Fix code formatting issues and VS compilation

Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
This commit is contained in:
Rémi Verschelde 2019-11-05 12:01:00 +01:00
parent b509c814fc
commit fff4240bb4
51 changed files with 1438 additions and 1115 deletions

View File

@ -4,7 +4,6 @@ language: cpp
dist: xenial
stages:
- check
- build
env:
@ -21,7 +20,7 @@ cache:
matrix:
include:
- name: Static checks (clang-format) + Documentation checks
stage: check
stage: build
env: STATIC_CHECKS=yes
os: linux
compiler: gcc

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* vector3i.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "vector3i.h"
void Vector3i::set_axis(int p_axis, int32_t p_value) {

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* vector3i.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VECTOR3I_H
#define VECTOR3I_H

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* rid_owner.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rid_owner.h"
volatile uint64_t RID_AllocBase::base_id = 1;

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* rid_owner.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RID_OWNER_H
#define RID_OWNER_H

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* spin_lock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SPIN_LOCK_H
#define SPIN_LOCK_H

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@ -1,3 +1,33 @@
/*************************************************************************/
/* thread_work_pool.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "thread_work_pool.h"
#include "core/os/os.h"

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* thread_work_pool.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef THREAD_WORK_POOL_H
#define THREAD_WORK_POOL_H

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@ -225,7 +225,7 @@ public:
uint64_t shadow_atlas_realloc_tolerance_msec;
struct ShadowAtlas {
struct ShadowAtlas {
enum {
QUADRANT_SHIFT = 27,
SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
@ -304,7 +304,7 @@ public:
/* REFLECTION PROBE INSTANCE */
struct ReflectionProbeInstance {
struct ReflectionProbeInstance {
RasterizerStorageGLES2::ReflectionProbe *probe_ptr;
RID probe;
@ -345,7 +345,7 @@ public:
/* ENVIRONMENT API */
struct Environment {
struct Environment {
VS::EnvironmentBG bg_mode;
RID sky;
@ -496,7 +496,7 @@ public:
/* LIGHT INSTANCE */
struct LightInstance {
struct LightInstance {
struct ShadowTransform {
CameraMatrix camera;

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* editor_visual_profiler.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "editor_visual_profiler.h"
#include "core/os/os.h"

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* editor_visual_profiler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef EDITOR_FRAME_PROFILER_H
#define EDITOR_FRAME_PROFILER_H

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* resource_importer_layered_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#if 0
/*************************************************************************/
/* resource_importer_layered_texture.h */

