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-rw-r--r--drivers/gles3/rasterizer_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp786
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h91
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp41
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h11
-rw-r--r--drivers/gles3/shader_gles3.cpp9
-rw-r--r--drivers/gles3/shader_gles3.h6
-rw-r--r--drivers/gles3/shaders/scene.glsl254
-rw-r--r--scene/3d/light.cpp58
-rw-r--r--scene/3d/light.h5
-rw-r--r--servers/visual/rasterizer.h7
-rw-r--r--servers/visual/visual_server_raster.h4
-rw-r--r--servers/visual/visual_server_scene.cpp2
-rw-r--r--servers/visual/visual_server_scene.h2
-rw-r--r--servers/visual_server.h5
15 files changed, 754 insertions, 529 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index e838020c45..c799cd12af 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -125,6 +125,7 @@ void RasterizerGLES3::begin_frame(){
storage->update_dirty_shaders();
storage->update_dirty_materials();
+ scene->iteration();
}
@@ -258,7 +259,6 @@ void RasterizerGLES3::register_config() {
GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false);
GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0);
-
}
RasterizerGLES3::RasterizerGLES3()
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 287801b597..4ae257abc4 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -131,8 +131,10 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
//interpola nearest (though nvidia can improve this)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Remove artifact on the edges of the shadowmap
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -559,11 +561,6 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
light_instance->light=p_light;
light_instance->light_ptr=storage->light_owner.getornull(p_light);
- glGenBuffers(1, &light_instance->light_ubo);
- glBindBuffer(GL_UNIFORM_BUFFER, light_instance->light_ubo);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInstance::LightDataUBO), NULL, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
ERR_FAIL_COND_V(!light_instance->light_ptr,RID());
light_instance->self=light_instance_owner.make_rid(light_instance);
@@ -818,9 +815,50 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
-void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) {
+void RasterizerSceneGLES3::_setup_light(RenderList::Element *e) {
+
+ int omni_indices[16];
+ int omni_count=0;
+ int spot_indices[16];
+ int spot_count=0;
+
+ int maxobj = MIN(16,state.max_forward_lights_per_object);
+
+ int lc = e->instance->light_instances.size();
+ if (lc) {
+
+ const RID* lights=e->instance->light_instances.ptr();
+
+ for(int i=0;i<lc;i++) {
+ LightInstance *li=light_instance_owner.getptr(lights[i]);
+ if (li->last_pass!=render_pass) //not visible
+ continue;
+
+ if (li->light_ptr->type==VS::LIGHT_OMNI) {
+ if (omni_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) {
+ omni_indices[omni_count++]=li->light_index;
+ }
+ }
+
+ if (li->light_ptr->type==VS::LIGHT_SPOT) {
+ if (spot_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) {
+ spot_indices[spot_count++]=li->light_index;
+ }
+ }
+ }
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT,omni_count);
+
+ if (omni_count) {
+ glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES),omni_count,omni_indices);
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT,spot_count);
+ if (spot_count) {
+ glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES),spot_count,spot_indices);
+ }
- glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform
}
@@ -894,7 +932,7 @@ void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) {
-void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow) {
+void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow,bool p_directional_add) {
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
//p_reverse_cull=!p_reverse_cull;
@@ -906,7 +944,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo
- if (!p_shadow) {
+ if (!p_shadow && !p_directional_add) {
glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
@@ -934,160 +972,147 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
state.current_line_width=-1;
state.current_depth_draw=-1;
- glDisable(GL_BLEND);
-
RasterizerStorageGLES3::Material* prev_material=NULL;
RasterizerStorageGLES3::Geometry* prev_geometry=NULL;
VS::InstanceType prev_base_type = VS::INSTANCE_MAX;
- int prev_light_type=-1;
- int prev_light_index=-1;
- int prev_blend=-1;
int current_blend_mode=-1;
- bool prev_additive=false;
+ int prev_shading=-1;
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set)
+
+ bool first=true;
for (int i=0;i<p_element_count;i++) {
RenderList::Element *e = p_elements[i];
RasterizerStorageGLES3::Material* material= e->material;
- bool rebind=i==0;
-
- int light_type=(e->sort_key>>RenderList::SORT_KEY_LIGHT_TYPE_SHIFT)&0xF;
- int light_index=(e->sort_key>>RenderList::SORT_KEY_LIGHT_INDEX_SHIFT)&0xFFFF;
+ bool rebind=first;
- bool additive=false;
+ int shading = (e->sort_key>>RenderList::SORT_KEY_SHADING_SHIFT)&RenderList::SORT_KEY_SHADING_MASK;
if (!p_shadow) {
- if (light_type!=prev_light_type /* || receive_shadows_state!=prev_receive_shadows_state*/) {
- if (material->shader->spatial.unshaded/* || current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,false);
+
+ if (p_directional_add) {
+ if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask&directional_light->light_ptr->cull_mask)) {
+ continue;
+ }
+
+ shading&=~1; //ignore the ignore directional for base pass
+ }
+
+ if (shading!=prev_shading) {
+
+ if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) {
+
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false);
+
//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,light_type!=0xF);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,(light_type&3)==VS::LIGHT_DIRECTIONAL);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,(light_type&0xF)==VS::LIGHT_OMNI);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,(light_type&0xF)==VS::LIGHT_SPOT);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,!p_directional_add);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,shadow_filter_mode==SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,shadow_filter_mode==SHADOW_FILTER_PCF13);
- if ((light_type&3)==VS::LIGHT_DIRECTIONAL) {
- if (light_instances[light_index]->light_ptr->shadow) {
+ if (p_directional_add || (directional_light && (e->sort_key&RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG)==0)) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,true);
+
+ if (directional_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true);
- switch(light_instances[light_index]->light_ptr->directional_shadow_mode) {
+ switch(directional_light->light_ptr->directional_shadow_mode) {
case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true); break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true); break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits);
+ break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits);
+ break;
}
}
- }
+ }
}
rebind=true;
}
-
- if (!*e->additive_ptr) {
-
- additive=false;
- *e->additive_ptr=true;
- } else {
- additive=true;
- }
-
- bool desired_blend=false;
- int desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX;
-
- if (additive) {
- desired_blend=true;
- desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
- } else {
- desired_blend=p_alpha_pass;
- desired_blend_mode=material->shader->spatial.blend_mode;
- }
-
- if (prev_blend!=desired_blend) {
-
- if (desired_blend) {
- glEnable(GL_BLEND);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glColorMask(1,1,1,0);
- }
+ if (p_alpha_pass || p_directional_add) {
+ int desired_blend_mode;
+ if (p_directional_add) {
+ desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
} else {
- glDisable(GL_BLEND);
- glColorMask(1,1,1,1);
+ desired_blend_mode=material->shader->spatial.blend_mode;
}
- prev_blend=desired_blend;
- }
+ if (desired_blend_mode!=current_blend_mode) {
- if (desired_blend && desired_blend_mode!=current_blend_mode) {
+ switch(desired_blend_mode) {
- switch(desired_blend_mode) {
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
- } break;
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
- } break;
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
+ } break;
- } break;
+ }
+ current_blend_mode=desired_blend_mode;
}
- current_blend_mode=desired_blend_mode;
}
- if (light_index!=prev_light_index) {
- if (light_index!=0xFFFF) { //not unshaded
- _setup_light(light_instances[light_index]);
- }
- }
}
@@ -1098,17 +1123,16 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
// _rinfo.mat_change_count++;
}
+ if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
+ _setup_light(e);
+ }
+
if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {
_setup_geometry(e);
}
- if (!p_shadow && (rebind || prev_additive!=additive)) {
- state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive);
-
- }
-
_set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
@@ -1120,9 +1144,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
prev_material=material;
prev_base_type=e->instance->base_type;
prev_geometry=e->geometry;
- prev_additive=additive;
- prev_light_type=light_type;
- prev_light_index=light_index;
+ prev_shading=shading;
+ first=false;
}
@@ -1133,14 +1156,14 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,false);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false);
}
@@ -1214,8 +1237,6 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
e->material=m;
e->instance=p_instance;
e->owner=p_owner;
- e->additive=false;
- e->additive_ptr=&e->additive;
e->sort_key=0;
if (e->geometry->last_pass!=render_pass) {
@@ -1223,6 +1244,9 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
e->geometry->index=current_geometry_index++;
}
+ if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) {
+ e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG;
+ }
e->sort_key|=uint64_t(e->geometry->index)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
@@ -1247,7 +1271,6 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
return;
copymem(oe,e,sizeof(RenderList::Element));
- oe->additive_ptr=&oe->additive;
}
}
@@ -1261,106 +1284,10 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
//e->light_type=0xFF; // no lights!
