diff options
Diffstat (limited to 'modules/lightmapper_rd/lm_compute.glsl')
-rw-r--r-- | modules/lightmapper_rd/lm_compute.glsl | 86 |
1 files changed, 67 insertions, 19 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl index 0b6b72a310..efa6cd50b4 100644 --- a/modules/lightmapper_rd/lm_compute.glsl +++ b/modules/lightmapper_rd/lm_compute.glsl @@ -316,19 +316,24 @@ void main() { for (uint i = 0; i < params.light_count; i++) { vec3 light_pos; + float dist; float attenuation; + float soft_shadowing_disk_size; if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) { vec3 light_vec = lights.data[i].direction; light_pos = position - light_vec * length(params.world_size); + dist = length(params.world_size); attenuation = 1.0; + soft_shadowing_disk_size = lights.data[i].size; } else { light_pos = lights.data[i].position; - float d = distance(position, light_pos); - if (d > lights.data[i].range) { + dist = distance(position, light_pos); + if (dist > lights.data[i].range) { continue; } + soft_shadowing_disk_size = lights.data[i].size / dist; - attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation); + attenuation = get_omni_attenuation(dist, 1.0 / lights.data[i].range, lights.data[i].attenuation); if (lights.data[i].type == LIGHT_TYPE_SPOT) { vec3 rel = normalize(position - light_pos); @@ -352,27 +357,70 @@ void main() { continue; //no need to do anything } - if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) { - vec3 light = lights.data[i].color * lights.data[i].energy * attenuation; - if (lights.data[i].static_bake) { - static_light += light; -#ifdef USE_SH_LIGHTMAPS + float penumbra = 0.0; + if (lights.data[i].size > 0.0) { + vec3 light_to_point = -light_dir; + vec3 aux = light_to_point.y < 0.777 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0); + vec3 light_to_point_tan = normalize(cross(light_to_point, aux)); + vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan)); + + const uint shadowing_rays_check_penumbra_denom = 2; + uint shadowing_ray_count = params.ray_count; + + uint hits = 0; + uint noise = random_seed(ivec3(atlas_pos, 43573547 /* some prime */)); + vec3 light_disk_to_point = light_to_point; + for (uint j = 0; j < shadowing_ray_count; j++) { + // Optimization: + // Once already traced an important proportion of rays, if all are hits or misses, + // assume we're not in the penumbra so we can infer the rest would have the same result + if (j == shadowing_ray_count / shadowing_rays_check_penumbra_denom) { + if (hits == j) { + // Assume totally lit + hits = shadowing_ray_count; + break; + } else if (hits == 0) { + // Assume totally dark + hits = 0; + break; + } + } - float c[4] = float[]( - 0.282095, //l0 - 0.488603 * light_dir.y, //l1n1 - 0.488603 * light_dir.z, //l1n0 - 0.488603 * light_dir.x //l1p1 - ); + float r = randomize(noise); + float a = randomize(noise) * 2.0 * PI; + vec2 disk_sample = (r * vec2(cos(a), sin(a))) * soft_shadowing_disk_size * lights.data[i].shadow_blur; + light_disk_to_point = normalize(light_to_point + disk_sample.x * light_to_point_tan + disk_sample.y * light_to_point_bitan); - for (uint j = 0; j < 4; j++) { - sh_accum[j].rgb += light * c[j] * (1.0 / 3.0); + if (trace_ray(position - light_disk_to_point * params.bias, position - light_disk_to_point * dist) == RAY_MISS) { + hits++; } -#endif + } + penumbra = float(hits) / float(shadowing_ray_count); + } else { + if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) { + penumbra = 1.0; + } + } - } else { - dynamic_light += light; + vec3 light = lights.data[i].color * lights.data[i].energy * attenuation * penumbra; + if (lights.data[i].static_bake) { + static_light += light; +#ifdef USE_SH_LIGHTMAPS + + float c[4] = float[]( + 0.282095, //l0 + 0.488603 * light_dir.y, //l1n1 + 0.488603 * light_dir.z, //l1n0 + 0.488603 * light_dir.x //l1p1 + ); + + for (uint j = 0; j < 4; j++) { + sh_accum[j].rgb += light * c[j] * (1.0 / 3.0); } +#endif + + } else { + dynamic_light += light; } } |