View File

@ -35,11 +35,11 @@ void GIProbeEditorPlugin::_bake() {
if (gi_probe) {
if (gi_probe->get_probe_data().is_null()) {
String path = get_tree()->get_edited_scene_root()->get_filename();
if (path==String()) {
path="res://"+gi_probe->get_name()+"_data.res";
if (path == String()) {
path = "res://" + gi_probe->get_name() + "_data.res";
} else {
String ext = path.get_extension();
path = path.get_basename()+"."+gi_probe->get_name()+"_data.res";
path = path.get_basename() + "." + gi_probe->get_name() + "_data.res";
}
probe_file->set_current_path(path);
probe_file->popup_centered_ratio();
@ -65,7 +65,7 @@ bool GIProbeEditorPlugin::handles(Object *p_object) const {
void GIProbeEditorPlugin::_notification(int p_what) {
if (p_what==NOTIFICATION_PROCESS) {
if (p_what == NOTIFICATION_PROCESS) {
if (!gi_probe) {
return;
}
@ -73,14 +73,14 @@ void GIProbeEditorPlugin::_notification(int p_what) {
String text;
Vector3i size = gi_probe->get_estimated_cell_size();
text = itos(size.x)+", "+itos(size.y)+", "+itos(size.z);
text = itos(size.x) + ", " + itos(size.y) + ", " + itos(size.z);
int data_size = 4;
if (GLOBAL_GET("rendering/quality/gi_probes/anisotropic")) {
data_size+=4;
data_size += 4;
}
text += " - VRAM Size: " + String::num(size.x*size.y*size.z*data_size/(1024.0*1024.0),2)+" Mb.";
text += " - VRAM Size: " + String::num(size.x * size.y * size.z * data_size / (1024.0 * 1024.0), 2) + " Mb.";
if (bake_info->get_text()==text) {
if (bake_info->get_text() == text) {
return;
}
@ -123,12 +123,12 @@ void GIProbeEditorPlugin::bake_func_end() {
tmp_progress = NULL;
}
void GIProbeEditorPlugin::_giprobe_save_path_and_bake(const String& p_path) {
void GIProbeEditorPlugin::_giprobe_save_path_and_bake(const String &p_path) {
probe_file->hide();
if (gi_probe) {
gi_probe->bake();
ERR_FAIL_COND( gi_probe->get_probe_data().is_null() );
ResourceSaver::save(p_path,gi_probe->get_probe_data(),ResourceSaver::FLAG_CHANGE_PATH);
ERR_FAIL_COND(gi_probe->get_probe_data().is_null());
ResourceSaver::save(p_path, gi_probe->get_probe_data(), ResourceSaver::FLAG_CHANGE_PATH);
}
}
@ -136,13 +136,12 @@ void GIProbeEditorPlugin::_bind_methods() {
ClassDB::bind_method("_bake", &GIProbeEditorPlugin::_bake);
ClassDB::bind_method("_giprobe_save_path_and_bake", &GIProbeEditorPlugin::_giprobe_save_path_and_bake);
}
GIProbeEditorPlugin::GIProbeEditorPlugin(EditorNode *p_node) {
editor = p_node;
bake_hb = memnew( HBoxContainer );
bake_hb = memnew(HBoxContainer);
bake_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
bake_hb->hide();
bake = memnew(ToolButton);
@ -150,17 +149,17 @@ GIProbeEditorPlugin::GIProbeEditorPlugin(EditorNode *p_node) {
bake->set_text(TTR("Bake GI Probe"));
bake->connect("pressed", this, "_bake");
bake_hb->add_child(bake);
bake_info = memnew( Label );
bake_info = memnew(Label);
bake_info->set_h_size_flags(Control::SIZE_EXPAND_FILL);
bake_info->set_clip_text(true);
bake_hb->add_child(bake_info);
add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, bake_hb);
gi_probe = NULL;
probe_file = memnew( EditorFileDialog );
probe_file = memnew(EditorFileDialog);
probe_file->set_mode(EditorFileDialog::MODE_SAVE_FILE);
probe_file->add_filter("*.res");
probe_file->connect("file_selected",this,"_giprobe_save_path_and_bake");
probe_file->connect("file_selected", this, "_giprobe_save_path_and_bake");
get_editor_interface()->get_base_control()->add_child(probe_file);
probe_file->set_title(TTR("Select path for GIProbe Data File"));

View File

@ -55,8 +55,7 @@ class GIProbeEditorPlugin : public EditorPlugin {
static void bake_func_end();
void _bake();
void _giprobe_save_path_and_bake(const String& p_path);
void _giprobe_save_path_and_bake(const String &p_path);
protected:
static void _bind_methods();

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "register_types.h"
#include "core/os/os.h"

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* texture_basisu.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "texture_basisu.h"
#if 0
#include "core/os/os.h"

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* texture_basisu.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene/resources/texture.h"
#ifdef TOOLS_ENABLED

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@ -39,7 +39,7 @@
class BulletPhysicsServer;
class RIDBullet {
class RIDBullet {
RID self;
BulletPhysicsServer *physicsServer;

