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-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp63
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h25
3 files changed, 94 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 948340f469..92f1286d52 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3440,8 +3440,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
continue;
}
+ const real_t distance = camera_plane.distance_to(li->transform.origin);
+
+ if (storage->light_is_distance_fade_enabled(li->light)) {
+ const float fade_begin = storage->light_get_distance_fade_begin(li->light);
+ const float fade_length = storage->light_get_distance_fade_length(li->light);
+
+ if (distance > fade_begin) {
+ if (distance > fade_begin + fade_length) {
+ // Out of range, don't draw this light to improve performance.
+ continue;
+ }
+ }
+ }
+
cluster.omni_light_sort[cluster.omni_light_count].instance = li;
- cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
cluster.omni_light_count++;
} break;
case RS::LIGHT_SPOT: {
@@ -3449,8 +3463,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
continue;
}
+ const real_t distance = camera_plane.distance_to(li->transform.origin);
+
+ if (storage->light_is_distance_fade_enabled(li->light)) {
+ const float fade_begin = storage->light_get_distance_fade_begin(li->light);
+ const float fade_length = storage->light_get_distance_fade_length(li->light);
+
+ if (distance > fade_begin) {
+ if (distance > fade_begin + fade_length) {
+ // Out of range, don't draw this light to improve performance.
+ continue;
+ }
+ }
+ }
+
cluster.spot_light_sort[cluster.spot_light_count].instance = li;
- cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
cluster.spot_light_count++;
} break;
}
@@ -3494,7 +3522,24 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
- float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+ // Reuse fade begin, fade length and distance for shadow LOD determination later.
+ float fade_begin = 0.0;
+ float fade_length = 0.0;
+ real_t distance = 0.0;
+
+ float fade = 1.0;
+ if (storage->light_is_distance_fade_enabled(li->light)) {
+ fade_begin = storage->light_get_distance_fade_begin(li->light);
+ fade_length = storage->light_get_distance_fade_length(li->light);
+ distance = camera_plane.distance_to(li->transform.origin);
+
+ if (distance > fade_begin) {
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
+ fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
+ }
+ }
+
+ float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
light_data.color[0] = linear_col.r * energy;
light_data.color[1] = linear_col.g * energy;
@@ -3555,7 +3600,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.projector_rect[3] = 0;
}
- if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
+ const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
+
+ bool in_shadow_range = true;
+ if (needs_shadow && storage->light_is_distance_fade_enabled(li->light)) {
+ if (distance > storage->light_get_distance_fade_shadow(li->light)) {
+ // Out of range, don't draw shadows to improve performance.
+ in_shadow_range = false;
+ }
+ }
+
+ if (needs_shadow && in_shadow_range) {
// fill in the shadow information
light_data.shadow_enabled = true;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 1473a92a1a..35aa0f1f31 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -6600,6 +6600,16 @@ void RendererStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
+void RendererStorageRD::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->distance_fade = p_enabled;
+ light->distance_fade_begin = p_begin;
+ light->distance_fade_shadow = p_shadow;
+ light->distance_fade_length = p_length;
+}
+
void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
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 33a3b8e229..cb35c2bf65 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -1033,6 +1033,10 @@ private:
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
+ bool distance_fade = false;
+ real_t distance_fade_begin = 40.0;
+ real_t distance_fade_shadow = 50.0;
+ real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
@@ -1841,6 +1845,7 @@ public:
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);
+ void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length);
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode);
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade);
@@ -1899,6 +1904,26 @@ public:
return light->cull_mask;
}
+ _FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_begin;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_shadow;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_length;
+ }
+
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);