Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
This commit is contained in:
parent
b2f79cac9a
commit
4ffc0d6b3f
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@ -930,6 +930,15 @@ void ClassDB::add_property_group(StringName p_class, const String &p_name, const
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type->property_list.push_back(PropertyInfo(Variant::NIL, p_name, PROPERTY_HINT_NONE, p_prefix, PROPERTY_USAGE_GROUP));
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}
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void ClassDB::add_property_subgroup(StringName p_class, const String &p_name, const String &p_prefix) {
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OBJTYPE_WLOCK;
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ClassInfo *type = classes.getptr(p_class);
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ERR_FAIL_COND(!type);
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type->property_list.push_back(PropertyInfo(Variant::NIL, p_name, PROPERTY_HINT_NONE, p_prefix, PROPERTY_USAGE_SUBGROUP));
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}
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void ClassDB::add_property(StringName p_class, const PropertyInfo &p_pinfo, const StringName &p_setter, const StringName &p_getter, int p_index) {
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lock->read_lock();
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@ -349,6 +349,7 @@ public:
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static void get_signal_list(StringName p_class, List<MethodInfo> *p_signals, bool p_no_inheritance = false);
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static void add_property_group(StringName p_class, const String &p_name, const String &p_prefix = "");
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static void add_property_subgroup(StringName p_class, const String &p_name, const String &p_prefix = "");
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static void add_property(StringName p_class, const PropertyInfo &p_pinfo, const StringName &p_setter, const StringName &p_getter, int p_index = -1);
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static void set_property_default_value(StringName p_class, const StringName &p_name, const Variant &p_default);
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static void get_property_list(StringName p_class, List<PropertyInfo> *p_list, bool p_no_inheritance = false, const Object *p_validator = nullptr);
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@ -107,10 +107,7 @@ enum PropertyUsageFlags {
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PROPERTY_USAGE_INTERNATIONALIZED = 64, //hint for internationalized strings
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PROPERTY_USAGE_GROUP = 128, //used for grouping props in the editor
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PROPERTY_USAGE_CATEGORY = 256,
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// FIXME: Drop in 4.0, possibly reorder other flags?
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// Those below are deprecated thanks to ClassDB's now class value cache
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//PROPERTY_USAGE_STORE_IF_NONZERO = 512, //only store if nonzero
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//PROPERTY_USAGE_STORE_IF_NONONE = 1024, //only store if false
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PROPERTY_USAGE_SUBGROUP = 512,
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PROPERTY_USAGE_NO_INSTANCE_STATE = 2048,
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PROPERTY_USAGE_RESTART_IF_CHANGED = 4096,
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PROPERTY_USAGE_SCRIPT_VARIABLE = 8192,
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@ -138,6 +135,7 @@ enum PropertyUsageFlags {
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#define ADD_PROPERTYI(m_property, m_setter, m_getter, m_index) ClassDB::add_property(get_class_static(), m_property, _scs_create(m_setter), _scs_create(m_getter), m_index)
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#define ADD_PROPERTY_DEFAULT(m_property, m_default) ClassDB::set_property_default_value(get_class_static(), m_property, m_default)
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#define ADD_GROUP(m_name, m_prefix) ClassDB::add_property_group(get_class_static(), m_name, m_prefix)
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#define ADD_SUBGROUP(m_name, m_prefix) ClassDB::add_property_subgroup(get_class_static(), m_name, m_prefix)
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struct PropertyInfo {
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@ -1478,6 +1478,8 @@ void EditorInspector::update_tree() {
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String filter = search_box ? search_box->get_text() : "";
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String group;
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String group_base;
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String subgroup;
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String subgroup_base;
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VBoxContainer *category_vbox = nullptr;
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List<PropertyInfo>
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@ -1503,10 +1505,19 @@ void EditorInspector::update_tree() {
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//make sure the property can be edited
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if (p.usage & PROPERTY_USAGE_GROUP) {
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if (p.usage & PROPERTY_USAGE_SUBGROUP) {
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subgroup = p.name;
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subgroup_base = p.hint_string;
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continue;
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} else if (p.usage & PROPERTY_USAGE_GROUP) {
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group = p.name;
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group_base = p.hint_string;
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subgroup = "";
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subgroup_base = "";
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continue;
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@ -1514,6 +1525,8 @@ void EditorInspector::update_tree() {
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group = "";
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group_base = "";
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subgroup = "";
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subgroup_base = "";
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if (!show_categories)
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continue;
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@ -1577,18 +1590,33 @@ void EditorInspector::update_tree() {
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}
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String basename = p.name;
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if (subgroup != "") {
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if (subgroup_base != "") {
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if (basename.begins_with(subgroup_base)) {
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basename = basename.replace_first(subgroup_base, "");
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} else if (subgroup_base.begins_with(basename)) {
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//keep it, this is used pretty often
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} else {
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subgroup = ""; //no longer using subgroup base, clear
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}
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}
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}
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if (group != "") {
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if (group_base != "") {
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if (group_base != "" && subgroup == "") {
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if (basename.begins_with(group_base)) {
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basename = basename.replace_first(group_base, "");
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} else if (group_base.begins_with(basename)) {
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//keep it, this is used pretty often
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} else {
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group = ""; //no longer using group base, clear
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subgroup = "";
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}
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}
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}
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if (subgroup != "") {
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basename = subgroup + "/" + basename;
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}
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if (group != "") {
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basename = group + "/" + basename;
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}
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@ -374,6 +374,8 @@ void EditorNode::_notification(int p_what) {
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float sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
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float sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
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RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
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RS::ShadowFilter shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
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RS::get_singleton()->shadow_filter_set(shadow_filter);
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}
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ResourceImporterTexture::get_singleton()->update_imports();
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@ -3000,6 +3000,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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case VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION:
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case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE:
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case VIEW_DISPLAY_DEBUG_SSAO:
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case VIEW_DISPLAY_DEBUG_PSSM_SPLITS:
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case VIEW_DISPLAY_DEBUG_ROUGHNESS_LIMITER: {
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static const int display_options[] = {
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@ -3018,6 +3019,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
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VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_DISPLAY_DEBUG_ROUGHNESS_LIMITER,
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VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
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VIEW_MAX
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};
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static const Viewport::DebugDraw debug_draw_modes[] = {
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@ -3036,6 +3038,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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Viewport::DEBUG_DRAW_SCENE_LUMINANCE,
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Viewport::DEBUG_DRAW_SSAO,
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Viewport::DEBUG_DRAW_ROUGHNESS_LIMITER,
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Viewport::DEBUG_DRAW_PSSM_SPLITS,
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};
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int idx = 0;
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@ -3887,6 +3890,8 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
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view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_lighting", TTR("Display Lighting")), VIEW_DISPLAY_LIGHTING);
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view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_unshaded", TTR("Display Unshaded")), VIEW_DISPLAY_SHADELESS);
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL), true);
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display_submenu->add_radio_check_item(TTR("Directional Shadow Splits"), VIEW_DISPLAY_DEBUG_PSSM_SPLITS);
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display_submenu->add_separator();
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display_submenu->add_radio_check_item(TTR("Normal Buffer"), VIEW_DISPLAY_NORMAL_BUFFER);
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display_submenu->add_separator();
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display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS);
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@ -218,6 +218,7 @@ class Node3DEditorViewport : public Control {
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VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
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VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_DISPLAY_DEBUG_ROUGHNESS_LIMITER,
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VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
