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authorJuan Linietsky <reduzio@gmail.com>2019-07-07 01:49:40 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:53:28 +0100
commitf04359e70f87a6ffa0522f2b62319d605cd65792 (patch)
tree9e3168f03d68dc2d934b92ea7e56bcb59aaeffdc /servers/visual
parenta7b2ac7bb1b5f9155866382f14138e86e52efded (diff)
2D lighting seems more or less complete.
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/rasterizer/rasterizer_canvas_rd.cpp86
-rw-r--r--servers/visual/rasterizer/rasterizer_canvas_rd.h29
-rw-r--r--servers/visual/rasterizer/shaders/canvas.glsl65
-rw-r--r--servers/visual/rasterizer/shaders/canvas_occlusion.glsl8
-rw-r--r--servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl53
-rw-r--r--servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl9
6 files changed, 169 insertions, 81 deletions
diff --git a/servers/visual/rasterizer/rasterizer_canvas_rd.cpp b/servers/visual/rasterizer/rasterizer_canvas_rd.cpp
index 838e26ac73..b72196d4b9 100644
--- a/servers/visual/rasterizer/rasterizer_canvas_rd.cpp
+++ b/servers/visual/rasterizer/rasterizer_canvas_rd.cpp
@@ -1367,6 +1367,7 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
state.light_uniforms[index].position[1] = canvas_light_pos.y;
_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+ _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
for (int i = 0; i < 4; i++) {
@@ -1377,12 +1378,16 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
if (clight->shadow.texture.is_valid()) {
- state.light_uniforms[index].shadow_pixel_size = 1.0 / clight->shadow.size;
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
}
state.light_uniforms[index].flags = clight->texture_index;
state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ if (clight->shadow.texture.is_valid()) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
l->render_index_cache = index;
@@ -1454,24 +1459,18 @@ void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_re
if (cl->shadow.texture.is_valid()) {
- RD::get_singleton()->free(cl->shadow.uniform_set);
- cl->shadow.uniform_set = RID();
-
- for (int i = 0; i < 4; i++) {
- RD::get_singleton()->free(cl->shadow.render_fb[i]);
- RD::get_singleton()->free(cl->shadow.render_textures[i]);
- cl->shadow.render_fb[i] = RID();
- cl->shadow.render_textures[i] = RID();
- }
- RD::get_singleton()->free(cl->shadow.fix_fb);
+ RD::get_singleton()->free(cl->shadow.fb);
+ RD::get_singleton()->free(cl->shadow.depth);
RD::get_singleton()->free(cl->shadow.texture);
-
- cl->shadow.fix_fb = RID();
+ cl->shadow.fb = RID();
cl->shadow.texture = RID();
+ cl->shadow.depth = RID();
}
if (p_enable) {
+ Vector<RID> fb_textures;
+
{ //texture
RD::TextureFormat tf;
tf.type = RD::TEXTURE_TYPE_2D;
@@ -1481,44 +1480,25 @@ void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_re
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RID> fb_textures;
fb_textures.push_back(cl->shadow.texture);
- cl->shadow.fix_fb = RD::get_singleton()->framebuffer_create(fb_textures);
}
{
RD::TextureFormat tf;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.width = p_resolution / 2;
+ tf.width = p_resolution;
tf.height = 1;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
//chunks to write
- cl->shadow.render_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- RD::Uniform tex_uniforms;
- tex_uniforms.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- tex_uniforms.binding = 0;
-
- for (int i = 0; i < 4; i++) {
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- cl->shadow.render_textures[i] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- Vector<RID> textures;
- textures.push_back(cl->shadow.render_textures[i]);
- textures.push_back(cl->shadow.render_depth);
- cl->shadow.render_fb[i] = RD::get_singleton()->framebuffer_create(textures);
-
- tex_uniforms.ids.push_back(default_samplers.samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]);
- tex_uniforms.ids.push_back(cl->shadow.render_textures[i]);
- }
-
- Vector<RD::Uniform> tex_uniforms_set;
- tex_uniforms_set.push_back(tex_uniforms);
- cl->shadow.uniform_set = RD::get_singleton()->uniform_set_create(tex_uniforms_set, shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), 0);
+ cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ fb_textures.push_back(cl->shadow.depth);
}
+
+ cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
}
+ cl->shadow.size = p_resolution;
+
//canvas state uniform set needs updating
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
RD::get_singleton()->free(state.canvas_state_uniform_set);
@@ -1538,7 +1518,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
Vector<Color> cc;
