basic contact shadows implementation, will most likely need some polishing

This commit is contained in:
Juan Linietsky 2017-02-07 23:48:09 -03:00
parent a73d46caa6
commit 07bbcf91f7
7 changed files with 155 additions and 33 deletions

View File

@ -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);

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@ -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];

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@ -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;

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@ -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) {
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));
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_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

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@ -253,6 +253,7 @@ void Light::_bind_methods() {
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow_enabled"), _SCS("set_shadow"), _SCS("has_shadow"));
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "shadow_color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_shadow_color"), _SCS("get_shadow_color"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow_bias",PROPERTY_HINT_RANGE,"-16,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow_contact",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_CONTACT_SHADOW_SIZE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow_max_distance",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
ADD_GROUP("Editor","");
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
@ -264,6 +265,7 @@ void Light::_bind_methods() {
BIND_CONSTANT( PARAM_ATTENUATION );
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_CONTACT_SHADOW_SIZE );
BIND_CONSTANT( PARAM_SHADOW_MAX_DISTANCE );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET );
@ -297,6 +299,7 @@ Light::Light(VisualServer::LightType p_type) {
set_param(PARAM_ATTENUATION,1);
set_param(PARAM_SPOT_ANGLE,45);
set_param(PARAM_SPOT_ATTENUATION,1);
set_param(PARAM_CONTACT_SHADOW_SIZE,0);
set_param(PARAM_SHADOW_MAX_DISTANCE,0);
set_param(PARAM_SHADOW_SPLIT_1_OFFSET,0.1);
set_param(PARAM_SHADOW_SPLIT_2_OFFSET,0.2);

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@ -55,6 +55,7 @@ public:
PARAM_ATTENUATION = VS::LIGHT_PARAM_ATTENUATION,
PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
PARAM_CONTACT_SHADOW_SIZE= VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE,
PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,

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@ -365,6 +365,7 @@ public:
LIGHT_PARAM_ATTENUATION,
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_CONTACT_SHADOW_SIZE,
LIGHT_PARAM_SHADOW_MAX_DISTANCE,
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,