Add support for projectors in spot and omni lights.

This commit is contained in:
Juan Linietsky 2020-04-14 17:05:45 -03:00
parent 5e5103f460
commit 6f293ed795
12 changed files with 253 additions and 36 deletions

View File

@ -70,7 +70,7 @@ void Light3D::set_shadow(bool p_enable) {
shadow = p_enable;
RS::get_singleton()->light_set_shadow(light, p_enable);
if (type == RenderingServer::LIGHT_SPOT) {
if (type == RenderingServer::LIGHT_SPOT || type == RenderingServer::LIGHT_OMNI) {
update_configuration_warning();
}
}
@ -166,6 +166,18 @@ Light3D::BakeMode Light3D::get_bake_mode() const {
return bake_mode;
}
void Light3D::set_projector(const Ref<Texture> &p_texture) {
projector = p_texture;
RID tex_id = projector.is_valid() ? projector->get_rid() : RID();
RS::get_singleton()->light_set_projector(light, tex_id);
update_configuration_warning();
}
Ref<Texture2D> Light3D::get_projector() const {
return projector;
}
void Light3D::_update_visibility() {
if (!is_inside_tree())
@ -221,6 +233,10 @@ void Light3D::_validate_property(PropertyInfo &property) const {
property.usage = 0;
}
if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_projector") {
property.usage = 0;
}
if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
property.usage = 0;
}
@ -255,10 +271,14 @@ void Light3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
ADD_GROUP("Light", "light_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,64,0.01,or_greater"), "set_param", "get_param", PARAM_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01"), "set_param", "get_param", PARAM_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
@ -444,6 +464,19 @@ OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
return shadow_mode;
}
String OmniLight3D::get_configuration_warning() const {
String warning = Light3D::get_configuration_warning();
if (!has_shadow() && get_projector().is_valid()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("Projector texture only works with shadows active.");
}
return warning;
}
void OmniLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight3D::set_shadow_mode);
@ -475,6 +508,13 @@ String SpotLight3D::get_configuration_warning() const {
warning += TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows.");
}
if (!has_shadow() && get_projector().is_valid()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("Projector texture only works with shadows active.");
}
return warning;
}

View File

@ -81,6 +81,7 @@ private:
bool editor_only;
void _update_visibility();
BakeMode bake_mode;
Ref<Texture2D> projector;
// bind helpers
@ -125,6 +126,9 @@ public:
void set_bake_mode(BakeMode p_mode);
BakeMode get_bake_mode() const;
void set_projector(const Ref<Texture> &p_texture);
Ref<Texture2D> get_projector() const;
virtual AABB get_aabb() const;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const;
@ -196,6 +200,8 @@ public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
virtual String get_configuration_warning() const;
OmniLight3D();
};

View File

@ -327,8 +327,8 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
virtual void texture_add_to_decal_atlas(RID p_texture) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture) = 0;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
/* SHADER API */

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@ -204,7 +204,7 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1
return uniform_set;
}
void RasterizerEffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y) {
void RasterizerEffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
@ -219,7 +219,7 @@ void RasterizerEffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_f
}
RD::DrawListID draw_list = p_draw_list;
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY].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, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
@ -1238,6 +1238,7 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
{
Vector<String> copy_modes;
copy_modes.push_back("\n");
copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
copy_to_fb.shader.initialize(copy_modes);

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@ -113,6 +113,7 @@ class RasterizerEffectsRD {
enum CopyToFBMode {
COPY_TO_FB_COPY,
COPY_TO_FB_COPY_PANORAMA_TO_DP,
COPY_TO_FB_MAX,
};
@ -565,7 +566,7 @@ public:
void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_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);