View File

@ -367,7 +367,7 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
#if defined(VULKAN_ENABLED)
if (OS_OSX::singleton->video_driver_index == OS::VIDEO_DRIVER_VULKAN) {
CALayer* layer = [OS_OSX::singleton->window_view layer];
CALayer *layer = [OS_OSX::singleton->window_view layer];
layer.contentsScale = OS_OSX::singleton->_display_scale();
}
#endif
@ -395,7 +395,7 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
#if defined(VULKAN_ENABLED)
if (OS_OSX::singleton->video_driver_index == OS::VIDEO_DRIVER_VULKAN) {
CALayer* layer = [OS_OSX::singleton->window_view layer];
CALayer *layer = [OS_OSX::singleton->window_view layer];
layer.contentsScale = OS_OSX::singleton->_display_scale();
OS_OSX::singleton->context_vulkan->window_resize(0, OS_OSX::singleton->window_size.width, OS_OSX::singleton->window_size.height);
}
@ -462,7 +462,7 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
}
- (void)cancelComposition;
- (CALayer*)makeBackingLayer;
- (CALayer *)makeBackingLayer;
- (BOOL)wantsUpdateLayer;
- (void)updateLayer;
@ -477,10 +477,10 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
}
}
- (CALayer*)makeBackingLayer {
- (CALayer *)makeBackingLayer {
#if defined(VULKAN_ENABLED)
if (OS_OSX::singleton->video_driver_index == OS::VIDEO_DRIVER_VULKAN) {
CALayer* layer = [[CAMetalLayer class] layer];
CALayer *layer = [[CAMetalLayer class] layer];
layer.contentsScale = OS_OSX::singleton->_display_scale();
return layer;
}
@ -1949,7 +1949,6 @@ void OS_OSX::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, c
cursors_cache.erase(p_shape);
}
}
void OS_OSX::set_mouse_show(bool p_show) {

View File

@ -1457,7 +1457,6 @@ Error OS_Windows::initialize(const VideoMode &p_desired, int p_video_driver, int
context_gles2 = NULL;
ERR_FAIL_V(ERR_UNAVAILABLE);
}
}
#endif
#if defined(VULKAN_ENABLED)
@ -1659,7 +1658,6 @@ void OS_Windows::finalize() {
if (context_gles2)
memdelete(context_gles2);
}
#endif
#if defined(VULKAN_ENABLED)

View File

@ -415,7 +415,6 @@ Vector3i GIProbe::get_estimated_cell_size() const {
int longest_axis = bounds.get_longest_axis_index();
axis_cell_size[longest_axis] = 1 << cell_subdiv;
for (int i = 0; i < 3; i++) {
if (i == longest_axis)
@ -431,7 +430,7 @@ Vector3i GIProbe::get_estimated_cell_size() const {
}
}
return Vector3i(axis_cell_size[0],axis_cell_size[1],axis_cell_size[2]);
return Vector3i(axis_cell_size[0], axis_cell_size[1], axis_cell_size[2]);
}
void GIProbe::bake(Node *p_from_node, bool p_create_visual_debug) {

View File

@ -98,7 +98,7 @@ class FabrikInverseKinematic {
};
public:
struct Task {
struct Task {
RID self;
Skeleton *skeleton;

View File

@ -33,7 +33,7 @@
#include "body_sw.h"
class ConstraintSW {
class ConstraintSW {
BodySW **_body_ptr;
int _body_count;

View File

@ -48,7 +48,7 @@ SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_creat
class ShapeSW;
class ShapeOwnerSW {
class ShapeOwnerSW {
public:
virtual void _shape_changed() = 0;
virtual void remove_shape(ShapeSW *p_shape) = 0;
@ -56,7 +56,7 @@ public:
virtual ~ShapeOwnerSW() {}
};
class ShapeSW {
class ShapeSW {
RID self;
AABB aabb;

View File

@ -59,7 +59,7 @@ public:
PhysicsDirectSpaceStateSW();
};
class SpaceSW {
class SpaceSW {
public:
enum ElapsedTime {

View File

@ -33,7 +33,7 @@
#include "body_2d_sw.h"
class Constraint2DSW {
class Constraint2DSW {
Body2DSW **_body_ptr;
int _body_count;

View File

@ -48,7 +48,7 @@ SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_creat
class Shape2DSW;
class ShapeOwner2DSW {
class ShapeOwner2DSW {
public:
virtual void _shape_changed() = 0;
virtual void remove_shape(Shape2DSW *p_shape) = 0;
@ -56,7 +56,7 @@ public:
virtual ~ShapeOwner2DSW() {}
};
class Shape2DSW {
class Shape2DSW {
RID self;
Rect2 aabb;

View File

@ -61,7 +61,7 @@ public:
Physics2DDirectSpaceStateSW();
};
class Space2DSW {
class Space2DSW {
public:
enum ElapsedTime {

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* rasterizer_effects_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_effects_rd.h"
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* rasterizer_effects_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_EFFECTS_RD_H
#define RASTERIZER_EFFECTS_RD_H

