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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp47
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/scene.glsl131
4 files changed, 150 insertions, 33 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 88a73d31cb..b504ef819f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2321,10 +2321,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform&
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;
+ ubo_data.light_shadow_color_contact[0]=shadow_color.r;
+ ubo_data.light_shadow_color_contact[1]=shadow_color.g;
+ ubo_data.light_shadow_color_contact[2]=shadow_color.b;
+ ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE];
if (p_use_shadows && li->light_ptr->shadow) {
@@ -2480,10 +2480,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
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;
+ ubo_data.light_shadow_color_contact[0]=shadow_color.r;
+ ubo_data.light_shadow_color_contact[1]=shadow_color.g;
+ ubo_data.light_shadow_color_contact[2]=shadow_color.b;
+ ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE];
if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
// fill in the shadow information
@@ -2573,10 +2573,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
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;
+ ubo_data.light_shadow_color_contact[0]=shadow_color.r;
+ ubo_data.light_shadow_color_contact[1]=shadow_color.g;
+ ubo_data.light_shadow_color_contact[2]=shadow_color.b;
+ ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE];
if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
// fill in the shadow information
@@ -3760,14 +3760,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
state.ubo_data.shadow_dual_paraboloid_render_side=0;
state.ubo_data.shadow_dual_paraboloid_render_zfar=0;
+ if (storage->frame.current_rt) {
+ state.ubo_data.screen_pixel_size[0]=1.0/storage->frame.current_rt->width;
+ state.ubo_data.screen_pixel_size[1]=1.0/storage->frame.current_rt->height;
+ }
+
_setup_environment(env,p_cam_projection,p_cam_transform);
bool fb_cleared=false;
glDepthFunc(GL_LEQUAL);
+ state.used_contact_shadows=true;
- if (storage->frame.current_rt && true) {
+ if (storage->frame.current_rt && true) { //detect with state.used_contact_shadows too
//pre z pass
@@ -3794,6 +3800,19 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
glColorMask(1,1,1,1);
+ if (state.used_contact_shadows) {
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ //bind depth for read
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-8);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+ }
+
fb_cleared=true;
render_pass++;
}
@@ -4458,7 +4477,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true);
- _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,!flip_facing,false,true,false,false);
+ _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,flip_facing,false,true,false,false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 8304b3742f..81dfa1bf46 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -91,6 +91,7 @@ public:
float shadow_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
+ float screen_pixel_size[2];
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
float reflection_multiplier;
@@ -136,6 +137,7 @@ public:
int max_ubo_reflections;
int max_skeleton_bones;
+ bool used_contact_shadows;
int spot_light_count;
@@ -467,7 +469,7 @@ public:
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 light_shadow_color_contact[4];
float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
float shadow_matrix2[16];
float shadow_matrix3[16];
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 7b43d1a115..06daebbf82 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -4290,6 +4290,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
light->param[VS::LIGHT_PARAM_SPECULAR]=0.5;
light->param[VS::LIGHT_PARAM_RANGE]=1.0;
light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
+ light->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]=45;
light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 66123193e6..200c0c0cac 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -71,6 +71,7 @@ layout(std140) uniform SceneData { //ubo:0
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
+ highp vec2 screen_pixel_size;
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
@@ -91,7 +92,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
- mediump vec4 shadow_color;
+ mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
@@ -126,13 +127,6 @@ out vec3 binormal_interp;
#endif
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
-varying vec4 position_interp;
-
-#endif
-
-
VERTEX_SHADER_GLOBALS
@@ -161,6 +155,8 @@ layout(std140) uniform SkeletonData { //ubo:7
#endif
+out highp vec4 position_interp;
+
void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
@@ -293,7 +289,7 @@ VERTEX_SHADER_CODE
gl_Position = vertex;
#endif
-
+ position_interp=gl_Position;
}
@@ -375,6 +371,8 @@ layout(std140) uniform SceneData {
highp vec4 ambient_light_color;
highp vec4 bg_color;
+
+
float ambient_energy;
float bg_energy;
@@ -383,6 +381,7 @@ layout(std140) uniform SceneData {
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
+ highp vec2 screen_pixel_size;
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
@@ -403,7 +402,7 @@ layout(std140) uniform DirectionalLightData {
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
- mediump vec4 shadow_color;
+ mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
@@ -425,7 +424,7 @@ struct LightData {
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
- mediump vec4 shadow_color;
+ mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
};
@@ -493,6 +492,69 @@ layout(location=0) out vec4 frag_color;
#endif
+in highp vec4 position_interp;
+uniform highp sampler2D depth_buffer; //texunit:-8
+
+float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
+
+ if (abs(dir.z)>0.99)
+ return 1.0;
+
+ vec3 endpoint = pos+dir*max_distance;
+ vec4 source = position_interp;
+ vec4 dest = projection_matrix * vec4(endpoint, 1.0);
+
+ vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5;
+ vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5;
+
+ vec2 screen_rel = to_screen - from_screen;
+
+ /*float pixel_size; //approximate pixel size
+
+ if (screen_rel.x > screen_rel.y) {
+
+ pixel_size = abs((pos.x-endpoint.x)/(screen_rel.x/screen_pixel_size.x));
+ } else {
+ pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y));
+
+ }*/
+ vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,0.04), 1.0); //todo un-harcode the 0.04
+
+
+
+ vec2 pixel_incr = normalize(screen_rel)*screen_pixel_size;
+
+ float steps = length(screen_rel) / length(pixel_incr);
+
+ //steps=10.0;
+
+ vec4 incr = (dest - source)/steps;
+ float ratio=0.0;
+ float ratio_incr = 1.0/steps;
+
+ do {
+ source += incr*2;
+ bias+=incr*2;
+
+ vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
+ float depth = texture(depth_buffer,uv_depth.xy).r;
+
+ if (depth < uv_depth.z) {
+ if (depth > (bias.z/bias.w) * 0.5 + 0.5) {
+ return min(pow(ratio,4.0),1.0);
+ } else {
+ return 1.0;
+ }
+ }
+
+
+ ratio+=ratio_incr;
+ steps-=1.0;
+ } while (steps>0.0);
+
+ return 1.0;
+}
+
// GGX Specular
// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
@@ -517,6 +579,8 @@ float GTR1(float NdotH, float a)
return (a2-1.0) / (M_PI*log(a2)*t);
}
+
+
void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
float dotNL = max(dot(N,L), 0.0 );
@@ -660,7 +724,8 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,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;
+ float light_length = length( light_rel_vec );
+ float normalized_distance = light_length*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) {
@@ -696,8 +761,15 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w;
splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
+ float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect);
+ if (shadow>0.01 && omni_lights[idx].shadow_color_contact.a>0.0) {
+
+ float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,omni_lights[idx].shadow_color_contact.a));
+ shadow=min(shadow,contact_shadow);
- 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_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
@@ -707,7 +779,8 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, 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;
+ float light_length = length( light_rel_vec );
+ float normalized_distance = light_length*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;
@@ -719,7 +792,17 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
//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));
+
+ float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp);
+
+ if (shadow>0.01 && spot_lights[idx].shadow_color_contact.a>0.0) {
+
+ float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,spot_lights[idx].shadow_color_contact.a));
+ shadow=min(shadow,contact_shadow);
+
+ }
+
+ light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
@@ -1268,6 +1351,8 @@ FRAGMENT_SHADER_CODE
}
}
+
+
#endif //LIGHT_USE_PSSM4
#ifdef LIGHT_USE_PSSM2
@@ -1306,16 +1391,26 @@ FRAGMENT_SHADER_CODE
//one one sample
- 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));
+ float shadow = 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) {
- 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);
+ shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
}
#endif
+ if (shadow>0.01 && shadow_color_contact.a>0.0) {
+
+ float contact_shadow = contact_shadow_compute(vertex,-light_direction_attenuation.xyz,shadow_color_contact.a);
+ shadow=min(shadow,contact_shadow);
+
+ }
+
+ light_attenuation=mix(shadow_color_contact.rgb,vec3(1.0),shadow);
+
+
}
#endif //LIGHT_DIRECTIONAL_SHADOW