cc.push_back(Color(p_far, p_far, p_far, 1.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.render_fb[i], RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
CameraMatrix projection;
{
@@ -1555,7 +1535,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
- Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
@@ -1564,6 +1544,11 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
push_constant.projection[y * 4 + x] = projection.matrix[y][x];
}
}
+ static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
+ push_constant.direction[0] = directions[i].x;
+ push_constant.direction[1] = directions[i].y;
+ push_constant.pad[0] = 0;
+ push_constant.pad[1] = 0;
/*if (i == 0)
*p_xform_cache = projection;*/
@@ -1572,7 +1557,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
while (instance) {
- OccluderPolygon *co = occluder_polygon_owner.getornull(instance->polygon);
+ OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
@@ -1580,7 +1565,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
continue;
}
- _update_transform_2d_to_mat4(p_light_xform * instance->xform_cache, push_constant.modelview);
+ _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
@@ -1594,15 +1579,6 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
RD::get_singleton()->draw_list_end();
}
-
- Vector<Color> cc;
- cc.push_back(Color(p_far, p_far, p_far, 1.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fix_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.shader_fix_pipeline);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, primitive_arrays.index_array[3]);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cl->shadow.uniform_set, 0);
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
}
RID RasterizerCanvasRD::occluder_polygon_create() {
@@ -1920,8 +1896,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
attachments.push_back(af_color);
- shadow_render.framebuffer_fix_format = RD::get_singleton()->framebuffer_format_create(attachments);
-
RD::AttachmentFormat af_depth;
af_depth.format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
@@ -1953,10 +1927,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
ds.depth_compare_operator = RD::COMPARE_OP_LESS;
shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
-
- shadow_render.shader_fix.initialize(versions);
- shadow_render.shader_fix_version = shadow_render.shader_fix.version_create();
- shadow_render.shader_fix_pipeline = RD::get_singleton()->render_pipeline_create(shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), shadow_render.framebuffer_fix_format, RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
{ //bindings
diff --git a/servers/visual/rasterizer/rasterizer_canvas_rd.h b/servers/visual/rasterizer/rasterizer_canvas_rd.h
index 59193f2a68..5a0d05d6f3 100644
--- a/servers/visual/rasterizer/rasterizer_canvas_rd.h
+++ b/servers/visual/rasterizer/rasterizer_canvas_rd.h
@@ -62,7 +62,10 @@ class RasterizerCanvasRD : public RasterizerCanvas {
LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
- LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16)
+ LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
+ LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
+ LIGHT_FLAGS_FILTER_SHIFT = 22
+
};
enum {
@@ -216,13 +219,8 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct {
int size;
RID texture;
-
- RID render_depth;
- RID render_fb[4];
- RID render_textures[4];
- RID fix_fb;
- RID uniform_set;
-
+ RID depth;
+ RID fb;
} shadow;
};
@@ -230,7 +228,14 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct ShadowRenderPushConstant {
float projection[16];
- float modelview[16];
+ float modelview[8];
+ float direction[2];
+ float pad[2];
+ };
+ struct ShadowFixPushConstant {
+ float projection[16];
+ float far;
+ float pad[3];
};
struct OccluderPolygon {
@@ -245,6 +250,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
+ float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
float shadow_color[4];
float position[2];
@@ -263,11 +269,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
RID render_pipelines[3];
RD::VertexFormatID vertex_format;
RD::FramebufferFormatID framebuffer_format;
-
- CanvasOcclusionFixShaderRD shader_fix;
- RD::FramebufferFormatID framebuffer_fix_format;
- RID shader_fix_version;
- RID shader_fix_pipeline;
} shadow_render;
/***************/
diff --git a/servers/visual/rasterizer/shaders/canvas.glsl b/servers/visual/rasterizer/shaders/canvas.glsl
index 6b1485c86b..eb5bdbe46e 100644
--- a/servers/visual/rasterizer/shaders/canvas.glsl
+++ b/servers/visual/rasterizer/shaders/canvas.glsl
@@ -491,6 +491,71 @@ FRAGMENT_SHADER_CODE
light_color.a = 0.0;
}
+ if (bool(light_array.data[light_base].flags&LIGHT_FLAGS_HAS_SHADOW)) {
+
+ vec2 shadow_pos = (vec4(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.
