dot(view, half_vec), 0.0);
- float cLdotH = max(dot(light_vec, half_vec), 0.0);
- float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
- } else {
- light_color.rgb *= cNdotL;
- }
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
@@ -506,69 +622,17 @@ FRAGMENT_SHADER_CODE
distance *= light_array.data[light_base].shadow_zfar_inv;
//float distance = length(shadow_pos);
- float shadow;
- uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
-
vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
- shadow /= 13.0;
- }
-
- vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
- shadow_color *= shadow_modulate;
+ ,
+ shadow_modulate
#endif
-
- shadow_color.a *= light_color.a; //respect light alpha
-
- light_color = mix(light_color, shadow_color, shadow);
- //light_color = mix(light_color, shadow_color, shadow);
+ );
}
- uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
-
- switch (blend_mode) {
- case LIGHT_FLAGS_BLEND_MODE_ADD: {
- color.rgb += light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_SUB: {
- color.rgb -= light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MIX: {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MASK: {
- light_color.a *= base_color.a;
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
+ light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
index 1a226a87d3..bb39584cbb 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
@@ -68,7 +68,10 @@ layout(set = 0, binding = 1, std140) uniform CanvasData {
float time;
bool use_pixel_snap;
- //uint light_count;
+ uint directional_light_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
}
canvas_data;