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* rasterizer_rd.cpp */
/* rasterizer_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */

View File

@ -1556,7 +1556,7 @@ void RasterizerSceneForwardRD::_setup_gi_probes(RID *p_gi_probe_probe_cull_resul
gi_probe_ubo.texture_slot = gi_probe_instance_get_slot(rpi);
gi_probe_ubo.anisotropy_strength = storage->gi_probe_get_anisotropy_strength(base_probe);
gi_probe_ubo.ao = storage->gi_probe_get_ao(base_probe);
gi_probe_ubo.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe),4.0);
gi_probe_ubo.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
if (gi_probe_is_anisotropic()) {
gi_probe_ubo.texture_slot *= 3;

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* rasterizer_scene_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_scene_rd.h"
#include "core/os/os.h"
#include "core/project_settings.h"
@ -1680,7 +1710,7 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
// UDPDATE TIME
if (gi_probe->has_dynamic_object_data) {
if (gi_probe->has_dynamic_object_data) {
//if it has dynamic object data, it needs to be cleared
RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1, true);
if (gi_probe_is_anisotropic()) {
@ -1954,9 +1984,9 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
push_constant.prev_rect_size[1] = 0;
push_constant.on_mipmap = false;
push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
push_constant.pad[0]=0;
push_constant.pad[1]=0;
push_constant.pad[2]=0;
push_constant.pad[0] = 0;
push_constant.pad[1] = 0;
push_constant.pad[2] = 0;
//process lighting
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* rasterizer_scene_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_SCENE_RD_H
#define RASTERIZER_SCENE_RD_H

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* shader_compiler_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_compiler_rd.h"
#include "core/os/os.h"

View File

@ -1,3 +1,33 @@
/*************************************************************************/
/* shader_compiler_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SHADER_COMPILER_RD_H
#define SHADER_COMPILER_RD_H

View File

@ -1,68 +1,62 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#include "blur_inc.glsl"
layout(location =0) out vec2 uv_interp;
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
if (bool(blur.flags&FLAG_USE_BLUR_SECTION)) {
if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
uv_interp = blur.section.xy + uv_interp * blur.section.zw;
}
gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0);
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
if (bool(blur.flags&FLAG_FLIP_Y)) {
if (bool(blur.flags & FLAG_FLIP_Y)) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#include "blur_inc.glsl"
layout(location =0) in vec2 uv_interp;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout( set=0, binding=0 ) uniform sampler2D source_color;
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_SSAO_MERGE
layout( set=1, binding=0 ) uniform sampler2D source_ssao;
layout(set = 1, binding = 0) uniform sampler2D source_ssao;
#endif
#ifdef GLOW_USE_AUTO_EXPOSURE
layout( set=1, binding=0 ) uniform sampler2D source_auto_exposure;
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
#endif
layout(location = 0) out vec4 frag_color;
//DOF
#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
layout( set=1, binding=0 ) uniform sampler2D dof_source_depth;
layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
#ifdef DOF_NEAR_BLUR_MERGE
layout( set=2, binding=0 ) uniform sampler2D source_dof_original;
layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
#endif
#ifdef DOF_QUALITY_LOW
@ -86,16 +80,15 @@ const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.0
#endif
void main() {
#ifdef MODE_MIPMAP
vec2 pix_size = blur.pixel_size;
vec4 color = texture(source_color, uv_interp + vec2(-0.5,-0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(0.5,-0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(0.5,0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(-0.5,0.5) * pix_size);
vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
frag_color = color / 4.0;
#endif
@ -104,7 +97,7 @@ void main() {
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(blur.flags&FLAG_HORIZONTAL)) {
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
@ -128,13 +121,11 @@ void main() {
}
#endif
#ifdef MODE_GAUSSIAN_GLOW
//Glow uses larger sigma 1 for a more rounded blur effect
if (bool(blur.flags&FLAG_HORIZONTAL)) {
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
@ -159,8 +150,7 @@ void main() {
frag_color = color;
}
if (bool(blur.flags&FLAG_GLOW_FIRST_PASS)) {
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
@ -173,7 +163,6 @@ void main() {
frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
}
#endif
#ifdef MODE_DOF_FAR_BLUR
@ -183,7 +172,7 @@ void main() {
float depth = texture(dof_source_depth, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
if (bool(blur.flags&FLAG_USE_ORTHOGONAL_PROJECTION)) {
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
} else {
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));
@ -202,14 +191,14 @@ void main() {
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
if (bool(blur.flags&FLAG_USE_ORTHOGONAL_PROJECTION)) {
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
} else {
tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
}
float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
@ -244,7 +233,7 @@ void main() {
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
if (bool(blur.flags&FLAG_USE_ORTHOGONAL_PROJECTION)) {
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
} else {
@ -253,7 +242,7 @@ void main() {
float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
if (bool(blur.flags&FLAG_DOF_NEAR_FIRST_TAP)) {
if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
}
@ -271,7 +260,7 @@ void main() {
}
#endif
if (bool(blur.flags&FLAG_DOF_NEAR_FIRST_TAP)) {
if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
frag_color = color_accum;
}
#endif