+
+ 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 distance;
+ if (pos_rot.y>0) {
+ if (pos_rot.x>0) {
+ tex_ofs=pos_box.y*0.125+0.125;
+ distance=shadow_pos.x;
+ } else {
+ tex_ofs=pos_box.x*-0.125+(0.25+0.125);
+ distance=shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x<0) {
+ tex_ofs=pos_box.y*-0.125+(0.5+0.125);
+ distance=-shadow_pos.x;
+ } else {
+ tex_ofs=pos_box.x*0.125+(0.75+0.125);
+ distance=-shadow_pos.y;
+ }
+ }
+
+ //float distance = length(shadow_pos);
+ float shadow;
+ uint shadow_mode = light_array.data[light_base].flags&LIGHT_FLAGS_FILTER_MASK;
+ if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance);
+ } else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF5) {
+ float shadow_pixel_size = light_array.data[light_base].shadow_pixel_size;
+ shadow = 0.0;
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*2.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*2.0,0.0)).x,distance);
+ shadow/=5.0;
+ } else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF13) {
+ float shadow_pixel_size = light_array.data[light_base].shadow_pixel_size;
+ shadow = 0.0;
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*6.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*5.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*4.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*3.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*2.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*2.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*3.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*4.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*5.0,0.0)).x,distance);
+ shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*6.0,0.0)).x,distance);
+ shadow/=13.0;
+ }
+
+ light_color = mix(light_color,light_array.data[light_base].shadow_color,shadow);
+
+ }
+
uint blend_mode = light_array.data[light_base].flags&LIGHT_FLAGS_BLEND_MASK;
switch(blend_mode) {
diff --git a/servers/visual/rasterizer/shaders/canvas_occlusion.glsl b/servers/visual/rasterizer/shaders/canvas_occlusion.glsl
index fb35f16971..01e87411d3 100644
--- a/servers/visual/rasterizer/shaders/canvas_occlusion.glsl
+++ b/servers/visual/rasterizer/shaders/canvas_occlusion.glsl
@@ -8,16 +8,18 @@ layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
- mat4 modelview;
mat4 projection;
+ mat2x4 modelview;
+ vec2 direction;
+ vec2 pad;
} constants;
layout(location = 0) out highp float depth;
void main() {
- highp vec4 vtx = (constants.modelview * vec4(vertex, 1.0));
- depth = length(vtx.xy);
+ highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0],constants.modelview[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));
+ depth = dot(constants.direction,vtx.xy);
gl_Position = constants.projection * vtx;
diff --git a/servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl b/servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl
index 48757bb68a..7c9651201e 100644
--- a/servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl
+++ b/servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl
@@ -35,22 +35,65 @@ layout(set=0, binding=0) uniform sampler2D textures[4];
layout(location = 0) in highp float u;
layout(location = 0) out highp float distance;
+layout(push_constant, binding = 0, std430) uniform Constants {