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VIEW_LOCK_ROTATION,
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VIEW_CINEMATIC_PREVIEW,
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VIEW_AUTO_ORTHOGONAL,
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@ -216,10 +216,6 @@ bool Light3D::is_editor_only() const {
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}
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void Light3D::_validate_property(PropertyInfo &property) const {
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if (RenderingServer::get_singleton()->is_low_end() && property.name == "shadow_contact") {
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property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
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}
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}
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void Light3D::_bind_methods() {
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@ -262,9 +258,10 @@ void Light3D::_bind_methods() {
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ADD_GROUP("Shadow", "shadow_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_contact", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_CONTACT_SHADOW_SIZE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
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ADD_GROUP("Editor", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
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ADD_GROUP("", "");
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@ -276,7 +273,6 @@ void Light3D::_bind_methods() {
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BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
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BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
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BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
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BIND_ENUM_CONSTANT(PARAM_CONTACT_SHADOW_SIZE);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
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@ -284,7 +280,8 @@ void Light3D::_bind_methods() {
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BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
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BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
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BIND_ENUM_CONSTANT(PARAM_MAX);
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BIND_ENUM_CONSTANT(BAKE_DISABLED);
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@ -321,14 +318,15 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
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set_param(PARAM_ATTENUATION, 1);
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set_param(PARAM_SPOT_ANGLE, 45);
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set_param(PARAM_SPOT_ATTENUATION, 1);
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set_param(PARAM_CONTACT_SHADOW_SIZE, 0);
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set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
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set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
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set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
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set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
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set_param(PARAM_SHADOW_FADE_START, 0.8);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.0);
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set_param(PARAM_SHADOW_BIAS, 0.15);
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set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
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set_param(PARAM_SHADOW_BIAS, 0.02);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
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set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
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set_param(PARAM_SHADOW_FADE_START, 1);
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set_disable_scale(true);
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}
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@ -398,10 +396,9 @@ void DirectionalLight3D::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range");
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_EXP_RANGE, "0,8192,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_EXP_RANGE, "0,1024,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
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BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
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BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
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@ -414,11 +411,8 @@ void DirectionalLight3D::_bind_methods() {
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DirectionalLight3D::DirectionalLight3D() :
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Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8);
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set_param(PARAM_SHADOW_BIAS, 0.1);
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set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
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set_param(PARAM_SHADOW_FADE_START, 0.8);
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set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25);
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE);
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@ -49,7 +49,6 @@ public:
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PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
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PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
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PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
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PARAM_CONTACT_SHADOW_SIZE = RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE,
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PARAM_SHADOW_MAX_DISTANCE = RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
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PARAM_SHADOW_SPLIT_1_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
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PARAM_SHADOW_SPLIT_2_OFFSET = RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
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@ -57,7 +56,8 @@ public:
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PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START,
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PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
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PARAM_SHADOW_BIAS_SPLIT_SCALE = RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
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PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
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PARAM_MAX = RS::LIGHT_PARAM_MAX
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};
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@ -3498,6 +3498,8 @@ void Viewport::_bind_methods() {
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BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_ROUGHNESS_LIMITER);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_PSSM_SPLITS);
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BIND_ENUM_CONSTANT(MSAA_DISABLED);
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BIND_ENUM_CONSTANT(MSAA_2X);
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@ -133,7 +133,8 @@ public:
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DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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DEBUG_DRAW_SCENE_LUMINANCE,
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DEBUG_DRAW_SSAO,
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DEBUG_DRAW_ROUGHNESS_LIMITER
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DEBUG_DRAW_ROUGHNESS_LIMITER,
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DEBUG_DRAW_PSSM_SPLITS
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};
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enum DefaultCanvasItemTextureFilter {
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@ -314,7 +314,7 @@ void BaseMaterial3D::init_shaders() {
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shader_names->anisotropy = "anisotropy_ratio";
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shader_names->heightmap_scale = "heightmap_scale";
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shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
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shader_names->transmission = "transmission";
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shader_names->backlight = "backlight";
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shader_names->refraction = "refraction";
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shader_names->point_size = "point_size";
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shader_names->uv1_scale = "uv1_scale";
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@ -347,6 +347,11 @@ void BaseMaterial3D::init_shaders() {
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shader_names->refraction_texture_channel = "refraction_texture_channel";
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shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
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shader_names->transmittance_color = "transmittance_color";
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shader_names->transmittance_curve = "transmittance_curve";
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shader_names->transmittance_depth = "transmittance_depth";
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shader_names->transmittance_boost = "transmittance_boost";
|
||||
|
||||
shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
|
||||
shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
|
||||
shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
|
||||
|
@ -358,7 +363,8 @@ void BaseMaterial3D::init_shaders() {
|
|||
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
|
||||
shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
|
||||
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
|
||||
shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission";
|
||||
shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
|
||||
shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
|
||||
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
|
||||
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
|
||||
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
|
||||
|
@ -385,7 +391,7 @@ void BaseMaterial3D::_update_shader() {
|
|||
dirty_materials->remove(&element);
|
||||
|
||||
MaterialKey mk = _compute_key();
|
||||
if (mk.key == current_key.key)
|
||||
if (mk == current_key)
|
||||
return; //no update required in the end
|
||||
|
||||
if (shader_map.has(current_key)) {
|
||||
|
@ -444,9 +450,6 @@ void BaseMaterial3D::_update_shader() {
|
|||
case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
|
||||
}
|
||||
|
||||
if (features[FEATURE_SUBSURACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
|
||||
code += ",sss_mode_skin";
|
||||
}
|
||||
if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
|
||||
code += ",depth_prepass_alpha";
|
||||
}
|
||||
|
@ -470,6 +473,9 @@ void BaseMaterial3D::_update_shader() {
|
|||
case SPECULAR_TOON: code += ",specular_toon"; break;
|
||||
case SPECULAR_DISABLED: code += ",specular_disabled"; break;
|
||||
}
|
||||
if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
|
||||
code += ",sss_mode_skin";
|
||||
}
|
||||
|
||||
if (shading_mode == SHADING_MODE_UNSHADED) {
|
||||
code += ",unshaded";
|
||||
|
@ -589,16 +595,25 @@ void BaseMaterial3D::_update_shader() {
|
|||
code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_SUBSURACE_SCATTERING]) {
|
||||
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
|
||||
|
||||
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
|
||||
code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_TRANSMISSION]) {
|
||||
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
|
||||
|
||||
code += "uniform vec4 transmission : hint_color;\n";
|
||||
code += "uniform sampler2D texture_transmission : hint_black," + texfilter_str + ";\n";
|
||||
code += "uniform vec4 transmittance_color : hint_color;\n";
|
||||
code += "uniform float transmittance_depth;\n";
|
||||
code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n";
|
||||
code += "uniform float transmittance_curve;\n";
|
||||
code += "uniform float transmittance_boost;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_BACKLIGHT]) {
|
||||
|
||||
code += "uniform vec4 backlight : hint_color;\n";
|
||||
code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_HEIGHT_MAPPING]) {
|
||||
|
@ -1051,7 +1066,7 @@ void BaseMaterial3D::_update_shader() {
|
|||
code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_SUBSURACE_SCATTERING]) {
|
||||
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
|
||||
|
||||
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
|
||||
code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
|
||||
|
@ -1061,13 +1076,27 @@ void BaseMaterial3D::_update_shader() {
|
|||
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_TRANSMISSION]) {
|
||||
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
|
||||
|
||||
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
|
||||
