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-rw-r--r--modules/lightmapper_rd/lightmapper_rd.cpp4
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.h4
-rw-r--r--modules/lightmapper_rd/lm_common_inc.glsl4
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl11
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp16
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h12
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl19
9 files changed, 54 insertions, 44 deletions
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp
index f31eb3f066..82aaa492fc 100644
--- a/modules/lightmapper_rd/lightmapper_rd.cpp
+++ b/modules/lightmapper_rd/lightmapper_rd.cpp
@@ -93,8 +93,8 @@ void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, con
l.direction[2] = p_direction.z;
l.range = p_range;
l.attenuation = p_attenuation;
- l.spot_angle = Math::deg2rad(p_spot_angle);
- l.spot_attenuation = p_spot_attenuation;
+ l.cos_spot_angle = Math::cos(Math::deg2rad(p_spot_angle));
+ l.inv_spot_attenuation = 1.0f / p_spot_attenuation;
l.color[0] = p_color.r;
l.color[1] = p_color.g;
l.color[2] = p_color.b;
diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h
index bb735baf6c..1c360bd0ab 100644
--- a/modules/lightmapper_rd/lightmapper_rd.h
+++ b/modules/lightmapper_rd/lightmapper_rd.h
@@ -54,8 +54,8 @@ class LightmapperRD : public Lightmapper {
float size;
float range;
float attenuation;
- float spot_angle;
- float spot_attenuation;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
uint32_t static_bake;
uint32_t pad[3];
diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl
index 0ff455936e..f8a0cd16de 100644
--- a/modules/lightmapper_rd/lm_common_inc.glsl
+++ b/modules/lightmapper_rd/lm_common_inc.glsl
@@ -56,8 +56,8 @@ struct Light {
float range;
float attenuation;
- float spot_angle;
- float spot_attenuation;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
bool static_bake;
uint pad[3];
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 8a9adbc5cc..eb9d817f99 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -313,13 +313,16 @@ void main() {
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(position - light_pos);
- float angle = acos(dot(rel, lights.data[i].direction));
- if (angle > lights.data[i].spot_angle) {
+ float cos_spot_angle = lights.data[i].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[i].direction);
+
+ if (cos_angle < cos_spot_angle) {
continue; //invisible, dont try
}
- float d = clamp(angle / lights.data[i].spot_angle, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[i].inv_spot_attenuation);
}
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 14bcfc85c8..09d2c032a8 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1611,8 +1611,8 @@ void RendererSceneRenderRD::_pre_process_gi(RID p_render_buffers, const Transfor
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@@ -4539,8 +4539,8 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
l.color[1] = color.g;
l.color[2] = color.b;
- l.spot_angle_radians = Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE));
- l.spot_attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform xform = light_instance_get_base_transform(light_instance);
@@ -6491,9 +6491,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.size = size;
- light_data.cone_attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cone_angle = Math::cos(Math::deg2rad(spot_angle));
+ light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
light_data.mask = storage->light_get_cull_mask(base);
@@ -8094,8 +8094,8 @@ void RendererSceneRenderRD::_render_sdfgi_static_lights(RID p_render_buffers, ui
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 8b4f41b6f7..cdcdb73132 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -406,10 +406,10 @@ private:
float attenuation;
float color[3];
- float spot_angle_radians;
+ float cos_spot_angle;
float position[3];
- float spot_attenuation;
+ float inv_spot_attenuation;
float direction[3];
uint32_t has_shadow;
@@ -1146,8 +1146,8 @@ private:
float attenuation;
uint32_t type;
- float spot_angle;
- float spot_attenuation;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
float radius;
float shadow_color[4];
@@ -1362,8 +1362,8 @@ private:
float color[3];
float attenuation;
- float cone_attenuation;
- float cone_angle;
+ float inv_spot_attenuation;
+ float cos_spot_angle;
float specular_amount;
uint32_t shadow_enabled;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl
index 4f4753d147..b931461b31 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl
@@ -51,10 +51,10 @@ struct Light {
float attenuation;
vec3 color;
- float spot_angle_radians;
+ float cos_spot_angle;
vec3 position;
- float spot_attenuation;
+ float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
@@ -233,13 +233,15 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
+ float cos_spot_angle = lights.data[light].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[light].direction);
+ if (cos_angle < cos_spot_angle) {
return false;
}
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 9c794f1bcc..56b3b7ccb4 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -43,10 +43,10 @@ struct Light {
float attenuation;
vec3 color;
- float spot_angle_radians;
+ float cos_spot_angle;
vec3 position;
- float spot_attenuation;
+ float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
@@ -146,13 +146,15 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
+ float cos_spot_angle = lights.data[light].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[light].direction);
+ if (cos_angle < cos_spot_angle) {
return false;
}
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index bcdfe8cc85..5e8934adb4 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -67,8 +67,8 @@ struct Light {
float attenuation;
uint type;
- float spot_angle;
- float spot_attenuation;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
float radius;
vec4 shadow_color;
@@ -266,13 +266,16 @@ void main() {
rel_vec.y /= params.y_mult;
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) {
- attenuation = 0.0;
- } else {
- float d = clamp(angle / lights.data[i].spot_angle, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation);
+ float cos_spot_angle = lights.data[i].cos_spot_angle;
+ float cos_angle = dot(-direction, lights.data[i].direction);
+
+ if (cos_angle < cos_spot_angle) {
+ continue;
}
+
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[i].inv_spot_attenuation);
} break;
}