View File

@ -1,16 +1,16 @@
#define FLAG_HORIZONTAL (1<<0)
#define FLAG_USE_BLUR_SECTION (1<<1)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1<<2)
#define FLAG_DOF_NEAR_FIRST_TAP (1<<3)
#define FLAG_GLOW_FIRST_PASS (1<<4)
#define FLAG_FLIP_Y (1<<5)
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_BLUR_SECTION (1 << 1)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
#define FLAG_GLOW_FIRST_PASS (1 << 4)
#define FLAG_FLIP_Y (1 << 5)
layout(push_constant, binding = 1, std430) uniform Blur {
vec4 section;
vec2 pixel_size;
uint flags;
uint pad;
//glow
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
@ -19,7 +19,7 @@ layout(push_constant, binding = 1, std430) uniform Blur {
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
//dof
// DOF.
float dof_begin;
float dof_end;
float dof_radius;
@ -30,7 +30,4 @@ layout(push_constant, binding = 1, std430) uniform Blur {
float camera_z_near;
vec4 ssao_color;
} blur;

View File

@ -1,15 +1,13 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
/* clang-format on */
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
@ -19,22 +17,21 @@ layout(location = 6) in uvec4 bones_attrib;
#include "canvas_uniforms_inc.glsl"
layout(location=0) out vec2 uv_interp;
layout(location=1) out vec4 color_interp;
layout(location=2) out vec2 vertex_interp;
layout(location = 0) out vec2 uv_interp;
layout(location = 1) out vec4 color_interp;
layout(location = 2) out vec2 vertex_interp;
#ifdef USE_NINEPATCH
layout(location=3) out vec2 pixel_size_interp;
layout(location = 3) out vec2 pixel_size_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 1, std140) uniform MaterialUniforms {
/* clang-format off */
layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
/* clang-format on */
} material;
#endif
@ -42,32 +39,31 @@ MATERIAL_UNIFORMS
VERTEX_SHADER_GLOBALS
/* clang-format on */
void main() {
vec4 instance_custom = vec4(0.0);
#ifdef USE_PRIMITIVE
//weird bug,
//this works
//weird bug,
//this works
vec2 vertex;
vec2 uv;
vec4 color;
if (gl_VertexIndex==0) {
if (gl_VertexIndex == 0) {
vertex = draw_data.points[0];
uv = draw_data.uvs[0];
color = vec4(unpackHalf2x16(draw_data.colors[0]),unpackHalf2x16(draw_data.colors[1]));
} else if (gl_VertexIndex==1) {
color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
} else if (gl_VertexIndex == 1) {
vertex = draw_data.points[1];
uv = draw_data.uvs[1];
color = vec4(unpackHalf2x16(draw_data.colors[2]),unpackHalf2x16(draw_data.colors[3]));
color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
} else {
vertex = draw_data.points[2];
uv = draw_data.uvs[2];
color = vec4(unpackHalf2x16(draw_data.colors[4]),unpackHalf2x16(draw_data.colors[5]));
color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
}
uvec4 bones = uvec4(0,0,0,0);
uvec4 bones = uvec4(0, 0, 0, 0);
#elif defined(USE_ATTRIBUTES)
@ -78,57 +74,56 @@ void main() {
uvec4 bones = bones_attrib;
#else
vec2 vertex_base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags&FLAGS_TRANSPOSE_RECT)!=0 ? vertex_base.yx : vertex_base.xy);
vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
vec4 color = draw_data.modulation;
vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
uvec4 bones = uvec4(0,0,0,0);
uvec4 bones = uvec4(0, 0, 0, 0);
#endif
mat4 world_matrix = mat4(vec4(draw_data.world_x,0.0,0.0),vec4(draw_data.world_y,0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(draw_data.world_ofs,0.0,1.0));
mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
#if 0
if (draw_data.flags & FLAGS_INSTANCING_ENABLED) {
if (draw_data.flags&FLAGS_INSTANCING_ENABLED) {
uint offset = draw_data.flags&FLAGS_INSTANCING_STRIDE_MASK;
uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK;
offset *= gl_InstanceIndex;
mat4 instance_xform = mat4(
vec4( texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),0.0,texelFetch(instancing_buffer,offset+3) ),