-
-
-
if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
- e->sort_key|=RenderList::SORT_KEY_LIGHT_INDEX_UNSHADED;
- e->sort_key|=uint64_t(0xF)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xF is no light?
- e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
- } else {
-
- bool duplicate=false;
- bool lit=false;
-
-
- for(int i=0;i<directional_light_instance_count;i++) {
-
-/*
- if (directional_lights[i]->base->shadow_enabled) {
- light_type|=0x8;
- if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
- light_type|=0x10;
- else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
- light_type|=0x30;
-
- }
-*/
-
- RenderList::Element *ec;
- if (duplicate) {
- ec = render_list.add_element();
- copymem(ec,e,sizeof(RenderList::Element));
- } else {
-
- ec=e;
- duplicate=true;
- }
-
- ec->additive_ptr=&e->additive;
-
- ec->sort_key&=~RenderList::SORT_KEY_LIGHT_MASK;
- ec->sort_key|=uint64_t(directional_light_instances[i]->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
- ec->sort_key|=uint64_t(VS::LIGHT_DIRECTIONAL) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //this is zero byt whathever
-
- if (directional_light_instances[i]->light_ptr->shadow) {
- //add proper flags for directional shadow mode
- ec->sort_key|=uint64_t(directional_light_instances[i]->light_ptr->directional_shadow_mode+1) << (RenderList::SORT_KEY_LIGHT_TYPE_SHIFT+2);
- }
-
- lit=true;
- }
-
-
- const RID *liptr = p_instance->light_instances.ptr();
- int ilc=p_instance->light_instances.size();
-
-
-
- for(int i=0;i<ilc;i++) {
-
- LightInstance *li=light_instance_owner.getptr( liptr[i] );
-
- if (!li || li->last_pass!=render_pass) //lit by light not in visible scene
- continue;
-
-
-// if (li->base->shadow_enabled) {
-// light_type|=0x8;
-// }
-
- RenderList::Element *ec;
- if (duplicate) {
-
- ec = render_list.add_element();
- copymem(ec,e,sizeof(RenderList::Element));
- } else {
-
- duplicate=true;
- ec=e;
- }
-
- ec->additive_ptr=&e->additive;
-
- ec->sort_key&=~RenderList::SORT_KEY_LIGHT_MASK;
- ec->sort_key|=uint64_t(li->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
- ec->sort_key|=uint64_t(li->light_ptr->type) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT;
-
- lit=true;
- }
-
-
- if (!lit) {
- e->sort_key&=~RenderList::SORT_KEY_LIGHT_MASK;
- e->sort_key|=uint64_t(0xE)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xE is no light found
- e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
- }
-
-
+ e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG;
}
-
-
}
void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) {
@@ -1534,161 +1461,202 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatri
}
-void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_shadow_atlas) {
+void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& p_camera_inverse_transform) {
+ LightInstance *li = directional_lights[p_index];
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ LightDataUBO ubo_data; //used for filling
- directional_light_instance_count=0;
- light_instance_count=0;
+ float sign = li->light_ptr->negative?-1:1;
- for(int i=0;i<p_light_cull_count;i++) {
+ Color linear_col = li->light_ptr->color.to_linear();
+ ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[3]=0;
- ERR_BREAK( i>=RenderList::MAX_LIGHTS );
+ //omni, keep at 0
+ ubo_data.light_pos_inv_radius[0]=0.0;
+ ubo_data.light_pos_inv_radius[1]=0.0;
+ ubo_data.light_pos_inv_radius[2]=0.0;
+ ubo_data.light_pos_inv_radius[3]=0.0;
- LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
+ Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
+ ubo_data.light_direction_attenuation[0]=direction.x;
+ ubo_data.light_direction_attenuation[1]=direction.y;
+ ubo_data.light_direction_attenuation[2]=direction.z;
+ ubo_data.light_direction_attenuation[3]=1.0;
- switch(li->light_ptr->type) {
+ ubo_data.light_params[0]=0;
+ ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ ubo_data.light_params[2]=0;
+ ubo_data.light_params[3]=0;
- case VS::LIGHT_DIRECTIONAL: {
+ Color shadow_color = li->light_ptr->shadow_color.to_linear();
+ ubo_data.light_shadow_color[0]=shadow_color.r;
+ ubo_data.light_shadow_color[1]=shadow_color.g;
+ ubo_data.light_shadow_color[2]=shadow_color.b;
+ ubo_data.light_shadow_color[3]=1.0;
- ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS);
- directional_light_instances[directional_light_instance_count++]=li;
- Color linear_col = li->light_ptr->color.to_linear();
- li->light_ubo_data.light_color_energy[0]=linear_col.r;
- li->light_ubo_data.light_color_energy[1]=linear_col.g;
- li->light_ubo_data.light_color_energy[2]=linear_col.b;
- li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ if (li->light_ptr->shadow) {
- //omni, keep at 0
- li->light_ubo_data.light_pos_inv_radius[0]=0.0;
- li->light_ubo_data.light_pos_inv_radius[1]=0.0;
- li->light_ubo_data.light_pos_inv_radius[2]=0.0;
- li->light_ubo_data.light_pos_inv_radius[3]=0.0;
+ int shadow_count=0;
- Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
- li->light_ubo_data.light_direction_attenuation[0]=direction.x;
- li->light_ubo_data.light_direction_attenuation[1]=direction.y;
- li->light_ubo_data.light_direction_attenuation[2]=direction.z;
- li->light_ubo_data.light_direction_attenuation[3]=1.0;
+ switch(li->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count=1;
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count=2;
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count=4;
+ } break;
- li->light_ubo_data.light_params[0]=0;
- li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
- li->light_ubo_data.light_params[2]=0;
- li->light_ubo_data.light_params[3]=0;
+ }
- if (li->light_ptr->shadow) {
+ for(int j=0;j<shadow_count;j++) {
- int shadow_count=0;
- switch(li->light_ptr->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- shadow_count=1;
- } break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
- shadow_count=2;
- } break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
- shadow_count=4;
- } break;
+ uint32_t x=li->directional_rect.pos.x;
+ uint32_t y=li->directional_rect.pos.y;
+ uint32_t width=li->directional_rect.size.x;
+ uint32_t height=li->directional_rect.size.y;
- }
- for(int j=0;j<shadow_count;j++) {
+ if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- uint32_t x=li->directional_rect.pos.x;
- uint32_t y=li->directional_rect.pos.y;
- uint32_t width=li->directional_rect.size.x;
- uint32_t height=li->directional_rect.size.y;
+ width/=2;
+ height/=2;
+ if (j==0) {
- if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ } else if (j==1) {
+ x+=width;
+ } else if (j==2) {
+ y+=height;
+ } else if (j==3) {
+ x+=width;
+ y+=height;
+ }
- width/=2;
- height/=2;
- if (j==0) {
- } else if (j==1) {
- x+=width;
- } else if (j==2) {
- y+=height;
- } else if (j==3) {
- x+=width;
- y+=height;
+ } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- }
+ height/=2;
+ if (j==0) {
+ } else {
+ y+=height;
+ }
- } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ }
- height/=2;
+ ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split;
- if (j==0) {
+ Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