code += "\tvec3 transmission_tex = triplanar_texture(texture_transmission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
|
||||
code += "\tvec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
|
||||
} else {
|
||||
code += "\tvec3 transmission_tex = texture(texture_transmission,base_uv).rgb;\n";
|
||||
code += "\tvec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
|
||||
}
|
||||
code += "\tTRANSMISSION = (transmission.rgb+transmission_tex);\n";
|
||||
code += "\tSSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
|
||||
|
||||
code += "\tSSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
|
||||
code += "\tSSS_TRANSMITTANCE_CURVE=transmittance_curve;\n";
|
||||
code += "\tSSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_BACKLIGHT]) {
|
||||
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
|
||||
code += "\tvec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
|
||||
} else {
|
||||
code += "\tvec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
|
||||
}
|
||||
code += "\tBACKLIGHT = (backlight.rgb+backlight_tex);\n";
|
||||
}
|
||||
|
||||
if (features[FEATURE_DETAIL]) {
|
||||
|
@ -1309,15 +1338,48 @@ float BaseMaterial3D::get_subsurface_scattering_strength() const {
|
|||
return subsurface_scattering_strength;
|
||||
}
|
||||
|
||||
void BaseMaterial3D::set_transmission(const Color &p_transmission) {
|
||||
|
||||
transmission = p_transmission;
|
||||
RS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
|
||||
void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
|
||||
transmittance_color = p_color;
|
||||
RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
|
||||
}
|
||||
|
||||
Color BaseMaterial3D::get_transmission() const {
|
||||
Color BaseMaterial3D::get_transmittance_color() const {
|
||||
return transmittance_color;
|
||||
}
|
||||
|
||||
return transmission;
|
||||
void BaseMaterial3D::set_transmittance_depth(float p_depth) {
|
||||
transmittance_depth = p_depth;
|
||||
RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
|
||||
}
|
||||
float BaseMaterial3D::get_transmittance_depth() const {
|
||||
return transmittance_depth;
|
||||
}
|
||||
|
||||
void BaseMaterial3D::set_transmittance_curve(float p_curve) {
|
||||
transmittance_curve = p_curve;
|
||||
RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_curve, p_curve);
|
||||
}
|
||||
float BaseMaterial3D::get_transmittance_curve() const {
|
||||
return transmittance_curve;
|
||||
}
|
||||
|
||||
void BaseMaterial3D::set_transmittance_boost(float p_boost) {
|
||||
transmittance_boost = p_boost;
|
||||
RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
|
||||
}
|
||||
float BaseMaterial3D::get_transmittance_boost() const {
|
||||
return transmittance_boost;
|
||||
}
|
||||
|
||||
void BaseMaterial3D::set_backlight(const Color &p_backlight) {
|
||||
|
||||
backlight = p_backlight;
|
||||
RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
|
||||
}
|
||||
|
||||
Color BaseMaterial3D::get_backlight() const {
|
||||
|
||||
return backlight;
|
||||
}
|
||||
|
||||
void BaseMaterial3D::set_refraction(float p_refraction) {
|
||||
|
@ -1457,7 +1519,7 @@ void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
|
|||
return;
|
||||
|
||||
flags[p_flag] = p_enabled;
|
||||
if ((p_flag == FLAG_USE_SHADOW_TO_OPACITY) || (p_flag == FLAG_USE_TEXTURE_REPEAT)) {
|
||||
if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN) {
|
||||
_change_notify();
|
||||
}
|
||||
_queue_shader_change();
|
||||
|
@ -1540,8 +1602,8 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
|
|||
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
|
||||
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
|
||||
_validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
|
||||
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
|
||||
_validate_feature("transmission", FEATURE_TRANSMISSION, property);
|
||||
_validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property);
|
||||
_validate_feature("backlight", FEATURE_BACKLIGHT, property);
|
||||
_validate_feature("refraction", FEATURE_REFRACTION, property);
|
||||
_validate_feature("detail", FEATURE_DETAIL, property);
|
||||
|
||||
|
@ -1575,6 +1637,10 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
|
|||
property.usage = 0;
|
||||
}
|
||||
|
||||
if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture" || property.name == "subsurf_scatter_transmittance_curve")) {
|
||||
property.usage = 0;
|
||||
}
|
||||
|
||||
if (orm) {
|
||||
|
||||
if (property.name == "shading_mode") {
|
||||
|
@ -1631,7 +1697,11 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
|
|||
property.usage = 0;
|
||||
}
|
||||
|
||||
if (property.name.begins_with("transmission")) {
|
||||
if (property.name.begins_with("backlight")) {
|
||||
property.usage = 0;
|
||||
}
|
||||
|
||||
if (property.name.begins_with("transmittance")) {
|
||||
property.usage = 0;
|
||||
}
|
||||
}
|
||||
|
@ -2070,8 +2140,20 @@ void BaseMaterial3D::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
|
||||
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &BaseMaterial3D::set_transmission);
|
||||
ClassDB::bind_method(D_METHOD("get_transmission"), &BaseMaterial3D::get_transmission);
|
||||
ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
|
||||
ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_transmittance_curve", "curve"), &BaseMaterial3D::set_transmittance_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_transmittance_curve"), &BaseMaterial3D::get_transmittance_curve);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
|
||||
ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
|
||||
ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
|
||||
ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
|
||||
|
@ -2285,15 +2367,23 @@ void BaseMaterial3D::_bind_methods() {
|
|||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
|
||||
|
||||
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
|
||||
|
||||
ADD_GROUP("Transmission", "transmission_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transmission_enabled"), "set_feature", "get_feature", FEATURE_TRANSMISSION);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "transmission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_transmission", "get_transmission");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "transmission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_TRANSMISSION);
|
||||
ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_depth", PROPERTY_HINT_RANGE, "0.001,8,0.001,or_greater"), "set_transmittance_depth", "get_transmittance_depth");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_curve", PROPERTY_HINT_EXP_EASING, "0.01,16,0.01"), "set_transmittance_curve", "get_transmittance_curve");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
|
||||
|
||||
ADD_GROUP("Back Lighting", "backlight_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
|
||||
|
||||
ADD_GROUP("Refraction", "refraction_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
|
||||
|
@ -2366,7 +2456,8 @@ void BaseMaterial3D::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
|
||||
|
@ -2403,8 +2494,9 @@ void BaseMaterial3D::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
|
||||
BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
|
||||
BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
|
||||
BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
|
||||
BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION);
|
||||
BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
|
||||
BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
|
||||
BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
|
||||
BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
|
||||
BIND_ENUM_CONSTANT(FEATURE_DETAIL);
|
||||
BIND_ENUM_CONSTANT(FEATURE_MAX);
|
||||
|
@ -2496,7 +2588,11 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
|
|||
set_anisotropy(0);
|
||||
set_heightmap_scale(0.05);
|
||||
set_subsurface_scattering_strength(0);
|
||||
set_transmission(Color(0, 0, 0));
|
||||
set_backlight(Color(0, 0, 0));
|
||||
set_transmittance_color(Color(1, 1, 1, 1));
|
||||
set_transmittance_depth(0.1);
|
||||
set_transmittance_curve(1.0);
|
||||
set_transmittance_boost(0.0);
|
||||
set_refraction(0.05);
|
||||
set_point_size(1);
|
||||
set_uv1_offset(Vector3(0, 0, 0));
|
||||
|
@ -2552,7 +2648,8 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
|
|||
features[i] = false;
|
||||
}
|
||||
|
||||
current_key.key = 0;
|
||||
current_key.key0 = 0;
|
||||
current_key.key1 = 0;
|
||||
current_key.invalid_key = 1;
|
||||
texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
|
||||
_queue_shader_change();
|
||||
|
|
|
@ -125,7 +125,8 @@ public:
|
|||
TEXTURE_AMBIENT_OCCLUSION,
|
||||
TEXTURE_HEIGHTMAP,
|
||||
TEXTURE_SUBSURFACE_SCATTERING,
|
||||
TEXTURE_TRANSMISSION,
|
||||
TEXTURE_SUBSURFACE_TRANSMITTANCE,
|
||||
TEXTURE_BACKLIGHT,
|
||||
TEXTURE_REFRACTION,
|
||||
TEXTURE_DETAIL_MASK,
|
||||
TEXTURE_DETAIL_ALBEDO,
|
||||
|
@ -173,8 +174,9 @@ public:
|
|||
FEATURE_ANISOTROPY,
|
||||
FEATURE_AMBIENT_OCCLUSION,
|
||||
FEATURE_HEIGHT_MAPPING,
|
||||
FEATURE_SUBSURACE_SCATTERING,
|
||||
FEATURE_TRANSMISSION,
|
||||
FEATURE_SUBSURFACE_SCATTERING,
|
||||
FEATURE_SUBSURFACE_TRANSMITTANCE,
|
||||
FEATURE_BACKLIGHT,
|
||||
FEATURE_REFRACTION,
|
||||
FEATURE_DETAIL,
|
||||
FEATURE_MAX
|
||||
|
@ -291,10 +293,16 @@ private:
|
|||
uint64_t roughness_channel : 3;
|
||||
};
|
||||
|
||||
uint64_t key;
|
||||
struct {
|
||||
uint64_t key0;
|
||||
uint64_t key1;
|
||||
};
|
||||
|
||||
bool operator==(const MaterialKey &p_key) const {
|
||||
return (key0 == p_key.key0) && (key1 == p_key.key1);
|
||||
}
|
||||
bool operator<(const MaterialKey &p_key) const {
|
||||
return key < p_key.key;
|
||||
return (key0 == p_key.key0) ? (key1 < p_key.key1) : (key0 < p_key.key0);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -310,7 +318,8 @@ private:
|
|||
_FORCE_INLINE_ MaterialKey _compute_key() const {
|
||||
|
||||
MaterialKey mk;
|
||||
mk.key = 0;
|
||||
mk.key0 = 0;
|
||||
mk.key1 = 0;
|
||||
for (int i = 0; i < FEATURE_MAX; i++) {
|
||||
if (features[i]) {
|
||||
mk.feature_mask |= ((uint64_t)1 << i);
|
||||
|
@ -357,7 +366,11 @@ private:
|
|||
StringName anisotropy;
|
||||
StringName heightmap_scale;
|
||||
StringName subsurface_scattering_strength;
|
||||
StringName transmission;
|
||||
StringName transmittance_color;
|
||||
StringName transmittance_curve;
|
||||
StringName transmittance_depth;
|
||||
StringName transmittance_boost;
|
||||
StringName backlight;
|
||||
StringName refraction;
|
||||
StringName point_size;
|
||||
StringName uv1_scale;
|
||||
|
@ -415,7 +428,13 @@ private:
|
|||
float anisotropy;
|
||||
float heightmap_scale;
|
||||
float subsurface_scattering_strength;
|
||||
Color transmission;
|
||||
float transmittance_amount;
|
||||
Color transmittance_color;
|
||||
float transmittance_depth;
|
||||
float transmittance_curve;
|
||||
float transmittance_boost;
|
||||
|
||||
Color backlight;
|
||||
float refraction;
|
||||
float point_size;
|
||||
float alpha_scissor_threshold;
|
||||
|
@ -546,8 +565,20 @@ public:
|
|||
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
|
||||
float get_subsurface_scattering_strength() const;
|
||||
|
||||
void set_transmission(const Color &p_transmission);
|
||||
Color get_transmission() const;
|
||||
void set_transmittance_color(const Color &p_color);
|
||||
Color get_transmittance_color() const;
|
||||
|
||||
void set_transmittance_depth(float p_depth);
|
||||
float get_transmittance_depth() const;
|
||||
|
||||
void set_transmittance_curve(float p_curve);
|
||||
float get_transmittance_curve() const;
|
||||
|
||||
void set_transmittance_boost(float p_boost);
|
||||
float get_transmittance_boost() const;
|
||||
|
||||
void set_backlight(const Color &p_backlight);
|
||||
Color get_backlight() const;
|
||||
|
||||
void set_refraction(float p_refraction);
|
||||
float get_refraction() const;
|
||||
|
|
|
@ -106,6 +106,8 @@ public:
|
|||
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
|
||||
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
|
||||
|
||||
virtual void shadow_filter_set(RS::ShadowFilter p_filter) = 0;
|
||||
|
||||
struct InstanceBase;
|
||||
|
||||
struct InstanceDependency {
|
||||
|
@ -229,7 +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_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) = 0;
|
||||
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
|
||||
virtual bool light_instances_can_render_shadow_cube() const {
|
||||
return true;
|
||||
|
|
|
@ -170,17 +170,15 @@ public:
|
|||
_add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
|
||||
} break;
|
||||
case LIGHT_TYPE_SPOT: {
|
||||
Vector3 v(0, 0, -1);
|
||||
v.rotated(Vector3(0, 1, 0), Math::deg2rad(ld.spot_aperture)); //rotate in x-z
|
||||
v.normalize();
|
||||
v *= ld.radius;
|
||||
v.y = v.x;
|
||||
|
||||
float r = ld.radius;
|
||||
real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
|
||||
|
||||
aabb.position = xform.origin;
|
||||
aabb.expand_to(xform.xform(v));
|
||||
aabb.expand_to(xform.xform(Vector3(-v.x, v.y, v.z)));
|
||||
aabb.expand_to(xform.xform(Vector3(-v.x, -v.y, v.z)));
|
||||
aabb.expand_to(xform.xform(Vector3(v.x, -v.y, v.z)));
|
||||
aabb.expand_to(xform.xform(Vector3(len, len, -r)));
|
||||
aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
|
||||
aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
|
||||
aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
|
||||
_add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
|
||||
} break;
|
||||
}
|
||||
|
|
|
@ -204,6 +204,25 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1
|
|||
return uniform_set;
|
||||
}
|
||||
|
||||
void RasterizerEffectsRD::copy_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
|
||||
|
||||
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
|
||||
if (p_flip_y) {
|
||||
blur.push_constant.flags |= BLUR_FLAG_FLIP_Y;
