diff options
Diffstat (limited to 'servers/rendering')
9 files changed, 506 insertions, 53 deletions
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h index 5013b38f3f..cf0afe6097 100644 --- a/servers/rendering/rasterizer.h +++ b/servers/rendering/rasterizer.h @@ -231,7 +231,7 @@ public: virtual RID light_instance_create(RID p_light) = 0; virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; - virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0) = 0; + virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0; virtual void light_instance_mark_visible(RID p_light_instance) = 0; virtual bool light_instances_can_render_shadow_cube() const { return true; diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp index 8d9b352a85..ec05c9e964 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp @@ -965,6 +965,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer scene_state.ubo.shadow_filter_mode = shadow_filter_get(); scene_state.ubo.pancake_shadows = p_pancake_shadows; + scene_state.ubo.shadow_blocker_count = 16; scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x; scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y; @@ -1484,6 +1485,10 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); light_data.mask = storage->light_get_cull_mask(base); + float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + + 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) { @@ -1551,12 +1556,44 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j); light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale; light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j); + light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j); store_camera(shadow_mtx, light_data.shadow_matrices[j]); + + Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j); + uv_scale *= atlas_rect.size; //adapt to atlas size + switch (j) { + case 0: { + light_data.uv_scale1[0] = uv_scale.x; + light_data.uv_scale1[1] = uv_scale.y; + } break; + case 1: { + light_data.uv_scale2[0] = uv_scale.x; + light_data.uv_scale2[1] = uv_scale.y; + } break; + case 2: { + light_data.uv_scale3[0] = uv_scale.x; + light_data.uv_scale3[1] = uv_scale.y; + } break; + case 3: { + light_data.uv_scale4[0] = uv_scale.x; + light_data.uv_scale4[1] = uv_scale.y; + } break; + } } float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START); light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep light_data.fade_to = -light_data.shadow_split_offsets[3]; + + float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + if (softshadow_angle > 0.0) { + // I know tan(0) is 0, but let's not risk it with numerical precision. + // technically this will keep expanding until reaching the sun, but all we care + // is expand until we reach the radius of the near plane (there can't be more occluders than that) + light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle)); + } else { + light_data.softshadow_angle = 0; + } } // Copy to SkyDirectionalLightData @@ -1619,6 +1656,10 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig light_data.direction[1] = direction.y; light_data.direction[2] = direction.z; + float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + + light_data.size = size; + light_data.cone_attenuation_angle[0] = Math::make_half_float(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_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle))); @@ -1646,6 +1687,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas); light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size; + } else { //omni light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0; float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas); @@ -1656,18 +1698,31 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas); - if (type == RS::LIGHT_OMNI) { + light_data.atlas_rect[0] = rect.position.x; + light_data.atlas_rect[1] = rect.position.y; + light_data.atlas_rect[2] = rect.size.width; + light_data.atlas_rect[3] = rect.size.height; - light_data.atlas_rect[0] = rect.position.x; - light_data.atlas_rect[1] = rect.position.y; - light_data.atlas_rect[2] = rect.size.width; - light_data.atlas_rect[3] = rect.size.height * 0.5; + if (type == RS::LIGHT_OMNI) { + light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another Transform proj = (p_camera_inverse_transform * light_transform).inverse(); store_transform(proj, light_data.shadow_matrix); + + if (size > 0.0) { + + light_data.soft_shadow_size = size; + } else { + light_data.soft_shadow_size = 0.0; + } + } else if (type == RS::LIGHT_SPOT) { + //used for clamping in this light type + light_data.atlas_rect[2] += light_data.atlas_rect[0]; + light_data.atlas_rect[3] += light_data.atlas_rect[1]; + Transform modelview = (p_camera_inverse_transform * light_transform).inverse(); CameraMatrix bias; bias.set_light_bias(); @@ -1676,6 +1731,14 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview; store_camera(shadow_mtx, light_data.shadow_matrix); + + if (size > 0.0) { + CameraMatrix cm = light_instance_get_shadow_camera(li, 0); + float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle)); + light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width; + } else { + light_data.soft_shadow_size = 0.0; + } } } else { light_data.shadow_color_enabled[3] = 0; diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h index b89de11bb4..b4f5d25afd 