- } else {
- y+=height;
- }
+ CameraMatrix bias;
+ bias.set_light_bias();
+ CameraMatrix rectm;
+ Rect2 atlas_rect = Rect2(float(x)/directional_shadow.size,float(y)/directional_shadow.size,float(width)/directional_shadow.size,float(height)/directional_shadow.size);
+ rectm.set_light_atlas_rect(atlas_rect);
- }
+// print_line("atlas rect: "+atlas_rect);
- li->light_ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split;
+ CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;
- Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
+ store_camera(shadow_mtx,&ubo_data.shadow_matrix1[16*j]);
- CameraMatrix bias;
- bias.set_light_bias();
- CameraMatrix rectm;
- Rect2 atlas_rect = Rect2(float(x)/directional_shadow.size,float(y)/directional_shadow.size,float(width)/directional_shadow.size,float(height)/directional_shadow.size);
- rectm.set_light_atlas_rect(atlas_rect);
+ ubo_data.light_clamp[0]=atlas_rect.pos.x;
+ ubo_data.light_clamp[1]=atlas_rect.pos.y;
+ ubo_data.light_clamp[2]=atlas_rect.size.x;
+ ubo_data.light_clamp[3]=atlas_rect.size.y;
-// print_line("atlas rect: "+atlas_rect);
+ }
- CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;
+ }
- store_camera(shadow_mtx,&li->light_ubo_data.shadow_matrix1[16*j]);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
- li->light_ubo_data.light_clamp[0]=atlas_rect.pos.x;
- li->light_ubo_data.light_clamp[1]=atlas_rect.pos.y;
- li->light_ubo_data.light_clamp[2]=atlas_rect.size.x;
- li->light_ubo_data.light_clamp[3]=atlas_rect.size.y;
+ directional_light=li;
- }
+ glBindBufferBase(GL_UNIFORM_BUFFER,3,state.directional_ubo);
+}
+
+void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_shadow_atlas) {
+
+
+ state.omni_light_count=0;
+ state.spot_light_count=0;
+ state.directional_light_count=0;
+
+ directional_light=NULL;
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+
+ for(int i=0;i<p_light_cull_count;i++) {
+
+ ERR_BREAK( i>=RenderList::MAX_LIGHTS );
+
+ LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
+
+ LightDataUBO ubo_data; //used for filling
+
+ switch(li->light_ptr->type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+
+ if (state.directional_light_count<RenderList::MAX_DIRECTIONAL_LIGHTS) {
+ directional_lights[state.directional_light_count++]=li;
}
+
} break;
case VS::LIGHT_OMNI: {
+ float sign = li->light_ptr->negative?-1:1;
+
Color linear_col = li->light_ptr->color.to_linear();
- li->light_ubo_data.light_color_energy[0]=linear_col.r;
- li->light_ubo_data.light_color_energy[1]=linear_col.g;
- li->light_ubo_data.light_color_energy[2]=linear_col.b;
- li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[3]=0;
+
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
//directional, keep at 0
- li->light_ubo_data.light_pos_inv_radius[0]=pos.x;
- li->light_ubo_data.light_pos_inv_radius[1]=pos.y;
- li->light_ubo_data.light_pos_inv_radius[2]=pos.z;
- li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
-
- li->light_ubo_data.light_direction_attenuation[0]=0;
- li->light_ubo_data.light_direction_attenuation[1]=0;
- li->light_ubo_data.light_direction_attenuation[2]=0;
- li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
-
- li->light_ubo_data.light_params[0]=0;
- li->light_ubo_data.light_params[1]=0;
- li->light_ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
- li->light_ubo_data.light_params[3]=0;
-
+ ubo_data.light_pos_inv_radius[0]=pos.x;
+ ubo_data.light_pos_inv_radius[1]=pos.y;
+ ubo_data.light_pos_inv_radius[2]=pos.z;
+ ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
+
+ ubo_data.light_direction_attenuation[0]=0;
+ ubo_data.light_direction_attenuation[1]=0;
+ ubo_data.light_direction_attenuation[2]=0;
+ ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+
+ ubo_data.light_params[0]=0;
+ ubo_data.light_params[1]=0;
+ ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ ubo_data.light_params[3]=0;
+
+ Color shadow_color = li->light_ptr->shadow_color.to_linear();
+ ubo_data.light_shadow_color[0]=shadow_color.r;
+ ubo_data.light_shadow_color[1]=shadow_color.g;
+ ubo_data.light_shadow_color[2]=shadow_color.b;
+ ubo_data.light_shadow_color[3]=1.0;
if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
// fill in the shadow information
@@ -1724,17 +1692,21 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
Transform proj = (p_camera_inverse_transform * li->transform).inverse();
- store_transform(proj,li->light_ubo_data.shadow_matrix1);
+ store_transform(proj,ubo_data.shadow_matrix1);
- li->light_ubo_data.light_params[3]=1.0; //means it has shadow
- li->light_ubo_data.light_clamp[0]=float(x)/atlas_size;
- li->light_ubo_data.light_clamp[1]=float(y)/atlas_size;
- li->light_ubo_data.light_clamp[2]=float(width)/atlas_size;
- li->light_ubo_data.light_clamp[3]=float(height)/atlas_size;
+ ubo_data.light_params[3]=1.0; //means it has shadow
+ ubo_data.light_clamp[0]=float(x)/atlas_size;
+ ubo_data.light_clamp[1]=float(y)/atlas_size;
+ ubo_data.light_clamp[2]=float(width)/atlas_size;
+ ubo_data.light_clamp[3]=float(height)/atlas_size;
}
+ li->light_index=state.omni_light_count;
+ copymem(&state.omni_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size);
+ state.omni_light_count++;
+
#if 0
@@ -1746,30 +1718,38 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
} break;
case VS::LIGHT_SPOT: {
+ float sign = li->light_ptr->negative?-1:1;
+
Color linear_col = li->light_ptr->color.to_linear();
- li->light_ubo_data.light_color_energy[0]=linear_col.r;
- li->light_ubo_data.light_color_energy[1]=linear_col.g;
- li->light_ubo_data.light_color_energy[2]=linear_col.b;
- li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[3]=0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
//directional, keep at 0
- li->light_ubo_data.light_pos_inv_radius[0]=pos.x;
- li->light_ubo_data.light_pos_inv_radius[1]=pos.y;
- li->light_ubo_data.light_pos_inv_radius[2]=pos.z;
- li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
+ ubo_data.light_pos_inv_radius[0]=pos.x;
+ ubo_data.light_pos_inv_radius[1]=pos.y;
+ ubo_data.light_pos_inv_radius[2]=pos.z;
+ ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
- li->light_ubo_data.light_direction_attenuation[0]=direction.x;
- li->light_ubo_data.light_direction_attenuation[1]=direction.y;
- li->light_ubo_data.light_direction_attenuation[2]=direction.z;
- li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
-
- li->light_ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
- li->light_ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]));
- li->light_ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
- li->light_ubo_data.light_params[3]=0;
+ ubo_data.light_direction_attenuation[0]=direction.x;
+ ubo_data.light_direction_attenuation[1]=direction.y;
+ ubo_data.light_direction_attenuation[2]=direction.z;
+ ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+
+ ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
+ ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]));
+ ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ ubo_data.light_params[3]=0;
+
+ Color shadow_color = li->light_ptr->shadow_color.to_linear();
+ ubo_data.light_shadow_color[0]=shadow_color.r;