vec4( texelFetch(instancing_buffer,offset+4),texelFetch(instancing_buffer,offset+5),0.0,texelFetch(instancing_buffer,offset+7) ),
vec4( 0.0,0.0,1.0,0.0),
vec4( 0.0,0.0,0.0,1.0 ) );
offset+=8;
if ( draw_data.flags&FLAGS_INSTANCING_HAS_COLORS ) {
mat4 instance_xform = mat4(
vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)),
vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 1.0));
offset += 8;
if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) {
vec4 instance_color;
if (draw_data.flags&FLAGS_INSTANCING_COLOR_8_BIT ) {
uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset));
if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) {
uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
instance_color = unpackUnorm4x8(bits);
offset+=1;
offset += 1;
} else {
instance_color = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3));
offser+=4;
instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
offser += 4;
}
color*=instance_color;
color *= instance_color;
}
if ( draw_data.flags&FLAGS_INSTANCING_HAS_CUSTOM_DATA ) {
if (draw_data.flags&FLAGS_INSTANCING_CUSTOM_DATA_8_BIT ) {
uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset));
if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) {
if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) {
uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
instance_custom = unpackUnorm4x8(bits);
} else {
instance_custom = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3));
instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
}
}
}
#endif
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) {
if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
//scale by texture size
vertex /= draw_data.color_texture_pixel_size;
}
@ -143,19 +138,17 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
#ifdef USE_NINEPATCH
pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
#endif
#if !defined(SKIP_TRANSFORM_USED)
vertex = (world_matrix * vec4(vertex,0.0,1.0)).xy;
vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
color_interp = color;
if (bool(draw_data.flags&FLAGS_USE_PIXEL_SNAP)) {
if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
@ -165,38 +158,38 @@ VERTEX_SHADER_CODE
#ifdef USE_ATTRIBUTES
#if 0
if (bool(draw_data.flags&FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
//skeleton transform
ivec4 bone_indicesi = ivec4(bone_indices);
uvec2 tex_ofs = bone_indicesi.x *2;
uvec2 tex_ofs = bone_indicesi.x * 2;
mat2x4 m;
m = mat2x4(
texelFetch(skeleton_buffer, tex_ofs+0),
texelFetch(skeleton_buffer, tex_ofs+1) ) *
texelFetch(skeleton_buffer, tex_ofs + 0),
texelFetch(skeleton_buffer, tex_ofs + 1)) *
bone_weights.x;
tex_ofs = bone_indicesi.y * 2;
m += mat2x4(
texelFetch(skeleton_buffer, tex_ofs+0),
texelFetch(skeleton_buffer, tex_ofs+1) ) *
texelFetch(skeleton_buffer, tex_ofs + 0),
texelFetch(skeleton_buffer, tex_ofs + 1)) *
bone_weights.y;
tex_ofs = bone_indicesi.z * 2;
m += mat2x4(
texelFetch(skeleton_buffer, tex_ofs+0),
texelFetch(skeleton_buffer, tex_ofs+1) ) *
texelFetch(skeleton_buffer, tex_ofs + 0),
texelFetch(skeleton_buffer, tex_ofs + 1)) *
bone_weights.z;
tex_ofs = bone_indicesi.w * 2;
m += mat2x4(
texelFetch(skeleton_buffer, tex_ofs+0),
texelFetch(skeleton_buffer, tex_ofs+1) ) *
texelFetch(skeleton_buffer, tex_ofs + 0),
texelFetch(skeleton_buffer, tex_ofs + 1)) *
bone_weights.w;
mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
@ -206,18 +199,16 @@ VERTEX_SHADER_CODE
#endif
#endif
vertex = (canvas_data.canvas_transform * vec4(vertex,0.0,1.0)).xy;
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
uv_interp = uv;
gl_Position = canvas_data.screen_transform * vec4(vertex,0.0,1.0);
gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
#ifdef USE_POINT_SIZE
gl_PointSize=point_size;
gl_PointSize = point_size;
#endif
}
/* clang-format off */