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@ -1841,6 +1841,30 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.atlas_rect[2] = 0;
light_data.atlas_rect[3] = 0;
RID projector = storage->light_get_projector(base);
if (projector.is_valid()) {
Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
if (type == RS::LIGHT_SPOT) {
light_data.projector_rect[0] = rect.position.x;
light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
light_data.projector_rect[2] = rect.size.width;
light_data.projector_rect[3] = -rect.size.height;
} else {
light_data.projector_rect[0] = rect.position.x;
light_data.projector_rect[1] = rect.position.y;
light_data.projector_rect[2] = rect.size.width;
light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
}
} else {
light_data.projector_rect[0] = 0;
light_data.projector_rect[1] = 0;
light_data.projector_rect[2] = 0;
light_data.projector_rect[3] = 0;
}
if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
// fill in the shadow information
@ -1892,17 +1916,11 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
} else if (type == RS::LIGHT_SPOT) {
//used for clamping in this light type
light_data.atlas_rect[2] += light_data.atlas_rect[0];
light_data.atlas_rect[3] += light_data.atlas_rect[1];
Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
CameraMatrix bias;
bias.set_light_bias();
CameraMatrix rectm;
rectm.set_light_atlas_rect(rect);
CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
CameraMatrix shadow_mtx = bias * light_instance_get_shadow_camera(li, 0) * modelview;
store_camera(shadow_mtx, light_data.shadow_matrix);
if (size > 0.0) {

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@ -279,6 +279,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float soft_shadow_scale;
uint32_t mask;
uint32_t pad[2];
float projector_rect[4];
};
struct DirectionalLightData {

View File

@ -3180,7 +3180,19 @@ void RasterizerStorageRD::light_set_projector(RID p_light, RID p_texture) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
if (light->projector == p_texture) {
return;
}
if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
}
light->projector = p_texture;
if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
}
}
void RasterizerStorageRD::light_set_negative(RID p_light, bool p_enable) {
@ -4381,22 +4393,30 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
return RS::INSTANCE_NONE;
}
void RasterizerStorageRD::texture_add_to_decal_atlas(RID p_texture) {
void RasterizerStorageRD::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
if (!decal_atlas.textures.has(p_texture)) {
DecalAtlas::Texture t;
t.users = 1;
t.panorama_to_dp_users = p_panorama_to_dp ? 1 : 0;
decal_atlas.textures[p_texture] = t;
decal_atlas.dirty = true;
} else {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
t->users++;
if (p_panorama_to_dp) {
t->panorama_to_dp_users++;
}
}
}
void RasterizerStorageRD::texture_remove_from_decal_atlas(RID p_texture) {
void RasterizerStorageRD::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
ERR_FAIL_COND(!t);
t->users--;
if (p_panorama_to_dp) {
ERR_FAIL_COND(t->panorama_to_dp_users == 0);
t->panorama_to_dp_users--;
}
if (t->users == 0) {
decal_atlas.textures.erase(p_texture);
//do not mark it dirty, there is no need to since it remains working
@ -4590,7 +4610,7 @@ void RasterizerStorageRD::_update_decal_atlas() {
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
Texture *src_tex = texture_owner.getornull(*K);
effects.copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list);
effects.copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
}
RD::get_singleton()->draw_list_end();
@ -4732,6 +4752,7 @@ bool RasterizerStorageRD::free(RID p_rid) {
} else if (light_owner.owns(p_rid)) {
light_set_projector(p_rid, RID()); //clear projector
// delete the texture
Light *light = light_owner.getornull(p_rid);
light->instance_dependency.instance_notify_deleted(p_rid);

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@ -178,6 +178,7 @@ private:
struct DecalAtlas {
struct Texture {
int panorama_to_dp_users;
int users;
Rect2 uv_rect;
};
@ -599,8 +600,8 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy);
virtual void texture_add_to_decal_atlas(RID p_texture);
virtual void texture_remove_from_decal_atlas(RID p_texture);
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
RID decal_atlas_get_texture() const;
RID decal_atlas_get_texture_srgb() const;
@ -964,6 +965,14 @@ public:
return light->param[p_param];
}
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, RID());
return light->projector;
}
_FORCE_INLINE_ Color light_get_color(RID p_light) {
const Light *light = light_owner.getornull(p_light);