+ ubo_data.light_shadow_color[1]=shadow_color.g;
+ ubo_data.light_shadow_color[2]=shadow_color.b;
+ ubo_data.light_shadow_color[3]=1.0;
if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
// fill in the shadow information
@@ -1796,11 +1776,11 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
Rect2 rect(float(x)/atlas_size,float(y)/atlas_size,float(width)/atlas_size,float(height)/atlas_size);
- li->light_ubo_data.light_params[3]=1.0; //means it has shadow
- li->light_ubo_data.light_clamp[0]=rect.pos.x;
- li->light_ubo_data.light_clamp[1]=rect.pos.y;
- li->light_ubo_data.light_clamp[2]=rect.size.x;
- li->light_ubo_data.light_clamp[3]=rect.size.y;
+ ubo_data.light_params[3]=1.0; //means it has shadow
+ ubo_data.light_clamp[0]=rect.pos.x;
+ ubo_data.light_clamp[1]=rect.pos.y;
+ ubo_data.light_clamp[2]=rect.size.x;
+ ubo_data.light_clamp[3]=rect.size.y;
Transform modelview = (p_camera_inverse_transform * li->transform).inverse();
@@ -1811,10 +1791,15 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview;
- store_camera(shadow_mtx,li->light_ubo_data.shadow_matrix1);
+ store_camera(shadow_mtx,ubo_data.shadow_matrix1);
}
+
+ li->light_index=state.spot_light_count;
+ copymem(&state.spot_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size);
+ state.spot_light_count++;
+
#if 0
if (li->light_ptr->shadow_enabled) {
CameraMatrix bias;
@@ -1829,24 +1814,34 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
}
- /* make light hash */
+ li->last_pass=render_pass;
- // actually, not really a hash, but helps to sort the lights
- // and avoid recompiling redudant shader versions
+ //update UBO for forward rendering, blit to texture for clustered
+ }
- li->last_pass=render_pass;
- li->light_index=i;
- //update UBO for forward rendering, blit to texture for clustered
- glBindBuffer(GL_UNIFORM_BUFFER, li->light_ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInstance::LightDataUBO), &li->light_ubo_data);
+ if (state.omni_light_count) {
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- light_instances[i]=li;
- light_instance_count++;
+ glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
}
+
+ if (state.spot_light_count) {
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
+ }
+
+
+
}
void RasterizerSceneGLES3::_copy_screen() {
@@ -1969,6 +1964,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
//first of all, make a new render pass
render_pass++;
+
//fill up ubo
Environment *env = environment_owner.getornull(p_environment);
@@ -2075,7 +2071,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false);
+ if (state.directional_light_count==0) {
+ directional_light=NULL;
+ _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,false);
+ } else {
+ for(int i=0;i<state.directional_light_count;i++) {
+ directional_light=directional_lights[i];
+ if (i>0) {
+ glEnable(GL_BLEND);
+ }
+ _setup_directional_light(i,p_cam_transform.affine_inverse());
+ _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,i>0);
+
+ }
+ }
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
@@ -2107,9 +2116,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
render_list.sort_by_depth(true);
- _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false);
+ if (state.directional_light_count==0) {
+ directional_light=NULL;
+ _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,false);
+ } else {
+ for(int i=0;i<state.directional_light_count;i++) {
+ directional_light=directional_lights[i];
+ _setup_directional_light(i,p_cam_transform.affine_inverse());
+ _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,i>0);
+
+ }
+ }
+
_copy_to_front_buffer(env);
/* if (shadow_atlas) {
@@ -2123,7 +2143,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
}
*/
- if (directional_shadow.fbo) {
+ if (false && directional_shadow.fbo) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -2285,6 +2305,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
render_pass++;
+ directional_light=NULL;
+
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light);
@@ -2512,7 +2534,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,true);
- _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,NULL,!flip_facing,false,true);
+ _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,NULL,!flip_facing,false,true,false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW_DUAL_PARABOLOID,false);
@@ -2593,7 +2615,6 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
}
- glDeleteBuffers(1,&light_instance->light_ubo);
light_instance_owner.free(p_rid);
memdelete(light_instance);
@@ -2860,6 +2881,53 @@ void RasterizerSceneGLES3::initialize() {
ERR_PRINT("Directional shadow framebuffer status invalid");
}
}
+
+ {
+ //spot and omni ubos
+
+ int max_ubo_size;
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,&max_ubo_size);
+ const int ubo_light_size=160;
+ state.ubo_light_size=ubo_light_size;
+ state.max_ubo_lights=max_ubo_size/ubo_light_size;
+
+ state.spot_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights);
+ state.omni_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights);
+
+
+ glGenBuffers(1, &state.spot_array_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &state.omni_array_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &state.directional_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ state.max_forward_lights_per_object=8;
+
+ state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS "+itos(state.max_ubo_lights)+"\n");
+ state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS "+itos(state.max_forward_lights_per_object)+"\n");
+
+
+
+ }
+
+ GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1);
+ Globals::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13"));
+ shadow_filter_mode=SHADOW_FILTER_NEAREST;
+
+}
+
+void RasterizerSceneGLES3::iteration() {
+
+ shadow_filter_mode=ShadowFilterMode(int(Globals::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
}
void RasterizerSceneGLES3::finalize(){
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index d7beebbcf6..24b6a36fcc 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -8,6 +8,15 @@
class RasterizerSceneGLES3 : public RasterizerScene {
public:
+ enum ShadowFilterMode {
+ SHADOW_FILTER_NEAREST,
+ SHADOW_FILTER_PCF5,
+ SHADOW_FILTER_PCF13,
+ };
+
+
+ ShadowFilterMode shadow_filter_mode;
+
uint64_t shadow_atlas_realloc_tolerance_msec;
@@ -27,6 +36,7 @@ public:
struct State {
+
bool texscreen_copied;
int current_blend_mode;
float current_line_width;
@@ -73,6 +83,22 @@ public:
GLuint skybox_verts;
GLuint skybox_array;
+ GLuint directional_ubo;
+
+ GLuint spot_array_ubo;
+ GLuint omni_array_ubo;
+
+ uint32_t ubo_light_size;
+ uint8_t *spot_array_tmp;
+ uint8_t *omni_array_tmp;
+
+ int max_ubo_lights;
+ int max_forward_lights_per_object;
+
+ int spot_light_count;
+ int omni_light_count;
+ int directional_light_count;
+
bool cull_front;
} state;
@@ -204,6 +230,22 @@ public:
/* LIGHT INSTANCE */
+ struct LightDataUBO {
+
+ float light_pos_inv_radius[4];
+ float light_direction_attenuation[4];
+ float light_color_energy[4];
+ float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
+ float light_clamp[4];