|
||||
}
|
||||
|
||||
blur.push_constant.camera_z_near = p_z_near;
|
||||
blur.push_constant.camera_z_far = p_z_far;
|
||||
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_LINEARIZE_DEPTH].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) {
|
||||
|
||||
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
|
||||
|
@ -1127,6 +1146,7 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
|
|||
blur_modes.push_back("\n#define MODE_SSAO_MERGE\n");
|
||||
blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
|
||||
blur_modes.push_back("\n#define MODE_MIPMAP\n");
|
||||
blur_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
|
||||
|
||||
blur.shader.initialize(blur_modes);
|
||||
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
|
||||
|
|
|
@ -71,6 +71,7 @@ class RasterizerEffectsRD {
|
|||
BLUR_MODE_SSAO_MERGE,
|
||||
BLUR_MODE_SIMPLY_COPY,
|
||||
BLUR_MODE_MIPMAP,
|
||||
BLUR_MODE_LINEARIZE_DEPTH,
|
||||
BLUR_MODE_MAX,
|
||||
|
||||
};
|
||||
|
@ -540,6 +541,7 @@ public:
|
|||
|
||||
void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
|
||||
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
|
||||
void copy_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
|
||||
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
|
||||
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
|
||||
|
||||
|
|
|
@ -109,6 +109,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
|
|||
unshaded = false;
|
||||
uses_vertex = false;
|
||||
uses_sss = false;
|
||||
uses_transmittance = false;
|
||||
uses_screen_texture = false;
|
||||
uses_depth_texture = false;
|
||||
uses_normal_texture = false;
|
||||
|
@ -142,6 +143,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
|
|||
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
|
||||
|
||||
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
|
||||
actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
|
||||
|
||||
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
|
||||
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
|
||||
|
@ -944,7 +946,7 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
|
|||
}
|
||||
}
|
||||
|
||||
void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers) {
|
||||
void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
|
||||
|
||||
//CameraMatrix projection = p_cam_projection;
|
||||
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
|
||||
|
@ -960,6 +962,9 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
|
|||
|
||||
scene_state.ubo.z_far = p_zfar;
|
||||
scene_state.ubo.z_near = p_znear;
|
||||
scene_state.ubo.shadow_filter_mode = shadow_filter_get();
|
||||
|
||||
scene_state.ubo.pancake_shadows = p_pancake_shadows;
|
||||
|
||||
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
|
||||
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
|
||||
|
@ -1481,9 +1486,43 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
|
|||
|
||||
Color shadow_col = storage->light_get_shadow_color(base).to_linear();
|
||||
|
||||
light_data.shadow_color[0] = shadow_col.r;
|
||||
light_data.shadow_color[1] = shadow_col.g;
|
||||
light_data.shadow_color[2] = shadow_col.b;
|
||||
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;
|
||||
}
|
||||
|
||||
light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
|
||||
|
||||
|
@ -1507,6 +1546,11 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
|
|||
|
||||
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
|
||||
light_data.shadow_split_offsets[j] = split;
|
||||
float bias_scale = light_instance_get_shadow_bias_scale(li, j);
|
||||
light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
|
||||
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);
|
||||
store_camera(shadow_mtx, light_data.shadow_matrices[j]);
|
||||
}
|
||||
|
||||
|
@ -1581,14 +1625,6 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
|
|||
|
||||
light_data.mask = storage->light_get_cull_mask(base);
|
||||
|
||||
Color shadow_color = storage->light_get_shadow_color(base);
|
||||
|
||||
bool has_shadow = p_using_shadows && storage->light_has_shadow(base);
|
||||
light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
|
||||
light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
|
||||
light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
|
||||
light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0;
|
||||
|
||||
light_data.atlas_rect[0] = 0;
|
||||
light_data.atlas_rect[1] = 0;
|
||||
light_data.atlas_rect[2] = 0;
|
||||
|
@ -1597,6 +1633,27 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
|
|||
if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
|
||||
// fill in the shadow information
|
||||
|
||||
Color shadow_color = storage->light_get_shadow_color(base);
|
||||
|
||||
light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
|
||||
light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
|
||||
light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
|
||||
light_data.shadow_color_enabled[3] = 255;
|
||||
|
||||
if (type == RS::LIGHT_SPOT) {
|
||||
light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
|
||||
float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
|
||||
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);
|
||||
light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
|
||||
}
|
||||
|
||||
light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
|
||||
|
||||
Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
|
||||
|
||||
if (type == RS::LIGHT_OMNI) {
|
||||
|
@ -1620,6 +1677,8 @@ 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);
|
||||
}
|
||||
} else {
|
||||
light_data.shadow_color_enabled[3] = 0;
|
||||
}
|
||||
|
||||
light_instance_set_index(li, light_count);
|
||||
|
@ -1698,9 +1757,6 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
|
|||
|
||||
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
|
||||
|
||||
scene_state.ubo.shadow_z_offset = 0;
|
||||
scene_state.ubo.shadow_z_slope_scale = 0;
|
||||
|
||||
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
|
||||
scene_state.ubo.viewport_size[0] = vp_he.x;
|
||||
scene_state.ubo.viewport_size[1] = vp_he.y;
|
||||
|
@ -2063,7 +2119,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
|
|||
//disable all stuff
|
||||
#endif
|
||||
}
|
||||
void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip) {
|
||||
void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
|
||||
|
||||
RENDER_TIMESTAMP("Setup Rendering Shadow");
|
||||
|
||||
|
@ -2071,11 +2127,9 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
|
|||
|
||||
render_pass++;
|
||||
|
||||
scene_state.ubo.shadow_z_offset = p_bias;
|
||||
scene_state.ubo.shadow_z_slope_scale = p_normal_bias;
|
||||
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
|
||||
|
||||
_setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar);
|
||||
_setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
|
||||
|
||||
render_list.clear();
|
||||
|
||||
|
@ -2106,8 +2160,6 @@ void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform
|
|||
|
||||
render_pass++;
|
||||
|
||||
scene_state.ubo.shadow_z_offset = 0;
|
||||
scene_state.ubo.shadow_z_slope_scale = 0;
|
||||
scene_state.ubo.dual_paraboloid_side = 0;
|
||||
|
||||
_setup_environment(RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
|
||||
|
@ -2204,7 +2256,7 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
|
|||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 5;
|
||||
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
||||
u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
||||
u.ids.push_back(scene_state.light_buffer);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
@ -2463,11 +2515,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
|
|||
}
|
||||
|
||||
{ //lights
|
||||
scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData);
|
||||
scene_state.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(LightData); //1mb of lights
|
||||
uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData);
|
||||
scene_state.lights = memnew_arr(LightData, scene_state.max_lights);
|
||||
scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
|
||||
defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
|
||||
scene_state.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
|
||||
//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
|
||||
|
||||
scene_state.max_directional_lights = 8;
|
||||
uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
|
||||
|
@ -2569,7 +2621,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
|
|||
actions.renames["ANISOTROPY"] = "anisotropy";
|
||||
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
|
||||
actions.renames["SSS_STRENGTH"] = "sss_strength";
|
||||
actions.renames["TRANSMISSION"] = "transmission";
|
||||
actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
|
||||
actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
|
||||
actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
|
||||
actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
|
||||
actions.renames["BACKLIGHT"] = "backlight";
|
||||
actions.renames["AO"] = "ao";
|
||||
actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
|
||||
actions.renames["EMISSION"] = "emission";
|
||||
|
@ -2609,7 +2665,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
|
|||
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
|
||||
|
||||
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
|
||||
actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n";
|
||||
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
|
||||
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
|
||||
actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
||||
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
||||
|
||||
|
|
|
@ -138,6 +138,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
bool unshaded;
|
||||
bool uses_vertex;
|
||||
bool uses_sss;
|
||||
bool uses_transmittance;
|
||||
bool uses_screen_texture;
|
||||
bool uses_depth_texture;
|
||||
bool uses_normal_texture;
|
||||
|
@ -260,6 +261,10 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
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;
|
||||
};
|
||||
|
||||
struct DirectionalLightData {
|
||||
|
@ -268,14 +273,22 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
float energy;
|
||||
float color[3];
|
||||
float specular;
|
||||
float shadow_color[3];
|
||||
uint32_t mask;
|
||||
uint32_t pad[3];
|
||||
uint32_t blend_splits;
|
||||
uint32_t shadow_enabled;
|
||||
float fade_from;
|
||||
float fade_to;
|
||||
float shadow_bias[4];
|
||||
float shadow_normal_bias[4];
|
||||
float shadow_transmittance_bias[4];
|
||||
float shadow_transmittance_z_scale[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];
|
||||
};
|
||||
|
||||
struct GIProbeData {
|
||||
|
@ -324,12 +337,12 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
float viewport_size[2];
|
||||
float screen_pixel_size[2];
|
||||
|
||||
float shadow_z_offset;
|
||||
float shadow_z_slope_scale;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier;
|
||||
|
||||
uint32_t pancake_shadows;
|
||||
uint32_t shadow_filter_mode;
|
||||
|
||||
float ambient_light_color_energy[4];
|
||||
|
||||
float ambient_color_sky_mix;
|
||||
|
@ -558,7 +571,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
PASS_MODE_DEPTH_MATERIAL,
|
||||
};
|
||||
|
||||
void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false);
|
||||
void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
|
||||
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
|
||||
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
|
||||
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
|
||||
|
@ -572,7 +585,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
|
||||
protected:
|
||||
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
|
||||
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
|
||||
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
|
||||
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
|
||||
|
||||
public:
|
||||
|
|
|
@ -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_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) {
|
||||
|
||||
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
|
||||
ERR_FAIL_COND(!light_instance);
|
||||
|
@ -2048,6 +2048,7 @@ 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].shadow_texel_size = p_shadow_texel_size;
|
||||
}
|
||||
|
||||
void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {
|
||||
|
@ -3580,6 +3581,10 @@ void RasterizerSceneRD::sub_surface_scattering_set_scale(float p_scale, float p_
|
|||
sss_depth_scale = p_depth_scale;
|
||||
}
|
||||
|
||||
void RasterizerSceneRD::shadow_filter_set(RS::ShadowFilter p_filter) {
|
||||
shadow_filter = p_filter;
|
||||
}
|
||||
|
||||
int RasterizerSceneRD::get_roughness_layers() const {
|
||||
return roughness_layers;
|
||||
}
|
||||
|
@ -3625,12 +3630,15 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
|
|||
|
||||
bool using_dual_paraboloid = false;
|
||||
bool using_dual_paraboloid_flip = false;
|
||||
float znear = 0;
|
||||
float zfar = 0;
|
||||
RID render_fb;
|
||||
RID render_texture;
|
||||
float bias = 0;
|
||||
float normal_bias = 0;
|
||||
|
||||
bool use_pancake = false;
|
||||
bool use_linear_depth = false;
|
||||
bool render_cubemap = false;
|
||||
bool finalize_cubemap = false;
|
||||
|
||||
|
@ -3645,6 +3653,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
|
|||
light_instance->last_scene_shadow_pass = scene_pass;
|
||||
}
|
||||
|
||||
use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
|
||||
light_projection = light_instance->shadow_transform[p_pass].camera;
|
||||
light_transform = light_instance->shadow_transform[p_pass].transform;
|
||||
|
||||
|
@ -3683,7 +3692,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
|
|||
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
|
||||
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
|
||||
|
||||
float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE));
|
||||
float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
|
||||
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
|
||||
bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
|
||||
normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
|
||||
|
@ -3762,26 +3771,33 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
|
|||
ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
|
||||
render_fb = shadow_map->fb;
|
||||
render_texture = shadow_map->depth;
|
||||
|
||||
znear = light_instance->shadow_transform[0].camera.get_z_near();
|
||||
use_linear_depth = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (render_cubemap) {
|
||||
//rendering to cubemap
|
||||
_render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false);
|
||||
_render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake);
|
||||
if (finalize_cubemap) {
|
||||
//reblit
|
||||
atlas_rect.size.height /= 2;
|
||||
storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, false);
|
||||
storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
|
||||
atlas_rect.position.y += atlas_rect.size.height;
|
||||
storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, true);
|
||||
storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
|
||||
}
|
||||
} else {
|
||||
//render shadow
|
||||
|
||||
_render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip);
|
||||
_render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake);
|
||||
|
||||
//copy to atlas
|
||||
storage->get_effects()->copy_to_rect(render_texture, atlas_fb, atlas_rect, true);
|
||||
if (use_linear_depth) {
|
||||
storage->get_effects()->copy_to_rect_and_linearize(render_texture, atlas_fb, atlas_rect, true, znear, zfar);
|
||||
} else {
|
||||
storage->get_effects()->copy_to_rect(render_texture, atlas_fb, atlas_rect, true);
|
||||
}
|
||||
|
||||
//does not work from depth to color
|
||||
//RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
|
||||
|
@ -4137,6 +4153,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
|
|||
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
|
||||
sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
|
||||
sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
|
||||
shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
|
||||
}
|
||||
|
||||
RasterizerSceneRD::~RasterizerSceneRD() {
|
||||
|
|
|
@ -79,7 +79,7 @@ protected:
|
|||
virtual RenderBufferData *_create_render_buffer_data() = 0;
|
||||
|
||||
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
|
||||
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
|
||||
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
|
||||
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
|
||||
|
||||
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
|
||||
|
@ -527,6 +527,8 @@ private:
|
|||
|
||||
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
|
||||
|
||||
RS::ShadowFilter shadow_filter = RS::SHADOW_FILTER_NONE;
|
||||
|
||||
/* DIRECTIONAL SHADOW */
|
||||
|
||||
struct DirectionalShadow {
|
||||
|
@ -570,6 +572,7 @@ private:
|
|||
float farplane;
|
||||
float split;
|
||||
float bias_scale;
|
||||
float shadow_texel_size;
|
||||
Rect2 atlas_rect;
|
||||
};
|
||||
|
||||
|
@ -880,7 +883,7 @@ 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_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);
|
||||
void light_instance_mark_visible(RID p_light_instance);
|
||||
|
||||
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
|
||||
|
@ -926,11 +929,44 @@ public:
|
|||
return li->shadow_transform[p_index].camera;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Transform light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
|
||||
_FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
||||
ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
|
||||
#endif
|
||||
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
|
||||
ERR_FAIL_COND_V(!shadow_atlas, 0);
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
|
||||
#endif
|
||||
uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
|
||||
|
||||
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
|
||||
|
||||
uint32_t quadrant_size = shadow_atlas->size >> 1;
|
||||
|
||||
uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
|
||||
|
||||
return float(1.0) / shadow_size;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Transform
|
||||
light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
|
||||
|
||||
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
||||
return li->shadow_transform[p_index].transform;
|
||||
}
|
||||
_FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
|
||||
|
||||
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
||||
return li->shadow_transform[p_index].bias_scale;
|
||||
}
|
||||
_FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
|
||||
|
||||
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
||||
return li->shadow_transform[p_index].farplane;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
|
||||
|
||||
|
@ -944,6 +980,12 @@ public:
|
|||
return li->shadow_transform[p_index].split;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
|
||||
|
||||
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
||||
return li->shadow_transform[p_index].shadow_texel_size;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
|
||||
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
||||
li->last_pass = p_pass;
|
||||
|
@ -1107,8 +1149,12 @@ public:
|
|||
|
||||
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
|
||||
|
||||
virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
|
||||
_FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }
|
||||
virtual void set_scene_pass(uint64_t p_pass) {
|
||||
scene_pass = p_pass;
|
||||
}
|
||||
_FORCE_INLINE_ uint64_t get_scene_pass() {
|
||||
return scene_pass;
|
||||
}
|
||||
|
||||
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve);
|
||||
virtual bool screen_space_roughness_limiter_is_active() const;
|
||||
|
@ -1118,6 +1164,9 @@ public:
|
|||
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
|
||||
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
|
||||
|
||||
virtual void shadow_filter_set(RS::ShadowFilter p_filter);
|
||||
_FORCE_INLINE_ RS::ShadowFilter shadow_filter_get() const { return shadow_filter; }
|
||||
|
||||
int get_roughness_layers() const;
|
||||
bool is_using_radiance_cubemap_array() const;
|
||||
|
||||
|
@ -1126,7 +1175,9 @@ public:
|
|||
virtual void update();
|
||||
|
||||
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
|
||||
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; }
|
||||
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
|
||||
return debug_draw;
|
||||
}
|
||||
|
||||
virtual void set_time(double p_time, double p_step);
|
||||
|
||||
|
|
|
@ -3105,14 +3105,15 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
|
|||
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
|
||||
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
|
||||
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
|
||||
light.param[RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
|
||||
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
|
||||
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
|
||||
|
||||
return light_owner.make_rid(light);
|
||||
}
|
||||
|
@ -3138,6 +3139,7 @@ void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, f
|
|||
case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
|
||||
case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
|
||||
case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
|
||||
case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
|
||||
case RS::LIGHT_PARAM_SHADOW_BIAS: {
|
||||
|
||||
light->version++;
|
||||
|
|
|
@ -926,6 +926,14 @@ public:
|
|||
return light->negative;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
|
||||
|
||||
const Light *light = light_owner.getornull(p_light);
|
||||
ERR_FAIL_COND_V(!light, 0.0);
|
||||
|
||||
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
|
||||
}
|
||||
|
||||
bool light_get_use_gi(RID p_light);
|
||||
uint64_t light_get_version(RID p_light) const;
|
||||
|
||||
|
|
|
@ -285,6 +285,13 @@ void main() {
|
|||
frag_color = color;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_LINEARIZE_DEPTH_COPY
|
||||
float depth = texture(source_color, uv_interp, 0.0).r;
|
||||
depth = depth * 2.0 - 1.0;
|
||||
depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
|
||||
frag_color = vec4(depth / blur.camera_z_far);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_SSAO_MERGE
|
||||
vec4 color = texture(source_color, uv_interp, 0.0);
|
||||
float ssao = texture(source_ssao, uv_interp, 0.0).r;
|
||||
|
|
|
@ -57,6 +57,7 @@ void main() {
|
|||
}
|
||||
|
||||
float depth = texture(source_cube, normal).r;
|
||||
depth_buffer = depth;
|
||||
|
||||
// absolute values for direction cosines, bigger value equals closer to basis axis
|
||||
vec3 unorm = abs(normal);
|
||||
|
@ -80,7 +81,7 @@ void main() {
|
|||
|
||||
depth = 2.0 * depth - 1.0;
|
||||
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
|
||||
depth_buffer = (linear_depth * depth_fix) / params.z_far;
|
||||
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -244,19 +244,13 @@ VERTEX_SHADER_CODE
|
|||
|
||||
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
|
||||
|
||||
vec3 vtx = vertex_interp + normalize(vertex_interp) * scene_data.z_offset;
|
||||
vec3 vtx = vertex_interp;
|
||||
float distance = length(vtx);
|
||||
vtx = normalize(vtx);
|
||||
vtx.xy /= 1.0 - vtx.z;
|
||||
vtx.z = (distance / scene_data.z_far);
|
||||
vtx.z = vtx.z * 2.0 - 1.0;
|
||||
|
||||
vertex_interp = vtx;
|
||||
#else
|
||||
|
||||
float z_ofs = scene_data.z_offset;
|
||||
z_ofs += max(0.0, 1.0 - abs(normalize(normal_interp).z)) * scene_data.z_slope_scale;
|
||||
vertex_interp.z -= z_ofs;
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -267,6 +261,14 @@ VERTEX_SHADER_CODE
|
|||
#else
|
||||
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_RENDER_DEPTH
|
||||
if (scene_data.pancake_shadows) {
|
||||
if (gl_Position.z <= 0.00001) {
|
||||
gl_Position.z = 0.00001;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -315,6 +317,11 @@ layout(location = 8) in float dp_clip;
|
|||
#define world_normal_matrix instances.data[instance_index].normal_transform
|
||||
#define projection_matrix scene_data.projection_matrix
|
||||
|
||||
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
|
||||
//both required for transmittance to be enabled
|
||||
#define LIGHT_TRANSMITTANCE_USED
|
||||
#endif
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
|
@ -434,9 +441,16 @@ 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, vec3 attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
vec3 transmission,
|
||||
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,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
vec3 backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
vec4 transmittance_color,
|
||||
float transmittance_depth,
|
||||
float transmittance_curve,
|
||||
float transmittance_boost,
|
||||
float transmittance_z,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
float rim, float rim_tint,
|
||||
|
@ -538,16 +552,48 @@ LIGHT_SHADER_CODE
|
|||
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
|
||||
#endif
|
||||
|
||||
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
|
||||
diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
|
||||
|
||||
#if defined(LIGHT_TRANSMISSION_USED)
|
||||
diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
|
||||
#if defined(LIGHT_BACKLIGHT_USED)
|
||||
diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_RIM_USED)
|
||||
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
|
||||
diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
|
||||
#ifdef SSS_MODE_SKIN
|
||||
|
||||
{
|
||||
float scale = 8.25 / transmittance_depth;
|
||||
float d = scale * abs(transmittance_z);
|
||||
float dd = -d * d;
|
||||
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
|
||||
vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
|
||||
vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
|
||||
vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
|
||||
vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
|
||||
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
|
||||
|
||||
diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
|
||||
}
|
||||
#else
|
||||
|
||||
if (transmittance_depth > 0.0) {
|
||||
float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
|
||||
|
||||
fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
|
||||
fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
|
||||
|
||||
diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
|
||||
}
|
||||
|
||||
#endif //SSS_MODE_SKIN
|
||||
|
||||
#endif //LIGHT_TRANSMITTANCE_USED
|
||||
}
|
||||
|
||||
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
|
||||
|
@ -562,7 +608,7 @@ LIGHT_SHADER_CODE
|
|||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float intensity = blinn;
|
||||
|
||||
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
|
||||
specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
|
||||
|
||||
#elif defined(SPECULAR_PHONG)
|
||||
|
||||
|
@ -573,7 +619,7 @@ LIGHT_SHADER_CODE
|
|||
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
|
||||
|
||||
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
|
||||
specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
|
||||
|
||||
#elif defined(SPECULAR_TOON)
|
||||
|
||||
|
@ -582,7 +628,7 @@ LIGHT_SHADER_CODE
|
|||
float mid = 1.0 - roughness;
|
||||
mid *= mid;
|
||||
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
|
||||
diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
|
||||
diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
|
||||
|
||||
#elif defined(SPECULAR_DISABLED)
|
||||
// none..
|
||||
|
@ -613,7 +659,7 @@ LIGHT_SHADER_CODE
|
|||
|
||||
vec3 specular_brdf_NL = cNdotL * D * F * G;
|
||||
|
||||
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
|
||||
specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_CLEARCOAT_USED)
|
||||
|
@ -627,12 +673,12 @@ LIGHT_SHADER_CODE
|
|||
|
||||
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
|
||||
|
||||
specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
|
||||
specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_SHADOW_TO_OPACITY
|
||||
alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
|
||||
alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
|
||||
#endif
|
||||
|
||||
#endif //defined(USE_LIGHT_SHADER_CODE)
|
||||
|
@ -642,51 +688,54 @@ LIGHT_SHADER_CODE
|
|||
|
||||
float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
|
||||
|
||||
//todo optimize
|
||||
vec2 pos = coord.xy;
|
||||
float depth = coord.z;
|
||||
|
||||
#ifdef SHADOW_MODE_PCF_13
|
||||
switch (scene_data.shadow_filter_mode) {
|
||||
case SHADOW_MODE_NO_FILTER: {
|
||||
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
|
||||
};
|
||||
case SHADOW_MODE_PCF5: {
|
||||
float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
|
||||
return avg * (1.0 / 5.0);
|
||||
};
|
||||
case SHADOW_MODE_PCF13: {
|
||||
|
||||
float avg = textureProj(shadow, vec4(pos, depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
|
||||
return avg * (1.0 / 13.0);
|
||||
#endif
|
||||
float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
|
||||
return avg * (1.0 / 13.0);
|
||||
};
|
||||
}
|
||||
|
||||
#ifdef SHADOW_MODE_PCF_5
|
||||
|
||||
float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
|
||||
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
|
||||
return avg * (1.0 / 5.0);
|
||||
|
||||
#endif
|
||||
|
||||
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
|
||||
|
||||
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
|
||||
|
||||
#endif
|
||||
return 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,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
vec3 transmission,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
vec3 backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
vec4 transmittance_color,
|
||||
float transmittance_depth,
|
||||
float transmittance_curve,
|
||||
float transmittance_boost,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
float rim, float rim_tint,
|
||||
|
@ -707,18 +756,33 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
|
|||
float normalized_distance = light_length * lights.data[idx].inv_radius;
|
||||
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
|
||||
float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
|
||||
vec3 light_attenuation = vec3(omni_attenuation);
|
||||
float light_attenuation = omni_attenuation;
|
||||
vec3 shadow_attenuation = vec3(1.0);
|
||||
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
|
||||
color_specular.rgb *= attenuation_energy.y;
|
||||
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
float transmittance_z = transmittance_depth; //no transmittance by default
|
||||
#endif
|
||||
|
||||
#ifndef USE_NO_SHADOWS
|
||||
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
|
||||
if (shadow_color_enabled.w > 0.5) {
|
||||
// there is a shadowmap
|
||||
|
||||
vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
|
||||
float shadow_len = length(splane);
|
||||
splane = normalize(splane);
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
vec4 splane = (lights.data[idx].shadow_matrix * v);
|
||||
float shadow_len = length(splane.xyz);
|
||||
|
||||
{
|
||||
vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
|
||||
nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
|
||||
v.xyz += nofs;
|
||||
splane = (lights.data[idx].shadow_matrix * v);
|
||||
}
|
||||
|
||||
splane.xyz = normalize(splane.xyz);
|
||||
vec4 clamp_rect = lights.data[idx].atlas_rect;
|
||||
|
||||
if (splane.z >= 0.0) {
|
||||
|
@ -728,24 +792,60 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
|
|||
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].inv_radius;
|
||||
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);
|
||||
|
||||
light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
{
|
||||
|
||||
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
|
||||
splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
|
||||
|
||||
shadow_len = length(splane);
|
||||
splane = normalize(splane);
|
||||
|
||||
if (splane.z >= 0.0) {
|
||||
|
||||
splane.z += 1.0;
|
||||
|
||||
} 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].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_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
|
||||
transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
|
||||
}
|
||||
#endif
|
||||
|
||||
shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
|
||||
}
|
||||
#endif //USE_NO_SHADOWS
|
||||
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
transmission,
|
||||
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,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
transmittance_color,
|
||||
transmittance_depth,
|
||||
transmittance_curve,
|
||||
transmittance_boost,
|
||||
transmittance_z,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim * omni_attenuation, rim_tint,
|
||||
|
@ -764,8 +864,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
|
|||
}
|
||||
|
||||
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
vec3 transmission,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
vec3 backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
vec4 transmittance_color,
|
||||
float transmittance_depth,
|
||||
float transmittance_curve,
|
||||
float transmittance_boost,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
float rim, float rim_tint,
|
||||
|
@ -792,7 +898,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
|
|||
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
|
||||
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
|
||||
spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
|
||||
vec3 light_attenuation = vec3(spot_attenuation);
|
||||
float light_attenuation = spot_attenuation;
|
||||
vec3 shadow_attenuation = vec3(1.0);
|
||||
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
|
||||
color_specular.rgb *= attenuation_energy.y;
|
||||
|
||||
|
@ -801,22 +908,58 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
|
|||
//use projector texture
|
||||
}
|
||||
*/
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
float transmittance_z = transmittance_depth;
|
||||
#endif
|
||||
|
||||
#ifndef USE_NO_SHADOWS
|
||||
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
|
||||
if (shadow_color_enabled.w > 0.5) {
|
||||
//there is a shadowmap
|
||||
vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
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
|
||||
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;
|
||||
|
||||
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);
|
||||
|
||||
light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
|
||||
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));
|
||||
splane /= splane.w;
|
||||
|
||||
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
|
||||
//reconstruct depth
|
||||
shadow_z / lights.data[idx].inv_radius;
|
||||
//distance to light plane
|
||||
float z = dot(spot_dir, -light_rel_vec);
|
||||
transmittance_z = z - shadow_z;
|
||||
}
|
||||
#endif //LIGHT_TRANSMITTANCE_USED
|
||||
}
|
||||
|
||||
#endif //USE_NO_SHADOWS
|
||||
|
||||
light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
transmission,
|
||||
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,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
transmittance_color,
|
||||
transmittance_depth,
|
||||
transmittance_curve,
|
||||
transmittance_boost,
|
||||
transmittance_z,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim * spot_attenuation, rim_tint,
|
||||
|
@ -1185,7 +1328,11 @@ void main() {
|
|||
vec3 vertex = vertex_interp;
|
||||
vec3 view = -normalize(vertex_interp);
|
||||
vec3 albedo = vec3(1.0);
|
||||
vec3 transmission = vec3(0.0);
|
||||
vec3 backlight = vec3(0.0);
|
||||
vec4 transmittance_color = vec4(0.0);
|
||||
float transmittance_depth = 0.0;
|
||||
float transmittance_curve = 1.0;
|
||||
float transmittance_boost = 0.0;
|
||||
float metallic = 0.0;
|
||||
float specular = 0.5;
|
||||
vec3 emission = vec3(0.0);
|
||||
|
@ -1254,6 +1401,14 @@ FRAGMENT_SHADER_CODE
|
|||
/* clang-format on */
|
||||
}
|
||||
|
||||
#if defined(LIGHT_TRANSMITTANCE_USED)
|
||||
#ifdef SSS_MODE_SKIN
|
||||
transmittance_color.a = sss_strength;
|
||||
#else
|
||||
transmittance_color.a *= sss_strength;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if !defined(USE_SHADOW_TO_OPACITY)
|
||||
|
||||
#if defined(ALPHA_SCISSOR_USED)
|
||||
|
@ -1462,21 +1617,109 @@ FRAGMENT_SHADER_CODE
|
|||
continue; //not masked
|
||||
}
|
||||
|
||||
vec3 light_attenuation = vec3(1.0);
|
||||
vec3 shadow_attenuation = vec3(1.0);
|
||||
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
float transmittance_z = transmittance_depth;
|
||||
#endif
|
||||
|
||||
if (directional_lights.data[i].shadow_enabled) {
|
||||
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) \
|
||||
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
|
||||
vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
|
||||
normal_bias -= light_dir * dot(light_dir, normal_bias); \
|
||||
m_var.xyz += normal_bias;
|
||||
|
||||
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix1 * vec4(vertex, 1.0));
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 0)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
|
||||
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);
|
||||
vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
|
||||
trans_coord /= trans_coord.w;
|
||||
|
||||
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
|
||||
shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
|
||||
float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
|
||||
|
||||
transmittance_z = z - shadow_z;
|
||||
}
|
||||
#endif
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
|
||||
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 1)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
||||
shadow_color = directional_lights.data[i].shadow_color2.rgb;
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
{
|
||||
vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
|
||||
vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
|
||||
trans_coord /= trans_coord.w;
|
||||
|
||||
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
|
||||
shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
|
||||
float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
|
||||
|