+ mat4 projection;
+ float far;
+ float pad[3];
+} constants;
+
void main() {
//0-1 in the texture we are writing to represents a circle, 0-2PI)
//obtain the quarter circle from the source textures
- highp float sub_angle = ((mod(u,0.25)/0.25)*2.0-1.0)*(PI/4.0);
- highp float x=tan(sub_angle)*0.5+0.5;
+ float angle=fract(u+1.0-0.125);
float depth;
- if (u<0.25) {
+#if 0
+ if (angle<0.25) {
+ highp float sub_angle = ((angle/0.25)*2.0-1.0)*(PI/4.0);
+ highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[0],vec2(x,0.0)).x;
- } else if (u<0.50) {
+ } else if (angle<0.50) {
+ highp float sub_angle = (((angle-0.25)/0.25)*2.0-1.0)*(PI/4.0);
+ highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[1],vec2(x,0.0)).x;
- } else if (u<0.75) {
+ } else if (angle<0.75) {
+ highp float sub_angle = (((angle-0.5)/0.25)*2.0-1.0)*(PI/4.0);
+ highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[2],vec2(x,0.0)).x;
} else {
+ highp float sub_angle = (((angle-0.75)/0.25)*2.0-1.0)*(PI/4.0);
+ highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[3],vec2(x,0.0)).x;
}
+#else
+ if (angle<0.25) {
+ highp float sub_angle = ((angle/0.25)*2.0-1.0)*(PI/4.0);
+ vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
+ vec4 proj = constants.projection * vec4(pos,0.0,1.0);
+ float coord = (proj.x/proj.w)*0.5+0.5;
+ depth=texture(textures[0],vec2(coord,0.0)).x;
+ } else if (angle<0.50) {
+ highp float sub_angle = (((angle-0.25)/0.25)*2.0-1.0)*(PI/4.0);
+ vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
+ vec4 proj = constants.projection * vec4(pos,0.0,1.0);
+ float coord = (proj.x/proj.w)*0.5+0.5;
+ depth=texture(textures[1],vec2(coord,0.0)).x;
+ } else if (angle<0.75) {
+ highp float sub_angle = (((angle-0.5)/0.25)*2.0-1.0)*(PI/4.0);
+ vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
+ vec4 proj = constants.projection * vec4(pos,0.0,1.0);
+ float coord = (proj.x/proj.w)*0.5+0.5;
+ depth=texture(textures[2],vec2(coord,0.0)).x;
+ } else {
+ highp float sub_angle = (((angle-0.75)/0.25)*2.0-1.0)*(PI/4.0);
+ vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
+ vec4 proj = constants.projection * vec4(pos,0.0,1.0);
+ float coord = (proj.x/proj.w)*0.5+0.5;
+ depth=texture(textures[3],vec2(coord,0.0)).x;
+ }
+
+
+#endif
distance=depth;
}
diff --git a/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl b/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl
index cf8a17ce1e..7f55be051c 100644
--- a/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl
+++ b/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl
@@ -93,10 +93,17 @@ layout(set = 3, binding = 0, std140) uniform CanvasData {
#define LIGHT_FLAGS_BLEND_MODE_SUB (1<<16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2<<16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3<<16)
+#define LIGHT_FLAGS_HAS_SHADOW (1<<20)
+#define LIGHT_FLAGS_FILTER_SHIFT 22
+#define LIGHT_FLAGS_FILTER_MASK (3<<22)
+#define LIGHT_FLAGS_SHADOW_NEAREST (0<<22)
+#define LIGHT_FLAGS_SHADOW_PCF5 (1<<22)
+#define LIGHT_FLAGS_SHADOW_PCF13 (2<<22)
struct Light {
- mat2x4 matrix; //light to texture coordinate matrix
+ mat2x4 matrix; //light to texture coordinate matrix (transposed)
+ mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
vec4 shadow_color;
vec2 position;