+ float light_shadow_color[4];
+ float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
+ float shadow_matrix2[16];
+ float shadow_matrix3[16];
+ float shadow_matrix4[16];
+ float shadow_split_offsets[4];
+
+ };
+
struct LightInstance : public RID_Data {
struct ShadowTransform {
@@ -214,20 +256,6 @@ public:
float split;
};
- struct LightDataUBO {
-
- float light_pos_inv_radius[4];
- float light_direction_attenuation[4];
- float light_color_energy[4];
- float light_params[4]; //cone attenuation, specular, shadow darkening,
- float light_clamp[4]; //cone attenuation, specular, shadow darkening,
- float shadow_split_offsets[4];
- float shadow_matrix1[16];
- float shadow_matrix2[16];
- float shadow_matrix3[16];
- float shadow_matrix4[16];
-
- } light_ubo_data;
ShadowTransform shadow_transform[4];
@@ -241,8 +269,6 @@ public:
Vector3 spot_vector;
float linear_att;
- GLuint light_ubo;
-
uint64_t shadow_pass;
uint64_t last_scene_pass;
uint64_t last_scene_shadow_pass;
@@ -280,14 +306,16 @@ public:
SORT_FLAG_INSTANCING=2,
MAX_DIRECTIONAL_LIGHTS=16,
MAX_LIGHTS=4096,
- SORT_KEY_DEPTH_LAYER_SHIFT=58,
- SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important
- SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important
- SORT_KEY_LIGHT_INDEX_UNSHADED=uint64_t(0xF) << SORT_KEY_LIGHT_TYPE_SHIFT, //type is most important
- SORT_KEY_LIGHT_MASK=(uint64_t(0xFFFFF) << SORT_KEY_LIGHT_INDEX_SHIFT), //type is most important
- SORT_KEY_MATERIAL_INDEX_SHIFT=22,
- SORT_KEY_GEOMETRY_INDEX_SHIFT=6,
- SORT_KEY_GEOMETRY_TYPE_SHIFT=2,
+
+
+ SORT_KEY_DEPTH_LAYER_SHIFT=60,
+ SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59,
+ SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58,
+ SORT_KEY_SHADING_SHIFT=58,
+ SORT_KEY_SHADING_MASK=3,
+ SORT_KEY_MATERIAL_INDEX_SHIFT=40,
+ SORT_KEY_GEOMETRY_INDEX_SHIFT=20,
+ SORT_KEY_GEOMETRY_TYPE_SHIFT=15,
SORT_KEY_SKELETON_FLAG=2,
SORT_KEY_MIRROR_FLAG=1
@@ -302,8 +330,6 @@ public:
RasterizerStorageGLES3::Material *material;
RasterizerStorageGLES3::GeometryOwner *owner;
uint64_t sort_key;
- bool *additive_ptr;
- bool additive;
};
@@ -314,6 +340,7 @@ public:
int element_count;
int alpha_element_count;
+
void clear() {
element_count=0;
@@ -399,12 +426,10 @@ public:
};
+ LightInstance *directional_light;
+ LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
- LightInstance *directional_light_instances[RenderList::MAX_DIRECTIONAL_LIGHTS];
- int directional_light_instance_count;
- LightInstance *light_instances[RenderList::MAX_LIGHTS];
- int light_instance_count;
RenderList render_list;
@@ -414,9 +439,9 @@ public:
_FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
- _FORCE_INLINE_ void _setup_light(LightInstance *p_light);
+ _FORCE_INLINE_ void _setup_light(RenderList::Element *e);
- void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow);
+ void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add);
_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow);
@@ -424,6 +449,7 @@ public:
void _draw_skybox(RID p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform);
+ void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas);
void _copy_screen();
void _copy_to_front_buffer(Environment *env);
@@ -439,6 +465,7 @@ public:
virtual void set_scene_pass(uint64_t p_pass);
+ void iteration();
void initialize();
void finalize();
RasterizerSceneGLES3();
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index b988781e14..6e278e563b 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -3169,7 +3169,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
light->param[VS::LIGHT_PARAM_RANGE]=1.0;
light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0;
- light->param[VS::LIGHT_PARAM_SHADOW_DARKNESS]=0;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6;
@@ -3184,6 +3183,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
+ light->directional_blend_splits=false;
light->version=0;
@@ -3207,7 +3207,6 @@ void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,
case VS::LIGHT_PARAM_RANGE:
case VS::LIGHT_PARAM_SPOT_ANGLE:
case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
- case VS::LIGHT_PARAM_SHADOW_DARKNESS:
case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
@@ -3230,20 +3229,22 @@ void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){
light->version++;
light->instance_change_notify();
-
-
}
-void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){
+
+void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) {
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
-
+ light->shadow_color=p_color;
}
-void RasterizerStorageGLES3::light_set_attenuation_texure(RID p_light,RID p_texture){
+
+void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
+
+ light->projector=p_texture;
}
void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){
@@ -3264,12 +3265,6 @@ void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){
light->instance_change_notify();
}
-void RasterizerStorageGLES3::light_set_shader(RID p_light,RID p_shader){
-
- Light * light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
-}
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
@@ -3315,6 +3310,26 @@ void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::L
}
+void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) {
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_blend_splits=p_enable;
+ light->version++;
+ light->instance_change_notify();
+
+}
+
+
+bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,false);
+
+ return light->directional_blend_splits;
+}
+
VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
const Light * light = light_owner.getornull(p_light);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index f8b34d6a16..0e3d47b61f 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -634,12 +634,15 @@ public:
VS::LightType type;
float param[VS::LIGHT_PARAM_MAX];
Color color;
+ Color shadow_color;
+ RID projector;
bool shadow;
bool negative;
uint32_t cull_mask;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
VS::LightDirectionalShadowMode directional_shadow_mode;
+ bool directional_blend_splits;
uint64_t version;
};
@@ -650,17 +653,19 @@ public:
virtual void light_set_color(RID p_light,const Color& p_color);
virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value);
virtual void light_set_shadow(RID p_light,bool p_enabled);
+ virtual void light_set_shadow_color(RID p_light,const Color& p_color);
virtual void light_set_projector(RID p_light,RID p_texture);
- virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
virtual void light_set_negative(RID p_light,bool p_enable);
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
- virtual void light_set_shader(RID p_light,RID p_shader);
- virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
+ virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail);
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
+ virtual void light_directional_set_blend_splits(RID p_light,bool p_enable);
+ virtual bool light_directional_get_blend_splits(RID p_light) const;
+
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 052c915241..6f0616035a 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -228,8 +228,15 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