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h @@ -254,17 +254,19 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { float position[3]; float inv_radius; float direction[3]; + float size; uint16_t attenuation_energy[2]; //16 bits attenuation, then energy uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm) uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float) - uint32_t mask; uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm) float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv float shadow_matrix[16]; float shadow_bias; float shadow_normal_bias; float transmittance_bias; - uint32_t pad; + float soft_shadow_size; + uint32_t mask; + uint32_t pad[3]; }; struct DirectionalLightData { @@ -272,9 +274,11 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { float direction[3]; float energy; float color[3]; + float size; float specular; uint32_t mask; - uint32_t pad[3]; + float softshadow_angle; + uint32_t pad[1]; uint32_t blend_splits; uint32_t shadow_enabled; float fade_from; @@ -283,12 +287,17 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { float shadow_normal_bias[4]; float shadow_transmittance_bias[4]; float shadow_transmittance_z_scale[4]; + 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]; + float uv_scale4[2]; }; struct GIProbeData { @@ -343,6 +352,9 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { uint32_t pancake_shadows; uint32_t shadow_filter_mode; + uint32_t shadow_blocker_count; + uint32_t shadow_pad[3]; + float ambient_light_color_energy[4]; float ambient_color_sky_mix; diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp index deef34d71f..a0bbf8bd43 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp @@ -2032,7 +2032,7 @@ void RasterizerSceneRD::light_instance_set_transform(RID p_light_instance, const light_instance->transform = p_transform; } -void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale) { +void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); @@ -2048,7 +2048,9 @@ void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance light_instance->shadow_transform[p_pass].farplane = p_far; light_instance->shadow_transform[p_pass].split = p_split; light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale; + light_instance->shadow_transform[p_pass].range_begin = p_range_begin; light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size; + light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale; } void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) { diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h index 94c7971ec3..3478c05fb1 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h @@ -573,7 +573,9 @@ private: float split; float bias_scale; float shadow_texel_size; + float range_begin; Rect2 atlas_rect; + Vector2 uv_scale; }; RS::LightType light_type = RS::LIGHT_DIRECTIONAL; @@ -883,7 +885,7 @@ public: RID light_instance_create(RID p_light); void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); - void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0); + void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()); void light_instance_mark_visible(RID p_light_instance); _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) { @@ -967,6 +969,17 @@ public: LightInstance *li = light_instance_owner.getornull(p_light_instance); return li->shadow_transform[p_index].farplane; } + _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) { + + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].range_begin; + } + + _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) { + + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].uv_scale; + } _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) { diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp index 8c73cecec3..0b26ec1be6 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp @@ -3104,6 +3104,7 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) { light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0; light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5; light.param[RS::LIGHT_PARAM_RANGE] = 1.0; + light.param[RS::LIGHT_PARAM_SIZE] = 0.0; light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45; light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0; light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1; diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl index 62ab188ddc..70ce8d61e4 100644 --- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl +++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl @@ -441,7 +441,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, vec3(metallic)); } -void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity, +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -481,7 +481,7 @@ LIGHT_SHADER_CODE /* clang-format on */ #else - float NdotL = dot(N, L); + float NdotL = min(A + dot(N, L), 1.0); float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); @@ -491,11 +491,11 @@ LIGHT_SHADER_CODE #endif #if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) - float cNdotH = max(dot(N, H), 0.0); + float cNdotH = clamp(A + dot(N, H), 0.0, 1.0); #endif #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) - float cLdotH = max(dot(L, H), 0.0); + float cLdotH = clamp(A + dot(L, H), 0.0, 1.0); #endif if (metallic < 1.0) { @@ -613,7 +613,7 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L, N)); - float