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-rw-r--r--doc/classes/MainLoop.xml2
-rw-r--r--doc/classes/Node.xml8
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl21
7 files changed, 63 insertions, 19 deletions
diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml
index 9e976babcf..537ecf2b2b 100644
--- a/doc/classes/MainLoop.xml
+++ b/doc/classes/MainLoop.xml
@@ -64,7 +64,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to [method Node._physics_process].
+ Called each physics frame with the time since the last physics frame as argument ([code]delta[/code], in seconds). Equivalent to [method Node._physics_process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
</description>
</method>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 90966faa02..e8913f2623 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -9,7 +9,7 @@
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
- [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
+ [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
@@ -65,7 +65,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant.
+ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
@@ -77,7 +77,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant.
+ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
@@ -361,7 +361,7 @@
<return type="float">
</return>
<description>
- Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
+ Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
</description>
</method>
<method name="get_process_delta_time" qualifiers="const">
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 56976bd623..8a9adbc5cc 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -249,6 +249,15 @@ float quick_hash(vec2 pos) {
return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
#ifdef MODE_LIGHT_PROBES
int probe_index = int(gl_GlobalInvocationID.x);
@@ -300,7 +309,7 @@ void main() {
d /= lights.data[i].range;
- attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(position - light_pos);
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl
index ea4237a45e..4f4753d147 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl
@@ -208,6 +208,15 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
return occlusion; //max(0.0,distance);
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
@@ -220,7 +229,7 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
return false;
}
- attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
+ attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 5d041babf1..0518976322 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -891,6 +891,15 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
#endif //USE_NO_SHADOWS
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -916,9 +925,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
+ float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
float light_attenuation = omni_attenuation;
vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
@@ -1205,9 +1213,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), attenuation_energy.x);
+ float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[idx].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 61e4bf5e18..30dbf5871f 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -112,6 +112,15 @@ vec2 octahedron_encode(vec3 n) {
return n.xy;
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
@@ -184,14 +193,15 @@ void main() {
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
+
} break;
case LIGHT_TYPE_SPOT: {
vec3 rel_vec = lights.data[i].position - position;
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
if (angle > lights.data[i].spot_angle) {
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 13b162f0c9..498a6ddb5b 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -169,6 +169,15 @@ vec3 hash3f(uvec3 x) {
return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -270,14 +279,14 @@ void main() {
uint light_index = cluster_data.indices[omni_light_pointer + i];
vec3 light_pos = lights.data[i].position;
- float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
+ float d = distance(lights.data[i].position, view_pos);
vec3 shadow_attenuation = vec3(1.0);
- if (d < 1.0) {
+ if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
@@ -326,14 +335,14 @@ void main() {
vec3 light_pos = lights.data[i].position;
vec3 light_rel_vec = lights.data[i].position - view_pos;
- float d = length(light_rel_vec) * lights.data[i].inv_radius;
+ float d = length(light_rel_vec);
vec3 shadow_attenuation = vec3(1.0);
- if (d < 1.0) {
+ if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[i].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);