#endif
+
int define_line_ofs=1;
+ for(int i=0;i<custom_defines.size();i++) {
+
+ strings.push_back(custom_defines[i].get_data());
+ define_line_ofs++;
+ }
+
for(int j=0;j<conditional_count;j++) {
bool enable=((1<<j)&conditional_version.version);
@@ -242,6 +249,8 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
}
}
+
+
//keep them around during the function
CharString code_string;
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 4c7f682dff..b9749b0228 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -175,6 +175,8 @@ private:
CharString vertex_code2;
CharString vertex_code3;
+ Vector<CharString> custom_defines;
+
int base_material_tex_index;
Version * get_current_version();
@@ -357,6 +359,10 @@ public:
void set_base_material_tex_index(int p_idx);
+ void add_custom_define(const String& p_define) {
+ custom_defines.push_back(p_define.utf8());
+ }
+
virtual ~ShaderGLES3();
};
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index de1591e8ff..ceb5a72118 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -68,24 +68,26 @@ layout(std140) uniform SceneData { //ubo:0
uniform highp mat4 world_transform;
-#ifdef USE_FORWARD_LIGHTING
+#ifdef USE_LIGHT_DIRECTIONAL
-layout(std140) uniform LightData { //ubo:3
+layout(std140) uniform DirectionalLightData { //ubo:3
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
- mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
+ mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
- mediump vec4 shadow_split_offsets;
+ mediump vec4 shadow_color;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
+ mediump vec4 shadow_split_offsets;
};
#endif
+
/* Varyings */
out highp vec3 vertex_interp;
@@ -343,30 +345,71 @@ layout(std140) uniform SceneData {
};
+//directional light data
-#ifdef USE_FORWARD_LIGHTING
+#ifdef USE_LIGHT_DIRECTIONAL
-layout(std140) uniform LightData {
+layout(std140) uniform DirectionalLightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
- mediump vec4 light_params; //cone attenuation, specular, shadow darkening, shadow enabled
+ mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
- mediump vec4 shadow_split_offsets;
+ mediump vec4 shadow_color;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
+ mediump vec4 shadow_split_offsets;
};
+
+uniform highp sampler2DShadow directional_shadow; //texunit:-4
+
#endif
+//omni and spot
+
+struct LightData {
+
+ highp vec4 light_pos_inv_radius;
+ mediump vec4 light_direction_attenuation;
+ mediump vec4 light_color_energy;
+ mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
+ mediump vec4 light_clamp;
+ mediump vec4 shadow_color;
+ highp mat4 shadow_matrix;
+
+};
+
+
+layout(std140) uniform OmniLightData { //ubo:4
+
+ LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+layout(std140) uniform SpotLightData { //ubo:5
+
+ LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
-uniform highp sampler2DShadow directional_shadow; //texunit:-4
uniform highp sampler2DShadow shadow_atlas; //texunit:-3
+#ifdef USE_FORWARD_LIGHTING
+
+uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
+uniform int omni_light_count;
+
+uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
+uniform int spot_light_count;
+
+#endif
+
+
+
#ifdef USE_MULTIPLE_RENDER_TARGETS
layout(location=0) out vec4 diffuse_buffer;
@@ -415,18 +458,51 @@ float specularGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
return dotNL * D * F * vis;
}
-void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 diffuse_color, vec3 specular_color, float roughness, float attenuation, inout vec3 diffuse, inout vec3 specular) {
+void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
- diffuse += max(0.0,dot(normal,light_vec)) * diffuse_color * attenuation;
+ diffuse += max(0.0,dot(normal,light_vec)) * light_color * diffuse_color;
//specular += specular_ggx( roughness, max(0.0,dot(normal,eye_vec)) ) * specular_color * attenuation;
float s = roughness > 0.0 ? specularGGX(normal,eye_vec,light_vec,roughness,1.0) : 0.0;
- specular += s * specular_color * attenuation;
+ specular += s * light_color * specular_color;
}
float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) {
+#ifdef SHADOW_MODE_PCF_13
+
+ float avg=textureProj(shadow,vec4(pos,depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x*2.0,0.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x*2.0,0.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y*2.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0));
+ return avg*(1.0/13.0);
+
+#endif
+
+#ifdef SHADOW_MODE_PCF_5
+
+ float avg=textureProj(shadow,vec4(pos,depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0));
+ avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0));
+ return avg*(1.0/5.0);
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13)
+
return textureProj(shadow,vec4(pos,depth,1.0));
+#endif
+
}
#ifdef RENDER_SHADOW_DUAL_PARABOLOID
@@ -435,6 +511,73 @@ in highp float dp_clip;
#endif
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 albedo, vec3 specular, float roughness, inout vec3 diffuse_light, inout vec3 specular_light) {
+
+ vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
+ float normalized_distance = length( light_rel_vec )*omni_lights[idx].light_pos_inv_radius.w;
+ vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ));
+
+ if (omni_lights[idx].light_params.w>0.5) {
+ //there is a shadowmap
+
+ highp vec3 splane=(omni_lights[idx].shadow_matrix * vec4(vertex,1.0)).xyz;
+ float shadow_len=length(splane);
+ splane=normalize(splane);
+ vec4 clamp_rect=omni_lights[idx].light_clamp;
+
+ if (splane.z>=0.0) {
+
+ splane.z+=1.0;
+
+ clamp_rect.y+=clamp_rect.w;
+
+ } else {
+
+ splane.z=1.0 - splane.z;
+
+ //if (clamp_rect.z<clamp_rect.w) {
+ // clamp_rect.x+=clamp_rect.z;
+ //} else {
+ // clamp_rect.y+=clamp_rect.w;
+ //}
+
+ }
+
+ splane.xy/=splane.z;
+ splane.xy=splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w;
+
+ splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
+
+ light_attenuation*=mix(omni_lights[idx].shadow_color.rgb,vec3(1.0),sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect));
+ }
+
+ light_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,roughness,diffuse_light,specular_light);
+
+}
+
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, vec3 specular, float roughness, inout vec3 diffuse_light, inout vec3 specular_light) {
+
+ vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
+ float normalized_distance = length( light_rel_vec )*spot_lights[idx].light_pos_inv_radius.w;
+ vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), spot_lights[idx].light_direction_attenuation.w ));
+ vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
+ float spot_cutoff=spot_lights[idx].light_params.y;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
+ float rim = (1.0 - scos) / (1.0 - spot_cutoff);
+ light_attenuation *= 1.0 - pow( rim, spot_lights[idx].light_params.x);
+
+ if (spot_lights[idx].light_params.w>0.5) {
+ //there is a shadowmap
+ highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0));
+ splane.xyz/=splane.w;