cRdotV = max(0.0, dot(R, V)); + float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); @@ -686,6 +686,24 @@ LIGHT_SHADER_CODE #ifndef USE_NO_SHADOWS +const vec2 shadow_poisson_disk[16] = vec2[]( + vec2(-0.94201624, -0.39906216), + vec2(0.94558609, -0.76890725), + vec2(-0.094184101, -0.92938870), + vec2(0.34495938, 0.29387760), + vec2(-0.91588581, 0.45771432), + vec2(-0.81544232, -0.87912464), + vec2(-0.38277543, 0.27676845), + vec2(0.97484398, 0.75648379), + vec2(0.44323325, -0.97511554), + vec2(0.53742981, -0.47373420), + vec2(-0.26496911, -0.41893023), + vec2(0.79197514, 0.19090188), + vec2(-0.24188840, 0.99706507), + vec2(-0.81409955, 0.91437590), + vec2(0.19984126, 0.78641367), + vec2(0.14383161, -0.14100790)); + float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { vec2 pos = coord.xy; @@ -725,6 +743,51 @@ float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { return 0; } +float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) { + + //find blocker + float blocker_count = 0.0; + float blocker_average = 0.0; + + mat2 poisson_rotate; + + { + float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123)); + float sr = sin(r); + float cr = cos(r); + poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + for (uint i = 0; i < scene_data.shadow_blocker_count; i++) { + vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale; + float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; + if (d < pssm_coord.z) { + blocker_average += d; + blocker_count += 1.0; + } + } + + if (blocker_count > 0.0) { + + //blockers found, do soft shadow + blocker_average /= blocker_count; + float penumbra = (pssm_coord.z - blocker_average) / blocker_average; + tex_scale *= penumbra; + + float s = 0.0; + for (uint i = 0; i < scene_data.shadow_blocker_count; i++) { + vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale; + s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0)); + } + + return s / float(scene_data.shadow_blocker_count); + + } else { + //no blockers found, so no shadow + return 1.0; + } +} + #endif //USE_NO_SHADOWS void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity, @@ -760,6 +823,13 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a vec3 shadow_attenuation = vec3(1.0); vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular); color_specular.rgb *= attenuation_energy.y; + float size_A = 0.0; + + if (lights.data[idx].size > 0.0) { + + float t = lights.data[idx].size / max(0.001, light_length); + size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + } #ifdef LIGHT_TRANSMITTANCE_USED float transmittance_z = transmittance_depth; //no transmittance by default @@ -773,7 +843,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a vec4 v = vec4(vertex, 1.0); vec4 splane = (lights.data[idx].shadow_matrix * v); - float shadow_len = length(splane.xyz); + float shadow_len = length(splane.xyz); //need to remember shadow len from here { vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius; @@ -782,26 +852,126 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a splane = (lights.data[idx].shadow_matrix * v); } - splane.xyz = normalize(splane.xyz); - vec4 clamp_rect = lights.data[idx].atlas_rect; + float shadow; + + if (lights.data[idx].soft_shadow_size > 0.0) { + //soft shadow + + //find blocker + + float blocker_count = 0.0; + float blocker_average = 0.0; + + mat2 poisson_rotate; + + { + float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123)); + float sr = sin(r); + float cr = cos(r); + poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + vec3 normal = normalize(splane.xyz); + vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + float z_norm = shadow_len * lights.data[idx].inv_radius; + + tangent *= lights.data[idx].soft_shadow_size; + bitangent *= lights.data[idx].soft_shadow_size; - if (splane.z >= 0.0) { + for (uint i = 0; i < scene_data.shadow_blocker_count; i++) { + vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]); + vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y; - splane.z += 1.0; + pos = normalize(pos); + vec4 uv_rect = lights.data[idx].atlas_rect; - clamp_rect.y += clamp_rect.w; + if (pos.z >= 0.0) { + pos.z += 1.0; + uv_rect.y += uv_rect.w; + } else { + + pos.z = 1.0 - pos.z; + } + + pos.xy /= pos.z; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r; + if (d < z_norm) { + blocker_average += d; + blocker_count += 1.0; + } + } + + if (blocker_count > 0.0) { + + //blockers found, do soft shadow + blocker_average /= blocker_count; + float penumbra = (z_norm - blocker_average) / blocker_average; + tangent *= penumbra; + bitangent *= penumbra; + + z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias; + + shadow = 0.0; + for (uint i = 0; i < scene_data.shadow_blocker_count; i++) { + + vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]); + vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y; + + pos = normalize(pos); + vec4 uv_rect = lights.data[idx].atlas_rect; + + if (pos.z >= 0.0) { + + pos.z += 1.0; + uv_rect.y += uv_rect.w; + } else { + + pos.z = 1.0 - pos.z; + } + + pos.xy /= pos.z; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0)); + } + + shadow /= float(scene_data.shadow_blocker_count); + + } else { + //no blockers found, so no shadow + shadow = 1.0; + } } else { - splane.z = 1.0 - splane.z; - } - splane.xy /= splane.z; + splane.xyz = normalize(splane.xyz); + vec4 clamp_rect = lights.data[idx].atlas_rect; + + if (splane.z >= 0.0) { + + splane.z += 1.0; + + clamp_rect.y += clamp_rect.w; + + } else { + splane.z = 1.0 - splane.z; + } + + splane.xy /= splane.z; - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius; - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - splane.w = 1.0; //needed? i think it should be 1 already - float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane); + splane.xy = splane.xy * 0.5 + 0.5; + splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius; + splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + splane.w = 1.0; //needed? i think it should be 1 already + shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane); + } #ifdef LIGHT_TRANSMITTANCE_USED { @@ -836,7 +1006,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a } #endif //USE_NO_SHADOWS - light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -903,6 +1073,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular); color_specular.rgb *= attenuation_energy.y; + float size_A = 0.0; + + if (lights.data[idx].size > 0.0) { + + float t = lights.data[idx].size / max(0.001, light_length); + size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + } /* if (lights.data[idx].atlas_rect!=vec4(0.0)) { //use projector texture @@ -920,22 +1097,82 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a v.xyz -= spot_dir * lights.data[idx].shadow_bias; - float depth_bias_scale = 1.0 / (max(0.0001, dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius)); //the closer to the light origin, the more you have to offset to reach 1px in the map + float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius; + + float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale; normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z v.xyz += normal_bias; + //adjust with bias + z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius; + + float shadow; + vec4 splane = (lights.data[idx].shadow_matrix * v); splane /= splane.w; - splane.z = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius; - float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane); + + if (lights.data[idx].soft_shadow_size > 0.0) { + //soft shadow + + //find blocker + + float blocker_count = 0.0; + float blocker_average = 0.0; + + mat2 poisson_rotate; + + { + float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123)); + float sr = sin(r); + float cr = cos(r); + poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr)); + } + + float uv_size = lights.data[idx].soft_shadow_size * z_norm; + for (uint i = 0; i < scene_data.shadow_blocker_count; i++) { + vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size; + suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw); + float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; + if (d < z_norm) { + blocker_average += d; + blocker_count += 1.0; + } + } + + if (blocker_count > 0.0) { + + //blockers found, do soft shadow + blocker_average /= blocker_count; + float penumbra = (z_norm - blocker_average) / blocker_average; + uv_size *= penumbra; + + shadow = 0.0; + for (uint i = 0; i < scene_data.shadow_blocker_count; i++) { + vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size; + suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw); + shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0)); + } + + shadow /= float(scene_data.shadow_blocker_count); + + } else { + //no blockers found, so no shadow + shadow = 1.0; + } + + } else { + //hard shadow + splane.z = z_norm; + shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane); + } shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow); #ifdef LIGHT_TRANSMITTANCE_USED { - splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0)); + vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0)); splane /= splane.w; float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r; @@ -950,7 +1187,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a #endif //USE_NO_SHADOWS - light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1636,13 +1873,28 @@ FRAGMENT_SHADER_CODE normal_bias -= light_dir * dot(light_dir, normal_bias); \ m_var.xyz += normal_bias; + float shadow = 0.0; + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 0) pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.x; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + shadow_color = directional_lights.data[i].shadow_color1.rgb; + #ifdef LIGHT_TRANSMITTANCE_USED { vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0); @@ -1663,6 +1915,18 @@ FRAGMENT_SHADER_CODE BIAS_FUNC(v, 1) pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + shadow_color = directional_lights.data[i].shadow_color2.rgb; #ifdef LIGHT_TRANSMITTANCE_USED { @@ -1684,6 +1948,18 @@ FRAGMENT_SHADER_CODE BIAS_FUNC(v, 2) pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + shadow_color = directional_lights.data[i].shadow_color3.rgb; #ifdef LIGHT_TRANSMITTANCE_USED { @@ -1706,7 +1982,20 @@ FRAGMENT_SHADER_CODE BIAS_FUNC(v, 3) pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + shadow_color = directional_lights.data[i].shadow_color4.rgb; + #ifdef LIGHT_TRANSMITTANCE_USED { vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0); @@ -1722,40 +2011,72 @@ FRAGMENT_SHADER_CODE #endif } - pssm_coord /= pssm_coord.w; - - float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); - if (directional_lights.data[i].blend_splits) { vec3 shadow_color_blend = vec3(0.0); float pssm_blend; + float shadow2; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + 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) pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + 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) pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale); + } else { + shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); + } + 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) } - pssm_coord /= pssm_coord.w; + pssm_blend = sqrt(pssm_blend); - float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord); shadow = mix(shadow, shadow2, pssm_blend); shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend); } @@ -1767,7 +2088,7 @@ FRAGMENT_SHADER_CODE #undef BIAS_FUNC } - light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity, + light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl index e3f1e650ed..59f326bc9b 100644 --- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl +++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl @@ -47,6 +47,11 @@ layout(set = 0, binding = 3, std140) uniform SceneData { bool pancake_shadows; uint shadow_filter_mode; + uint shadow_blocker_count; + uint shadow_pad0; + uint shadow_pad1; + uint shadow_pad2; + vec4 ambient_light_color_energy; float ambient_color_sky_mix; @@ -141,17 +146,19 @@ struct LightData { //this structure needs to be as packed as possible vec3 position; float inv_radius; vec3 direction; + float size; uint attenuation_energy; //attenuation uint color_specular; //rgb color, a specular (8 bit unorm) uint cone_attenuation_angle; // attenuation and angle, (16bit float) - uint mask; uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm) vec4 atlas_rect; // used for spot mat4 shadow_matrix; float shadow_bias; float shadow_normal_bias; float transmittance_bias; - uint pad; + float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle + uint mask; + uint pad[3]; }; layout(set = 0, binding = 5, std430) buffer Lights { @@ -180,11 +187,11 @@ struct DirectionalLightData { vec3 direction; float energy; vec3 color; + float size; float specular; uint mask; - uint pad0; + float softshadow_angle; uint pad1; - uint pad2; bool blend_splits; bool shadow_enabled; float fade_from; @@ -193,6 +200,7 @@ struct DirectionalLightData { vec4 shadow_normal_bias; vec4 shadow_transmittance_bias; vec4 shadow_transmittance_z_scale; + vec4 shadow_range_begin; vec4 shadow_split_offsets; mat4 shadow_matrix1; mat4 shadow_matrix2; @@ -202,6 +210,10 @@ struct DirectionalLightData { vec4 shadow_color2; vec4 shadow_color3; vec4 shadow_color4; + vec2 uv_scale1; + vec2 uv_scale2; + vec2 uv_scale3; + vec2 uv_scale4; }; layout(set = 0, binding = 7, std140) uniform DirectionalLights { diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp index a367d4522c..121f733d00 100644 --- a/servers/rendering/rendering_server_scene.cpp +++ b/servers/rendering/rendering_server_scene.cpp @@ -1499,7 +1499,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c if (j == 0 || d_z > z_max) z_max = d_z; } + real_t radius = 0; + real_t soft_shadow_expand = 0; Vector3 center; { @@ -1528,12 +1530,30 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c bias_scale = radius / first_radius; } - x_max_cam = x_vec.dot(center) + radius; - x_min_cam = x_vec.dot(center) - radius; - y_max_cam = y_vec.dot(center) + radius; - y_min_cam = y_vec.dot(center) - radius; z_min_cam = z_vec.dot(center) - radius; + { + + float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE); + + if (soft_shadow_angle > 0.0 && pancake_size > 0.0) { + + float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam; + soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range; + + x_max += soft_shadow_expand; + y_max += soft_shadow_expand; + + x_min -= soft_shadow_expand; + y_min -= soft_shadow_expand; + } + } + + x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand; + x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand; + y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand; + y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand; + if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) { //this trick here is what stabilizes the shadow (make potential jaggies to not move) //at the cost of some wasted resolution. Still the quality increase is very well worth it @@ -1588,8 +1608,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c } } - if (cull_max > z_max) + if (cull_max > z_max) { z_max = cull_max; + } if (pancake_size > 0) { z_max = z_vec.dot(center) + radius + pancake_size; @@ -1677,11 +1698,19 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam)); + Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam)); + Transform ortho_transform; ortho_transform.basis = transform.basis; ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max; - RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale); + { + Vector3 max_in_view = p_cam_transform.affine_inverse().xform(z_vec * cull_max); + Vector3 dir_in_view = p_cam_transform.xform_inv(z_vec).normalized(); + cull_max = dir_in_view.dot(max_in_view); + } + + RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale); } RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); |