Merge pull request #62054 from techiepriyansh/soft-shadows-lightmapper
Add support for soft shadows to the GPU lightmapper
This commit is contained in:
commit
60238226d3
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@ -51,7 +51,7 @@ void LightmapperRD::add_mesh(const MeshData &p_mesh) {
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mesh_instances.push_back(mi);
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}
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void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) {
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void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance, float p_shadow_blur) {
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Light l;
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l.type = LIGHT_TYPE_DIRECTIONAL;
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l.direction[0] = p_direction.x;
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@ -62,11 +62,12 @@ void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direct
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l.color[2] = p_color.b;
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l.energy = p_energy;
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l.static_bake = p_static;
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l.size = p_angular_distance;
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l.size = Math::tan(Math::deg2rad(p_angular_distance));
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l.shadow_blur = p_shadow_blur;
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lights.push_back(l);
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}
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void LightmapperRD::add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) {
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void LightmapperRD::add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) {
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Light l;
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l.type = LIGHT_TYPE_OMNI;
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l.position[0] = p_position.x;
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@ -80,10 +81,11 @@ void LightmapperRD::add_omni_light(bool p_static, const Vector3 &p_position, con
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l.energy = p_energy;
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l.static_bake = p_static;
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l.size = p_size;
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l.shadow_blur = p_shadow_blur;
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lights.push_back(l);
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}
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void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) {
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void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) {
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Light l;
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l.type = LIGHT_TYPE_SPOT;
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l.position[0] = p_position.x;
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@ -102,6 +104,7 @@ void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, con
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l.energy = p_energy;
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l.static_bake = p_static;
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l.size = p_size;
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l.shadow_blur = p_shadow_blur;
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lights.push_back(l);
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}
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@ -1140,6 +1143,23 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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RID light_uniform_set = rd->uniform_set_create(uniforms, compute_shader_primary, 1);
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switch (p_quality) {
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case BAKE_QUALITY_LOW: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/low_quality_ray_count");
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} break;
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case BAKE_QUALITY_MEDIUM: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/medium_quality_ray_count");
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} break;
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case BAKE_QUALITY_HIGH: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/high_quality_ray_count");
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} break;
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case BAKE_QUALITY_ULTRA: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/ultra_quality_ray_count");
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} break;
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}
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push_constant.ray_count = CLAMP(push_constant.ray_count, 16u, 8192u);
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RD::ComputeListID compute_list = rd->compute_list_begin();
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rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_primary_pipeline);
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rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0);
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@ -1230,23 +1250,6 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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uniforms.write[1].set_id(0, light_dest_tex);
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secondary_uniform_set[1] = rd->uniform_set_create(uniforms, compute_shader_secondary, 1);
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switch (p_quality) {
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case BAKE_QUALITY_LOW: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/low_quality_ray_count");
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} break;
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case BAKE_QUALITY_MEDIUM: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/medium_quality_ray_count");
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} break;
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case BAKE_QUALITY_HIGH: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/high_quality_ray_count");
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} break;
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case BAKE_QUALITY_ULTRA: {
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push_constant.ray_count = GLOBAL_GET("rendering/lightmapping/bake_quality/ultra_quality_ray_count");
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} break;
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}
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push_constant.ray_count = CLAMP(push_constant.ray_count, 16u, 8192u);
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int max_region_size = nearest_power_of_2_templated(int(GLOBAL_GET("rendering/lightmapping/bake_performance/region_size")));
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int max_rays = GLOBAL_GET("rendering/lightmapping/bake_performance/max_rays_per_pass");
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@ -57,8 +57,9 @@ class LightmapperRD : public Lightmapper {
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float attenuation = 0.0;
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float cos_spot_angle = 0.0;
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float inv_spot_attenuation = 0.0;
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float shadow_blur = 0.0;
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uint32_t static_bake = 0;
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uint32_t pad[3] = {};
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uint32_t pad[2] = {};
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bool operator<(const Light &p_light) const {
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return type < p_light.type;
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@ -236,9 +237,9 @@ class LightmapperRD : public Lightmapper {
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public:
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virtual void add_mesh(const MeshData &p_mesh) override;
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virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) override;
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virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) override;
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virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) override;
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virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance, float p_shadow_blur) override;
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virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) override;
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virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) override;
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virtual void add_probe(const Vector3 &p_position) override;
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virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr) override;
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@ -51,8 +51,9 @@ struct Light {
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float cos_spot_angle;
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float inv_spot_attenuation;
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float shadow_blur;
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bool static_bake;
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uint pad[3];
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uint pad[2];
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};
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layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
