diff options
author | Juan Linietsky <reduzio@gmail.com> | 2019-09-07 14:38:17 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2020-02-11 12:01:20 +0100 |
commit | 88a7debbbc2cd035932facc04b7740fc204bcca6 (patch) | |
tree | 0a59df57cc732e2c57af2e115b79981d8ac68322 /servers/visual/rasterizer_rd/shaders | |
parent | 920db604d26e2e82b6289807ad8a0607b310eef6 (diff) |
Directional lights and shadow mapping are functional.
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/scene_forward.glsl | 96 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl | 7 |
2 files changed, 92 insertions, 11 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl index 3479929774..37919566a5 100644 --- a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl +++ b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl @@ -584,7 +584,11 @@ LIGHT_SHADER_CODE #ifndef USE_NO_SHADOWS -float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec2 pos, float depth) { +float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { + + //todo optimize + vec2 pos = coord.xy; + float depth = coord.z; #ifdef SHADOW_MODE_PCF_13 @@ -657,7 +661,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a if (shadow_color_enabled.w > 0.5) { // there is a shadowmap - vec3 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz; + vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)); float shadow_len = length(splane); splane = normalize(splane); vec4 clamp_rect = lights.data[idx].atlas_rect; @@ -677,9 +681,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a splane.xy /= splane.z; splane.xy = splane.xy * 0.5 + 0.5; splane.z = shadow_len * lights.data[idx].inv_radius; - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane.xy, splane.z); + splane.w = 1.0; //needed? i think it should be 1 already + float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane); light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow); } @@ -750,9 +754,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a if (shadow_color_enabled.w > 0.5) { //there is a shadowmap vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)); - splane.xyz /= splane.w; - - float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane.xy, splane.z); + splane /= splane.w; + float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane); light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow); } @@ -1132,7 +1135,84 @@ FRAGMENT_SHADER_CODE #endif } - //directional light + { //directional light + + for (uint i = 0; i < scene_data.directional_light_count; i++) { + + if (!bool(directional_lights.data[i].mask&instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + vec3 light_attenuation = vec3(1.0); + + if (directional_lights.data[i].shadow_enabled) { + float depth_z = -vertex.z; + + vec4 pssm_coord; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + pssm_coord = (directional_lights.data[i].shadow_matrix1 * vec4(vertex, 1.0)); + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0)); + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0)); + } else { + pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0)); + } + + pssm_coord/=pssm_coord.w; + + float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + + if (directional_lights.data[i].blend_splits) { + + float pssm_blend; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0)); + pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0)); + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0)); + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + } else { + pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + } + + pssm_coord/=pssm_coord.w; + + float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + shadow = mix(shadow,shadow2,pssm_blend); + + } + + shadow = mix(shadow,1.0,smoothstep(directional_lights.data[i].fade_from,directional_lights.data[i].fade_to,vertex.z)); //done with negative values for performance + + light_attenuation = vec3(shadow); //mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow); + } + + + light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, light_attenuation, albedo, roughness, metallic, specular,directional_lights.data[i].specular * specular_blob_intensity, +#ifdef LIGHT_TRANSMISSION_USED + transmission, +#endif +#ifdef LIGHT_RIM_USED + rim * omni_attenuation, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_gloss, +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif +#ifdef USE_SHADOW_TO_OPACITY + alpha +#endif + diffuse_light, specular_light); + } + } { //omni lights uint omni_light_count = (instances.data[instance_index].flags >> INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT) & INSTANCE_FLAGS_FORWARD_MASK; diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl index 8951f89c13..3e6249e4cb 100644 --- a/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl +++ b/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl @@ -184,11 +184,12 @@ struct DirectionalLightData { float energy; vec3 color; float specular; - uint mask; - uint pad0,pad1,pad2; vec3 shadow_color; + uint mask; + bool blend_splits; bool shadow_enabled; - vec4 shadow_atlas_rect; + float fade_from; + float fade_to; vec4 shadow_split_offsets; mat4 shadow_matrix1; mat4 shadow_matrix2; |