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@ -65,6 +65,34 @@ layout(location = 0) out vec4 frag_color;
void main() {
vec2 uv = uv_interp;
#ifdef MODE_PANORAMA_TO_DP
//obtain normal from dual paraboloid uv
#define M_PI 3.14159265359
float side;
uv.y = modf(uv.y * 2.0, side);
side = side * 2.0 - 1.0;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
normal *= -side;
normal = normalize(normal);
//now convert normal to panorama uv
vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
if (st.x < 0.0)
st.x += M_PI * 2.0;
uv = st / vec2(M_PI * 2.0, M_PI);
if (side < 0.0) {
//uv.y = 1.0 - uv.y;
uv = 1.0 - uv;
}
#endif
vec4 color = textureLod(source_color, uv, 0.0);
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));

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@ -784,7 +784,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
#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,
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@ -976,8 +976,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
//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);
shadow_len = length(splane.xyz);
splane = normalize(splane.xyz);
if (splane.z >= 0.0) {
@ -999,7 +999,70 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
#endif
shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
local_v = normalize(local_v);
vec4 atlas_rect = lights.data[idx].projector_rect;
if (local_v.z >= 0.0) {
local_v.z += 1.0;
atlas_rect.y += atlas_rect.w;
} else {
local_v.z = 1.0 - local_v.z;
}
local_v.xy /= local_v.z;
local_v.xy = local_v.xy * 0.5 + 0.5;
vec2 proj_uv = local_v.xy * atlas_rect.zw;
vec2 proj_uv_ddx;
vec2 proj_uv_ddy;
{
vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
local_v_ddx = normalize(local_v_ddx);
if (local_v_ddx.z >= 0.0) {
local_v_ddx.z += 1.0;
} else {
local_v_ddx.z = 1.0 - local_v_ddx.z;
}
local_v_ddx.xy /= local_v_ddx.z;
local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
local_v_ddy = normalize(local_v_ddy);
if (local_v_ddy.z >= 0.0) {
local_v_ddy.z += 1.0;
} else {
local_v_ddy.z = 1.0 - local_v_ddy.z;
}
local_v_ddy.xy /= local_v_ddy.z;
local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
}
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
no_shadow = mix(no_shadow, proj.rgb, proj.a);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
}
#endif //USE_NO_SHADOWS
@ -1030,7 +1093,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
specular_light);
}
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,
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@ -1114,6 +1177,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
//find blocker
vec2 shadow_uv = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
float blocker_count = 0.0;
float blocker_average = 0.0;
@ -1126,10 +1191,11 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < z_norm) {
blocker_average += d;
@ -1146,8 +1212,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
shadow = 0.0;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
}
@ -1160,17 +1226,41 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
} else {
//hard shadow
splane.z = z_norm;
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0);
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw;
//ensure we have proper mipmaps
vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
splane_ddx /= splane_ddx.w;
vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv;
vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
splane_ddy /= splane_ddy.w;
vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv;
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
no_shadow = mix(no_shadow, proj.rgb, proj.a);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
#ifdef LIGHT_TRANSMITTANCE_USED
{
vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
splane /= splane.w;
splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
//reconstruct depth
@ -1691,6 +1781,9 @@ FRAGMENT_SHADER_CODE
#ifndef MODE_RENDER_DEPTH
uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
//used for interpolating anything cluster related
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
{ // process decals
@ -1698,8 +1791,6 @@ FRAGMENT_SHADER_CODE
uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK;
//do outside for performance and avoiding arctifacts
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
for (uint i = 0; i < decal_count; i++) {
@ -2195,7 +2286,7 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@ -2234,7 +2325,7 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif

View File

@ -153,7 +153,7 @@ struct LightData { //this structure needs to be as packed as possible
uint color_specular; //rgb color, a specular (8 bit unorm)
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
vec4 atlas_rect; // used for spot
vec4 atlas_rect; // rect in the shadow atlas
mat4 shadow_matrix;
float shadow_bias;
float shadow_normal_bias;
@ -162,6 +162,7 @@ struct LightData { //this structure needs to be as packed as possible
float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
uint pad[2];
vec4 projector_rect; //projector rect in srgb decal atlas
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {