diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
9 files changed, 2 insertions, 82 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h index 25f0dca3b7..f2d1a17099 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h @@ -250,8 +250,6 @@ private: float cos_spot_angle; float inv_spot_attenuation; float radius; - - float shadow_color[4]; }; struct DirectLightPushConstant { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 49314af3b2..3e9b78a86c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3316,43 +3316,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset - Color shadow_col = storage->light_get_shadow_color(base).to_linear(); - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) { - light_data.shadow_color1[0] = 1.0; - light_data.shadow_color1[1] = 0.0; - light_data.shadow_color1[2] = 0.0; - light_data.shadow_color1[3] = 1.0; - light_data.shadow_color2[0] = 0.0; - light_data.shadow_color2[1] = 1.0; - light_data.shadow_color2[2] = 0.0; - light_data.shadow_color2[3] = 1.0; - light_data.shadow_color3[0] = 0.0; - light_data.shadow_color3[1] = 0.0; - light_data.shadow_color3[2] = 1.0; - light_data.shadow_color3[3] = 1.0; - light_data.shadow_color4[0] = 1.0; - light_data.shadow_color4[1] = 1.0; - light_data.shadow_color4[2] = 0.0; - light_data.shadow_color4[3] = 1.0; - - } else { - light_data.shadow_color1[0] = shadow_col.r; - light_data.shadow_color1[1] = shadow_col.g; - light_data.shadow_color1[2] = shadow_col.b; - light_data.shadow_color1[3] = 1.0; - light_data.shadow_color2[0] = shadow_col.r; - light_data.shadow_color2[1] = shadow_col.g; - light_data.shadow_color2[2] = shadow_col.b; - light_data.shadow_color2[3] = 1.0; - light_data.shadow_color3[0] = shadow_col.r; - light_data.shadow_color3[1] = shadow_col.g; - light_data.shadow_color3[2] = shadow_col.b; - light_data.shadow_color3[3] = 1.0; - light_data.shadow_color4[0] = shadow_col.r; - light_data.shadow_color4[1] = shadow_col.g; - light_data.shadow_color4[2] = shadow_col.b; - light_data.shadow_color4[3] = 1.0; + WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet."); } light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 47bc0af1db..4a86ced322 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -678,10 +678,6 @@ private: float shadow_range_begin[4]; float shadow_split_offsets[4]; float shadow_matrices[4][16]; - float shadow_color1[4]; - float shadow_color2[4]; - float shadow_color3[4]; - float shadow_color4[4]; float uv_scale1[2]; float uv_scale2[2]; float uv_scale3[2]; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 35aa0f1f31..91059b1a05 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -6555,12 +6555,6 @@ void RendererStorageRD::light_set_shadow(RID p_light, bool p_enabled) { light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); } -void RendererStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) { - Light *light = light_owner.get_or_null(p_light); - ERR_FAIL_COND(!light); - light->shadow_color = p_color; -} - void RendererStorageRD::light_set_projector(RID p_light, RID p_texture) { Light *light = light_owner.get_or_null(p_light); ERR_FAIL_COND(!light); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index cb35c2bf65..e964c818b5 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -1025,7 +1025,6 @@ private: RS::LightType type; float param[RS::LIGHT_PARAM_MAX]; Color color = Color(1, 1, 1, 1); - Color shadow_color; RID projector; bool shadow = false; bool negative = false; @@ -1841,7 +1840,6 @@ public: void light_set_color(RID p_light, const Color &p_color); void light_set_param(RID p_light, RS::LightParam p_param, float p_value); void light_set_shadow(RID p_light, bool p_enabled); - void light_set_shadow_color(RID p_light, const Color &p_color); void light_set_projector(RID p_light, RID p_texture); void light_set_negative(RID p_light, bool p_enable); void light_set_cull_mask(RID p_light, uint32_t p_mask); @@ -1890,13 +1888,6 @@ public: return light->color; } - _FORCE_INLINE_ Color light_get_shadow_color(RID p_light) { - const Light *light = light_owner.get_or_null(p_light); - ERR_FAIL_COND_V(!light, Color()); - - return light->shadow_color; - } - _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) { const Light *light = light_owner.get_or_null(p_light); ERR_FAIL_COND_V(!light, 0); diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index 52787bb204..61c8488a05 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -76,10 +76,6 @@ struct DirectionalLightData { highp mat4 shadow_matrix2; highp mat4 shadow_matrix3; highp mat4 shadow_matrix4; - mediump vec4 shadow_color1; - mediump vec4 shadow_color2; - mediump vec4 shadow_color3; - mediump vec4 shadow_color4; highp vec2 uv_scale1; highp vec2 uv_scale2; highp vec2 uv_scale3; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index a1cf1d3c04..7b0d3cbe61 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -1124,7 +1124,6 @@ void main() { float depth_z = -vertex.z; vec4 pssm_coord; - vec3 shadow_color = vec3(0.0); vec3 light_dir = directional_lights.data[i].direction; #define BIAS_FUNC(m_var, m_idx) \ @@ -1150,9 +1149,6 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color1.rgb; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); @@ -1170,8 +1166,6 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color2.rgb; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); @@ -1189,9 +1183,6 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color3.rgb; - } else { vec4 v = vec4(vertex, 1.0); @@ -1209,12 +1200,9 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color4.rgb; } if (directional_lights.data[i].blend_splits) { - vec3 shadow_color_blend = vec3(0.0); float pssm_blend; float shadow2; @@ -1235,7 +1223,6 @@ void main() { } pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - shadow_color_blend = directional_lights.data[i].shadow_color2.rgb; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) @@ -1253,8 +1240,6 @@ void main() { } pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - - shadow_color_blend = directional_lights.data[i].shadow_color3.rgb; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) @@ -1271,7 +1256,6 @@ void main() { } pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - shadow_color_blend = directional_lights.data[i].shadow_color4.rgb; } else { pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) } @@ -1279,7 +1263,6 @@ void main() { pssm_blend = sqrt(pssm_blend); shadow = mix(shadow, shadow2, pssm_blend); - shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend); } shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl index 5bda15236c..b95fad650e 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl @@ -70,8 +70,6 @@ struct Light { float cos_spot_angle; float inv_spot_attenuation; float radius; - - vec4 shadow_color; }; layout(set = 0, binding = 9, std140) buffer restrict readonly Lights { diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl index 7a0cea421e..347fd13b28 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -382,7 +382,6 @@ void main() { float depth_z = -view_pos.z; vec4 pssm_coord; - vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb; vec3 light_dir = directional_lights.data[i].direction; vec4 v = vec4(view_pos, 1.0); float z_range; @@ -413,7 +412,7 @@ void main() { shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance - shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); + shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow); } total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g); |