+ light_attenuation*=mix(spot_lights[idx].shadow_color.rgb,vec3(1.0),sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp));
+ }
+
+ light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,roughness,diffuse_light,specular_light);
+
+}
+
void main() {
#ifdef RENDER_SHADOW_DUAL_PARABOLOID
@@ -561,9 +704,9 @@ FRAGMENT_SHADER_CODE
#endif
-#ifdef USE_FORWARD_DIRECTIONAL
+#ifdef USE_LIGHT_DIRECTIONAL
- float light_attenuation=1.0;
+ vec3 light_attenuation=vec3(1.0);
#ifdef LIGHT_DIRECTIONAL_SHADOW
@@ -589,7 +732,6 @@ FRAGMENT_SHADER_CODE
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- ambient_light=vec3(1.0,0.4,0.4);
#if defined(LIGHT_USE_PSSM_BLEND)
@@ -603,7 +745,6 @@ FRAGMENT_SHADER_CODE
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- ambient_light=vec3(0.4,1.0,0.4);
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix3 * vec4(vertex,1.0));
@@ -619,7 +760,6 @@ FRAGMENT_SHADER_CODE
highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- ambient_light=vec3(0.4,0.4,1.0);
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix4 * vec4(vertex,1.0));
@@ -678,12 +818,12 @@ FRAGMENT_SHADER_CODE
//one one sample
- light_attenuation=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp);
+ light_attenuation=mix(shadow_color.rgb,vec3(1.0),sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp));
#if defined(LIGHT_USE_PSSM_BLEND)
if (use_blend) {
- float light_attenuation2=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp);
+ vec3 light_attenuation2=mix(shadow_color.rgb,vec3(1.0),sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
light_attenuation=mix(light_attenuation,light_attenuation2,pssm_blend);
}
#endif
@@ -692,84 +832,24 @@ FRAGMENT_SHADER_CODE
#endif //LIGHT_DIRECTIONAL_SHADOW
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
-
-
-#endif //USE_FORWARD_DIRECTIONAL
-
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,light_color_energy.rgb*light_attenuation,albedo,specular,roughness,diffuse_light,specular_light);
-#ifdef USE_FORWARD_OMNI
- vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
- float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
- float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
+#endif //#USE_LIGHT_DIRECTIONAL
- if (light_params.w>0.5) {
- //there is a shadowmap
-
- highp vec3 splane=(shadow_matrix1 * vec4(vertex,1.0)).xyz;
- float shadow_len=length(splane);
- splane=normalize(splane);
- vec4 clamp_rect=light_clamp;
-
- if (splane.z>=0.0) {
-
- splane.z+=1.0;
- clamp_rect.y+=clamp_rect.w;
-
- } else {
-
- splane.z=1.0 - splane.z;
-
- //if (clamp_rect.z<clamp_rect.w) {
- // clamp_rect.x+=clamp_rect.z;
- //} else {
- // clamp_rect.y+=clamp_rect.w;
- //}
-
- }
-
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * light_pos_inv_radius.w;
-
- splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
+#ifdef USE_FORWARD_LIGHTING
- light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect);
+ for(int i=0;i<omni_light_count;i++) {
+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,albedo,specular,roughness,diffuse_light,specular_light);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
-
-
-#endif //USE_FORWARD_OMNI
-
-#ifdef USE_FORWARD_SPOT
-
- vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
- float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
- float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
- vec3 spot_dir = light_direction_attenuation.xyz;
- float spot_cutoff=light_params.y;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
- float rim = (1.0 - scos) / (1.0 - spot_cutoff);
- light_attenuation *= 1.0 - pow( rim, light_params.x);
-
- if (light_params.w>0.5) {
- //there is a shadowmap
-
- highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
- splane.xyz/=splane.w;
- // splane.xy=splane.xy*0.5+0.5;
-
- //splane.xy=light_clamp.xy+splane.xy*light_clamp.zw;
- light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,light_clamp);
-
+ for(int i=0;i<spot_light_count;i++) {
+ light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,albedo,specular,roughness,diffuse_light,specular_light);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
+#endif
-#endif //USE_FORWARD_SPOT
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index cfc829078d..dfb9521639 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -102,6 +102,17 @@ Color Light::get_color() const{
return color;
}
+void Light::set_shadow_color(const Color& p_shadow_color){
+
+ shadow_color=p_shadow_color;
+ VS::get_singleton()->light_set_shadow_color(light,p_shadow_color);
+}
+
+Color Light::get_shadow_color() const{
+
+ return shadow_color;
+}
+
AABB Light::get_aabb() const {
@@ -197,18 +208,18 @@ void Light::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_color","color"), &Light::set_color );
ObjectTypeDB::bind_method(_MD("get_color"), &Light::get_color );
- ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light/color"), _SCS("set_color"), _SCS("get_color"));
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/energy"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
+ ObjectTypeDB::bind_method(_MD("set_shadow_color","shadow_color"), &Light::set_shadow_color );
+ ObjectTypeDB::bind_method(_MD("get_shadow_color"), &Light::get_shadow_color );
+
+ ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light/color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_color"), _SCS("get_color"));
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light/negative"), _SCS("set_negative"), _SCS("is_negative"));
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
- ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask"), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
+ ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask",PROPERTY_HINT_ALL_FLAGS), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/enabled"), _SCS("set_shadow"), _SCS("has_shadow"));
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkness"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_DARKNESS);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/normal_bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias_split_scale"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/max_distance"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
-
+ ADD_PROPERTY( PropertyInfo( Variant::COLOR, "shadow/color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_shadow_color"), _SCS("get_shadow_color"));
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/max_distance",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "editor/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
BIND_CONSTANT( PARAM_ENERGY );
@@ -218,7 +229,6 @@ void Light::_bind_methods() {
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_SHADOW_MAX_DISTANCE );
- BIND_CONSTANT( PARAM_SHADOW_DARKNESS );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_3_OFFSET );
@@ -250,7 +260,6 @@ Light::Light(VisualServer::LightType p_type) {
set_param(PARAM_SPOT_ANGLE,45);
set_param(PARAM_SPOT_ATTENUATION,1);
set_param(PARAM_SHADOW_MAX_DISTANCE,0);
- set_param(PARAM_SHADOW_DARKNESS,0);
set_param(PARAM_SHADOW_SPLIT_1_OFFSET,0.1);
set_param(PARAM_SHADOW_SPLIT_2_OFFSET,0.2);
set_param(PARAM_SHADOW_SPLIT_3_OFFSET,0.5);
@@ -291,6 +300,7 @@ DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const {
void DirectionalLight::set_blend_splits(bool p_enable) {
blend_splits=p_enable;
+ VS::get_singleton()->light_directional_set_blend_splits(light,p_enable);
}
bool DirectionalLight::is_blend_splits_enabled() const {
@@ -307,11 +317,13 @@ void DirectionalLight::_bind_methods() {
ObjectTypeDB::bind_method( _MD("set_blend_splits","enabled"),&DirectionalLight::set_blend_splits);
ObjectTypeDB::bind_method( _MD("is_blend_splits_enabled"),&DirectionalLight::is_blend_splits_enabled);
- ADD_PROPERTY( PropertyInfo( Variant::INT, "directional/shadow_mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_2"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_3"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
- ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional/blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled"));
+ ADD_PROPERTY( PropertyInfo( Variant::INT, "directional_shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_1",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_2",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_3",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
+ ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional_shadow/blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled"));
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/normal_bias",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/bias_split_scale",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
BIND_CONSTANT( SHADOW_ORTHOGONAL );
BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS );
@@ -358,8 +370,8 @@ void OmniLight::_bind_methods() {
ObjectTypeDB::bind_method( _MD("set_shadow_detail","detail"),&OmniLight::set_shadow_detail);
ObjectTypeDB::bind_method( _MD("get_shadow_detail"),&OmniLight::get_shadow_detail);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_mode",PROPERTY_HINT_ENUM,"Dual Paraboloid,Cube"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_detail",PROPERTY_HINT_ENUM,"Vertical,Horizontal"), _SCS("set_shadow_detail"), _SCS("get_shadow_detail"));
@@ -374,10 +386,10 @@ OmniLight::OmniLight() : Light( VisualServer::LIGHT_OMNI ) {
void SpotLight::_bind_methods() {
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_angle"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
- ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_angle",PROPERTY_HINT_RANGE,"0,180,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
+ ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
}
diff --git a/scene/3d/light.h b/scene/3d/light.h
index da28542817..fcf5ce90f9 100644
--- a/scene/3d/light.h
+++ b/scene/3d/light.h
@@ -52,7 +52,6 @@ public:
PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
- PARAM_SHADOW_DARKNESS = VS::LIGHT_PARAM_SHADOW_DARKNESS,
PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
@@ -66,6 +65,7 @@ private:
Color color;
float param[PARAM_MAX];
+ Color shadow_color;
bool shadow;
bool negative;
uint32_t cull_mask;
@@ -107,6 +107,9 @@ public:
void set_color(const Color& p_color);
Color get_color() const;
+ void set_shadow_color(const Color& p_shadow_color);
+ Color get_shadow_color() const;
+
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index d87cc0fd8c..06509c6fd0 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -78,6 +78,7 @@ public:
Transform transform;
int depth_layer;
+ uint32_t layer_mask;
//RID sampled_light;
@@ -114,6 +115,7 @@ public:
billboard=false;
billboard_y=false;
depth_layer=0;
+ layer_mask=1;
}
};
@@ -295,16 +297,17 @@ public:
virtual void light_set_color(RID p_light,const Color& p_color)=0;
virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value)=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
+ virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
- virtual void light_set_attenuation_texure(RID p_light,RID p_texture)=0;
virtual void light_set_negative(RID p_light,bool p_enable)=0;
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
- virtual void light_set_shader(RID p_light,RID p_shader)=0;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail)=0;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
+ virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
+ virtual bool light_directional_get_blend_splits(RID p_light) const=0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light)=0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light)=0;
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 7810cc9018..4d8a46122c 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -757,16 +757,16 @@ public:
BIND2(light_set_color,RID,const Color&)
BIND3(light_set_param,RID ,LightParam ,float )
BIND2(light_set_shadow,RID ,bool )
+ BIND2(light_set_shadow_color,RID ,const Color& )
BIND2(light_set_projector,RID,RID )
- BIND2(light_set_attenuation_texure,RID,RID )
BIND2(light_set_negative,RID,bool )
BIND2(light_set_cull_mask,RID ,uint32_t )
- BIND2(light_set_shader,RID ,RID )
BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode)
BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail)
BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
+ BIND2(light_directional_set_blend_splits,RID,bool)
/* PROBE API */
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index e36e31e191..e214374f4d 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -1165,7 +1165,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,Camer
float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);
- bool overlap = false;//rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance);
+ bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
for (int i=0;i<splits;i++) {
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h
index 1b62583dcf..e4f06fee64 100644
--- a/servers/visual/visual_server_scene.h
+++ b/servers/visual/visual_server_scene.h
@@ -204,7 +204,6 @@ public:
float extra_margin;
uint32_t object_ID;
bool visible;
- uint32_t layer_mask;
float lod_begin;
float lod_end;
@@ -253,7 +252,6 @@ public:
object_ID=0;
visible=true;
- layer_mask=1;
lod_begin=0;
lod_end=0;
diff --git a/servers/visual_server.h b/servers/visual_server.h
index c2d7aaecef..148d090a07 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -357,7 +357,6 @@ public:
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_SHADOW_MAX_DISTANCE,
- LIGHT_PARAM_SHADOW_DARKNESS,
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
@@ -372,11 +371,10 @@ public:
virtual void light_set_color(RID p_light,const Color& p_color)=0;
virtual void light_set_param(RID p_light,LightParam p_param,float p_value)=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
+ virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
- virtual void light_set_attenuation_texure(RID p_light,RID p_texture)=0;
virtual void light_set_negative(RID p_light,bool p_enable)=0;
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
- virtual void light_set_shader(RID p_light,RID p_shader)=0;
// omni light
enum LightOmniShadowMode {
@@ -402,6 +400,7 @@ public:
};
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode)=0;
+ virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
/* PROBE API */