||||
transmittance_z = z - shadow_z;
|
||||
}
|
||||
#endif
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
|
||||
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 2)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
||||
shadow_color = directional_lights.data[i].shadow_color3.rgb;
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
{
|
||||
vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
|
||||
vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
|
||||
trans_coord /= trans_coord.w;
|
||||
|
||||
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
|
||||
shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
|
||||
float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
|
||||
|
||||
transmittance_z = z - shadow_z;
|
||||
}
|
||||
#endif
|
||||
|
||||
} else {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
|
||||
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
|
||||
BIAS_FUNC(v, 3)
|
||||
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
||||
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);
|
||||
vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
|
||||
trans_coord /= trans_coord.w;
|
||||
|
||||
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
|
||||
shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
|
||||
float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
|
||||
|
||||
transmittance_z = z - shadow_z;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
@ -1485,17 +1728,27 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
if (directional_lights.data[i].blend_splits) {
|
||||
|
||||
vec3 shadow_color_blend = vec3(0.0);
|
||||
float pssm_blend;
|
||||
|
||||
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 1)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
||||
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) {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 2)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
||||
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) {
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 3)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
||||
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)
|
||||
}
|
||||
|
@ -1504,16 +1757,26 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
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);
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
|
||||
shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
|
||||
|
||||
#undef BIAS_FUNC
|
||||
}
|
||||
|
||||
light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, light_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
transmission,
|
||||
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,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
transmittance_color,
|
||||
transmittance_depth,
|
||||
transmittance_curve,
|
||||
transmittance_boost,
|
||||
transmittance_z,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim, rim_tint,
|
||||
|
@ -1546,8 +1809,14 @@ FRAGMENT_SHADER_CODE
|
|||
}
|
||||
|
||||
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
transmission,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
transmittance_color,
|
||||
transmittance_depth,
|
||||
transmittance_curve,
|
||||
transmittance_boost,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim,
|
||||
|
@ -1579,8 +1848,14 @@ FRAGMENT_SHADER_CODE
|
|||
}
|
||||
|
||||
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
|
||||
#ifdef LIGHT_TRANSMISSION_USED
|
||||
transmission,
|
||||
#ifdef LIGHT_BACKLIGHT_USED
|
||||
backlight,
|
||||
#endif
|
||||
#ifdef LIGHT_TRANSMITTANCE_USED
|
||||
transmittance_color,
|
||||
transmittance_depth,
|
||||
transmittance_curve,
|
||||
transmittance_boost,
|
||||
#endif
|
||||
#ifdef LIGHT_RIM_USED
|
||||
rim,
|
||||
|
|
|
@ -22,6 +22,10 @@ draw_call;
|
|||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
#define SHADOW_MODE_NO_FILTER 0
|
||||
#define SHADOW_MODE_PCF5 1
|
||||
#define SHADOW_MODE_PCF13 2
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
|
||||
|
@ -37,13 +41,12 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
|
|||
vec2 viewport_size;
|
||||
vec2 screen_pixel_size;
|
||||
|
||||
//used for shadow mapping only
|
||||
float z_offset;
|
||||
float z_slope_scale;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
bool pancake_shadows;
|
||||
uint shadow_filter_mode;
|
||||
|
||||
vec4 ambient_light_color_energy;
|
||||
|
||||
float ambient_color_sky_mix;
|
||||
|
@ -134,7 +137,7 @@ layout(set = 0, binding = 4, std430) buffer Instances {
|
|||
}
|
||||
instances;
|
||||
|
||||
struct LightData { //this structure needs to be 128 bits
|
||||
struct LightData { //this structure needs to be as packed as possible
|
||||
vec3 position;
|
||||
float inv_radius;
|
||||
vec3 direction;
|
||||
|
@ -143,12 +146,16 @@ struct LightData { //this structure needs to be 128 bits
|
|||
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 shadow atlas uv on omni, and for projection atlas on spot
|
||||
vec4 atlas_rect; // used for spot
|
||||
mat4 shadow_matrix;
|
||||
float shadow_bias;
|
||||
float shadow_normal_bias;
|
||||
float transmittance_bias;
|
||||
uint pad;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 5, std140) uniform Lights {
|
||||
LightData data[MAX_LIGHT_DATA_STRUCTS];
|
||||
layout(set = 0, binding = 5, std430) buffer Lights {
|
||||
LightData data[];
|
||||
}
|
||||
lights;
|
||||
|
||||
|
@ -174,17 +181,27 @@ struct DirectionalLightData {
|
|||
float energy;
|
||||
vec3 color;
|
||||
float specular;
|
||||
vec3 shadow_color;
|
||||
uint mask;
|
||||
uint pad0;
|
||||
uint pad1;
|
||||
uint pad2;
|
||||
bool blend_splits;
|
||||
bool shadow_enabled;
|
||||
float fade_from;
|
||||
float fade_to;
|
||||
vec4 shadow_bias;
|
||||
vec4 shadow_normal_bias;
|
||||
vec4 shadow_transmittance_bias;
|
||||
vec4 shadow_transmittance_z_scale;
|
||||
vec4 shadow_split_offsets;
|
||||
mat4 shadow_matrix1;
|
||||
mat4 shadow_matrix2;
|
||||
mat4 shadow_matrix3;
|
||||
mat4 shadow_matrix4;
|
||||
vec4 shadow_color1;
|
||||
vec4 shadow_color2;
|
||||
vec4 shadow_color3;
|
||||
vec4 shadow_color4;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
|
||||
|
|
|
@ -554,6 +554,8 @@ public:
|
|||
BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
|
||||
BIND3(camera_effects_set_custom_exposure, RID, bool, float)
|
||||
|
||||
BIND1(shadow_filter_set, ShadowFilter)
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
#undef BINDBASE
|
||||
|
|
|
@ -1334,7 +1334,7 @@ void RenderingServerScene::_update_instance_lightmap_captures(Instance *p_instan
|
|||
}
|
||||
}
|
||||
|
||||
bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) {
|
||||
bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario) {
|
||||
|
||||
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
|
||||
|
||||
|
@ -1347,16 +1347,18 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
|
||||
case RS::LIGHT_DIRECTIONAL: {
|
||||
|
||||
float max_distance = p_cam_projection.get_z_far();
|
||||
float shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
|
||||
real_t max_distance = p_cam_projection.get_z_far();
|
||||
real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
|
||||
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
|
||||
max_distance = MIN(shadow_max, max_distance);
|
||||
}
|
||||
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
|
||||
float min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
|
||||
real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
|
||||
|
||||
RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
|
||||
|
||||
real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
|
||||
|
||||
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
|
||||
//optimize min/max
|
||||
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
|
||||
|
@ -1365,8 +1367,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
//check distance max and min
|
||||
|
||||
bool found_items = false;
|
||||
float z_max = -1e20;
|
||||
float z_min = 1e20;
|
||||
real_t z_max = -1e20;
|
||||
real_t z_min = 1e20;
|
||||
|
||||
for (int i = 0; i < cull_count; i++) {
|
||||
|
||||
|
@ -1379,7 +1381,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
animated_material_found = true;
|
||||
}
|
||||
|
||||
float max, min;
|
||||
real_t max, min;
|
||||
instance->transformed_aabb.project_range_in_plane(base, min, max);
|
||||
|
||||
if (max > z_max) {
|
||||
|
@ -1399,7 +1401,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
}
|
||||
}
|
||||
|
||||
float range = max_distance - min_distance;
|
||||
real_t range = max_distance - min_distance;
|
||||
|
||||
int splits = 0;
|
||||
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
|
||||
|
@ -1408,7 +1410,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits = 4; break;
|
||||
}
|
||||
|
||||
float distances[5];
|
||||
real_t distances[5];
|
||||
|
||||
distances[0] = min_distance;
|
||||
for (int i = 0; i < splits; i++) {
|
||||
|
@ -1417,11 +1419,13 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
|
||||
distances[splits] = max_distance;
|
||||
|
||||
float texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
|
||||
real_t texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
|
||||
|
||||
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
|
||||
|
||||
float first_radius = 0.0;
|
||||
real_t first_radius = 0.0;
|
||||
|
||||
real_t min_distance_bias_scale = pancake_size > 0 ? distances[1] / 10.0 : 0;
|
||||
|
||||
for (int i = 0; i < splits; i++) {
|
||||
|
||||
|
@ -1430,7 +1434,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
// setup a camera matrix for that range!
|
||||
CameraMatrix camera_matrix;
|
||||
|
||||
float aspect = p_cam_projection.get_aspect();
|
||||
real_t aspect = p_cam_projection.get_aspect();
|
||||
|
||||
if (p_cam_orthogonal) {
|
||||
|
||||
|
@ -1439,8 +1443,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
|
||||
} else {
|
||||
|
||||
float fov = p_cam_projection.get_fov();
|
||||
camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
|
||||
real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
|
||||
camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
|
||||
}
|
||||
|
||||
//obtain the frustum endpoints
|
||||
|
@ -1458,26 +1462,27 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
|
||||
//z_vec points agsint the camera, like in default opengl
|
||||
|
||||
float x_min = 0.f, x_max = 0.f;
|
||||
float y_min = 0.f, y_max = 0.f;
|
||||
float z_min = 0.f, z_max = 0.f;
|
||||
real_t x_min = 0.f, x_max = 0.f;
|
||||
real_t y_min = 0.f, y_max = 0.f;
|
||||
real_t z_min = 0.f, z_max = 0.f;
|
||||
|
||||
// FIXME: z_max_cam is defined, computed, but not used below when setting up
|
||||
// ortho_camera. Commented out for now to fix warnings but should be investigated.
|
||||
float x_min_cam = 0.f, x_max_cam = 0.f;
|
||||
float y_min_cam = 0.f, y_max_cam = 0.f;
|
||||
float z_min_cam = 0.f;
|
||||
//float z_max_cam = 0.f;
|
||||
real_t x_min_cam = 0.f, x_max_cam = 0.f;
|
||||
real_t y_min_cam = 0.f, y_max_cam = 0.f;
|
||||
real_t z_min_cam = 0.f;
|
||||
//real_t z_max_cam = 0.f;
|
||||
|
||||
float bias_scale = 1.0;
|
||||
real_t bias_scale = 1.0;
|
||||
real_t aspect_bias_scale = 1.0;
|
||||
|
||||
//used for culling
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
float d_x = x_vec.dot(endpoints[j]);
|
||||
float d_y = y_vec.dot(endpoints[j]);
|
||||
float d_z = z_vec.dot(endpoints[j]);
|
||||
real_t d_x = x_vec.dot(endpoints[j]);
|
||||
real_t d_y = y_vec.dot(endpoints[j]);
|
||||
real_t d_z = z_vec.dot(endpoints[j]);
|
||||
|
||||
if (j == 0 || d_x < x_min)
|
||||
x_min = d_x;
|
||||
|
@ -1494,12 +1499,12 @@ 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;
|
||||
Vector3 center;
|
||||
|
||||
{
|
||||
//camera viewport stuff
|
||||
|
||||
Vector3 center;
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
center += endpoints[j];
|
||||
|
@ -1508,11 +1513,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
|
||||
//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
|
||||
|
||||
float radius = 0;
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
float d = center.distance_to(endpoints[j]);
|
||||
real_t d = center.distance_to(endpoints[j]);
|
||||
if (d > radius)
|
||||
radius = d;
|
||||
}
|
||||
|
@ -1529,14 +1532,13 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
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_max_cam = z_vec.dot(center) + radius;
|
||||
z_min_cam = z_vec.dot(center) - radius;
|
||||
|
||||
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
|
||||
|
||||
float unit = radius * 2.0 / texture_size;
|
||||
real_t unit = radius * 2.0 / texture_size;
|
||||
|
||||
x_max_cam = Math::stepify(x_max_cam, unit);
|
||||
x_min_cam = Math::stepify(x_min_cam, unit);
|
||||
|
@ -1566,9 +1568,10 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
|
||||
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
|
||||
|
||||
real_t cull_max = 0;
|
||||
for (int j = 0; j < cull_count; j++) {
|
||||
|
||||
float min, max;
|
||||
real_t min, max;
|
||||
Instance *instance = instance_shadow_cull_result[j];
|
||||
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
|
||||
cull_count--;
|
||||
|
@ -1580,8 +1583,90 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
|
||||
instance->depth = near_plane.distance_to(instance->transform.origin);
|
||||
instance->depth_layer = 0;
|
||||
if (max > z_max)
|
||||
z_max = max;
|
||||
if (j == 0 || max > cull_max) {
|
||||
cull_max = max;
|
||||
}
|
||||
}
|
||||
|
||||
if (cull_max > z_max)
|
||||
z_max = cull_max;
|
||||
|
||||
if (pancake_size > 0) {
|
||||
z_max = z_vec.dot(center) + radius + pancake_size;
|
||||
}
|
||||
|
||||
if (aspect != 1.0) {
|
||||
|
||||
// if the aspect is different, then the radius will become larger.
|
||||
// if this happens, then bias needs to be adjusted too, as depth will increase
|
||||
// to do this, compare the depth of one that would have resulted from a square frustum
|
||||
|
||||
CameraMatrix camera_matrix_square;
|
||||
if (p_cam_orthogonal) {
|
||||
|
||||
Vector2 vp_he = camera_matrix.get_viewport_half_extents();
|
||||
if (p_cam_vaspect) {
|
||||
camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
|
||||
} else {
|
||||
camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
|
||||
}
|
||||
} else {
|
||||
Vector2 vp_he = camera_matrix.get_viewport_half_extents();
|
||||
if (p_cam_vaspect) {
|
||||
camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
|
||||
} else {
|
||||
camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
|
||||
}
|
||||
|
||||
if (i == 0) {
|
||||
//print_line("prev he: " + vp_he + " new he: " + camera_matrix_square.get_viewport_half_extents());
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 endpoints_square[8]; // frustum plane endpoints
|
||||
res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
|
||||
ERR_CONTINUE(!res);
|
||||
Vector3 center_square;
|
||||
real_t z_max_square = 0;
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
center_square += endpoints_square[j];
|
||||
|
||||
real_t d_z = z_vec.dot(endpoints_square[j]);
|
||||
|
||||
if (j == 0 || d_z > z_max_square)
|
||||
z_max_square = d_z;
|
||||
}
|
||||
|
||||
if (cull_max > z_max_square) {
|
||||
z_max_square = cull_max;
|
||||
}
|
||||
|
||||
center_square /= 8.0;
|
||||
|
||||
real_t radius_square = 0;
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
real_t d = center_square.distance_to(endpoints_square[j]);
|
||||
if (d > radius_square)
|
||||
radius_square = d;
|
||||
}
|
||||
|
||||
radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
|
||||
|
||||
if (pancake_size > 0) {
|
||||
z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
|
||||
}
|
||||
|
||||
real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
|
||||
|
||||
aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
|
||||
|
||||
// this is not entirely perfect, because the cull-adjusted z-max may be different
|
||||
// but at least it's warranted that it results in a greater bias, so no acne should be present either way.
|
||||
// pancaking also helps with this.
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -1596,7 +1681,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
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, 0, distances[i + 1], i, bias_scale);
|
||||
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);
|
||||
}
|
||||
|
||||
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
|
||||
|
@ -1614,9 +1699,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
//using this one ensures that raster deferred will have it
|
||||
RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
|
||||
|
||||
float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
|
||||
float z = i == 0 ? -1 : 1;
|
||||
real_t z = i == 0 ? -1 : 1;
|
||||
Vector<Plane> planes;
|
||||
planes.resize(5);
|
||||
planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
|
||||
|
@ -1645,12 +1730,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
}
|
||||
}
|
||||
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
|
||||
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
|
||||
}
|
||||
} else { //shadow cube
|
||||
|
||||
float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
CameraMatrix cm;
|
||||
cm.set_perspective(90, 1, 0.01, radius);
|
||||
|
||||
|
@ -1699,12 +1784,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
}
|
||||
}
|
||||
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
|
||||
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
|
||||
}
|
||||
|
||||
//restore the regular DP matrix
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
|
||||
}
|
||||
|
||||
} break;
|
||||
|
@ -1712,8 +1797,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
|
||||
RENDER_TIMESTAMP("Culling Spot Light");
|
||||
|
||||
float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
float angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
|
||||
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
|
||||
|
||||
CameraMatrix cm;
|
||||
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
|
||||
|
@ -1738,7 +1823,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
|
|||
}
|
||||
}
|
||||
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0);
|
||||
RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
|
||||
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
|
||||
|
||||
} break;
|
||||
|
@ -1793,7 +1878,7 @@ void RenderingServerScene::render_camera(RID p_render_buffers, RID p_camera, RID
|
|||
} break;
|
||||
}
|
||||
|
||||
_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
|
||||
_prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
|
||||
_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
|
||||
#endif
|
||||
}
|
||||
|
@ -1872,17 +1957,17 @@ void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface
|
|||
mono_transform *= apply_z_shift;
|
||||
|
||||
// now prepare our scene with our adjusted transform projection matrix
|
||||
_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
|
||||
_prepare_scene(mono_transform, combined_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
|
||||
} else if (p_eye == ARVRInterface::EYE_MONO) {
|
||||
// For mono render, prepare as per usual
|
||||
_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
|
||||
_prepare_scene(cam_transform, camera_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
|
||||
}
|
||||
|
||||
// And render our scene...
|
||||
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
|
||||
};
|
||||
|
||||
void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
|
||||
void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
|
||||
// Note, in stereo rendering:
|
||||
// - p_cam_transform will be a transform in the middle of our two eyes
|
||||
// - p_cam_projection is a wider frustrum that encompasses both eyes
|
||||
|
@ -2112,7 +2197,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
|
|||
|
||||
RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
|
||||
|
||||
_light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
|
||||
_light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
|
||||
|
||||
RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
|
||||
}
|
||||
|
@ -2214,7 +2299,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
|
|||
if (redraw) {
|
||||
//must redraw!
|
||||
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
|
||||
light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
|
||||
light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
|
||||
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
|
||||
}
|
||||
}
|
||||
|
@ -2324,7 +2409,7 @@ bool RenderingServerScene::_render_reflection_probe_step(Instance *p_instance, i
|
|||
}
|
||||
|
||||
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
|
||||
_prepare_scene(xform, cm, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
|
||||
_prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
|
||||
_render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
|
||||
|
||||
} else {
|
||||
|
|
|
@ -418,10 +418,10 @@ public:
|
|||
_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
|
||||
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
|
||||
|
||||
_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
|
||||
_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario);
|
||||
|
||||
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
|
||||
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
|
||||
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
|
||||
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
|
||||
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
|
||||
|
||||
|
|
|
@ -467,6 +467,8 @@ public:
|
|||
FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
|
||||
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
|
||||
|
||||
FUNC1(shadow_filter_set, ShadowFilter)
|
||||
|
||||
FUNCRID(scenario)
|
||||
|
||||
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
|
||||
|
|
|
@ -108,7 +108,11 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
|
||||
|
@ -145,7 +149,7 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
|
|
|
@ -2030,7 +2030,6 @@ void RenderingServer::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_CONTACT_SHADOW_SIZE);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
|
||||
|
@ -2038,7 +2037,6 @@ void RenderingServer::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
|
||||
BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
|
||||
|
||||
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
|
||||
|
@ -2098,6 +2096,7 @@ void RenderingServer::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER);
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
|
||||
|
||||
BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
|
||||
BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
|
||||
|
|
|
@ -385,7 +385,6 @@ 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,
|
||||
|
@ -393,7 +392,8 @@ public:
|
|||
LIGHT_PARAM_SHADOW_FADE_START,
|
||||
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
|
||||
LIGHT_PARAM_SHADOW_BIAS,
|
||||
LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
|
||||
LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
|
||||
LIGHT_PARAM_TRANSMITTANCE_BIAS,
|
||||
LIGHT_PARAM_MAX
|
||||
};
|
||||
|
||||
|
@ -666,6 +666,7 @@ public:
|
|||
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
|
||||
VIEWPORT_DEBUG_DRAW_SSAO,
|
||||
VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER,
|
||||
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
|
||||
|
||||
};
|
||||
|
||||
|
@ -816,6 +817,15 @@ public:
|
|||
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
|
||||
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
|
||||
|
||||
enum ShadowFilter {
|
||||
SHADOW_FILTER_NONE,
|
||||
SHADOW_FILTER_PCF5,
|
||||
SHADOW_FILTER_PCF13,
|
||||
SHADOW_FILTER_MAX
|
||||
};
|
||||
|
||||
virtual void shadow_filter_set(ShadowFilter p_filter) = 0;
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
virtual RID scenario_create() = 0;
|
||||
|
|
Loading…
Reference in New Issue