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@ -316,19 +316,24 @@ void main() {
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for (uint i = 0; i < params.light_count; i++) {
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vec3 light_pos;
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float dist;
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float attenuation;
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float soft_shadowing_disk_size;
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if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) {
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vec3 light_vec = lights.data[i].direction;
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light_pos = position - light_vec * length(params.world_size);
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dist = length(params.world_size);
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attenuation = 1.0;
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soft_shadowing_disk_size = lights.data[i].size;
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} else {
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light_pos = lights.data[i].position;
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float d = distance(position, light_pos);
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if (d > lights.data[i].range) {
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dist = distance(position, light_pos);
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if (dist > lights.data[i].range) {
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continue;
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}
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soft_shadowing_disk_size = lights.data[i].size / dist;
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attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
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attenuation = get_omni_attenuation(dist, 1.0 / lights.data[i].range, lights.data[i].attenuation);
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if (lights.data[i].type == LIGHT_TYPE_SPOT) {
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vec3 rel = normalize(position - light_pos);
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@ -352,8 +357,52 @@ void main() {
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continue; //no need to do anything
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}
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float penumbra = 0.0;
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if (lights.data[i].size > 0.0) {
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vec3 light_to_point = -light_dir;
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vec3 aux = light_to_point.y < 0.777 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
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vec3 light_to_point_tan = normalize(cross(light_to_point, aux));
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vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan));
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const uint shadowing_rays_check_penumbra_denom = 2;
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uint shadowing_ray_count = params.ray_count;
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uint hits = 0;
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uint noise = random_seed(ivec3(atlas_pos, 43573547 /* some prime */));
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vec3 light_disk_to_point = light_to_point;
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for (uint j = 0; j < shadowing_ray_count; j++) {
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// Optimization:
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// Once already traced an important proportion of rays, if all are hits or misses,
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// assume we're not in the penumbra so we can infer the rest would have the same result
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if (j == shadowing_ray_count / shadowing_rays_check_penumbra_denom) {
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if (hits == j) {
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// Assume totally lit
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hits = shadowing_ray_count;
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break;
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} else if (hits == 0) {
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// Assume totally dark
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hits = 0;
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break;
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}
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}
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float r = randomize(noise);
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float a = randomize(noise) * 2.0 * PI;
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vec2 disk_sample = (r * vec2(cos(a), sin(a))) * soft_shadowing_disk_size * lights.data[i].shadow_blur;
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light_disk_to_point = normalize(light_to_point + disk_sample.x * light_to_point_tan + disk_sample.y * light_to_point_bitan);
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if (trace_ray(position - light_disk_to_point * params.bias, position - light_disk_to_point * dist) == RAY_MISS) {
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hits++;
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}
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}
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penumbra = float(hits) / float(shadowing_ray_count);
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} else {
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if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) {
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vec3 light = lights.data[i].color * lights.data[i].energy * attenuation;
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penumbra = 1.0;
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}
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}
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vec3 light = lights.data[i].color * lights.data[i].energy * attenuation * penumbra;
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if (lights.data[i].static_bake) {
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static_light += light;
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#ifdef USE_SH_LIGHTMAPS
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@ -374,7 +423,6 @@ void main() {
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dynamic_light += light;
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}
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}
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}
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vec3 albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb;
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vec3 emissive = texelFetch(sampler2DArray(emission_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb;
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@ -979,13 +979,13 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
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Color linear_color = light->get_color().srgb_to_linear();
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if (Object::cast_to<DirectionalLight3D>(light)) {
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DirectionalLight3D *l = Object::cast_to<DirectionalLight3D>(light);
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lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_SIZE));
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lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
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} else if (Object::cast_to<OmniLight3D>(light)) {
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OmniLight3D *l = Object::cast_to<OmniLight3D>(light);
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lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE));
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lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
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} else if (Object::cast_to<SpotLight3D>(light)) {
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SpotLight3D *l = Object::cast_to<SpotLight3D>(light);
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lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE));
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lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
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}
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}
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for (int i = 0; i < probes_found.size(); i++) {
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@ -176,9 +176,9 @@ public:
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};
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virtual void add_mesh(const MeshData &p_mesh) = 0;
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virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) = 0;
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virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) = 0;
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virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) = 0;
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virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance, float p_shadow_blur) = 0;
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virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) = 0;
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virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) = 0;
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virtual void add_probe(const Vector3 &p_position) = 0;
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virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr) = 0;
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