@ -225,33 +216,31 @@ VERTEX_SHADER_CODE
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#include "canvas_uniforms_inc.glsl"
layout(location=0) in vec2 uv_interp;
layout(location=1) in vec4 color_interp;
layout(location=2) in vec2 vertex_interp;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(location = 1) in vec4 color_interp;
layout(location = 2) in vec2 vertex_interp;
#ifdef USE_NINEPATCH
layout(location=3) in vec2 pixel_size_interp;
layout(location = 3) in vec2 pixel_size_interp;
#endif
layout(location = 0) out vec4 frag_color;
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 1, std140) uniform MaterialUniforms {
/* clang-format off */
layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
/* clang-format on */
} material;
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
@ -290,7 +279,7 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
} else if (pixel >= draw_size - margin_end) {
return (tex_size - (draw_size - pixel)) * tex_pixel_size;
} else {
if (!bool(draw_data.flags&FLAGS_NINEPACH_DRAW_CENTER)) {
if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
draw_center--;
}
@ -318,7 +307,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
}
}
#endif
void main() {
@ -333,8 +321,8 @@ void main() {
int draw_center = 2;
uv = vec2(
map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags>>FLAGS_NINEPATCH_H_MODE_SHIFT)&0x3, draw_center),
map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags>>FLAGS_NINEPATCH_V_MODE_SHIFT)&0x3, draw_center));
map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
if (draw_center == 0) {
color.a = 0.0;
@ -342,18 +330,17 @@ void main() {
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
#endif
if (bool(draw_data.flags&FLAGS_CLIP_RECT_UV)) {
#endif
if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
}
#endif
color *= texture(sampler2D(color_texture,texture_sampler), uv);
uint light_count = (draw_data.flags>>FLAGS_LIGHT_COUNT_SHIFT)&0xF; //max 16 lights
color *= texture(sampler2D(color_texture, texture_sampler), uv);
uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
vec3 normal;
@ -364,9 +351,8 @@ void main() {
bool normal_used = false;
#endif
if (normal_used || (light_count > 0 && bool(draw_data.flags&FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture,texture_sampler), uv).xy * vec2(2.0,-2.0) - vec2(1.0,-1.0);
if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
@ -382,22 +368,21 @@ void main() {
bool specular_shininess_used = false;
#endif
if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags&FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture,texture_sampler ), uv);
if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
specular_shininess_used=true;
specular_shininess_used = true;
} else {
specular_shininess = vec4(1.0);
}
#if defined(SCREEN_UV_USED)
vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
#else
vec2 screen_uv = vec2(0.0);
#endif
vec3 light_vertex = vec3(vertex,0.0);
vec3 light_vertex = vec3(vertex, 0.0);
vec2 shadow_vertex = vertex;
{
@ -423,65 +408,63 @@ FRAGMENT_SHADER_CODE
//convert by item transform
normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
//convert by canvas transform
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal,0.0)).xyz);
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
vec4 base_color=color;
if (bool(draw_data.flags&FLAGS_USING_LIGHT_MASK)) {
color=vec4(0.0); //inivisible by default due to using light mask
vec4 base_color = color;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //inivisible by default due to using light mask
}
color*=canvas_data.canvas_modulation;
color *= canvas_data.canvas_modulation;
#ifdef USE_LIGHTING
for(uint i=0;i<MAX_LIGHT_TEXTURES;i++) {
if (i>=light_count) {
for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
if (i >= light_count) {
break;
}
uint light_base;
if (i<8) {
if (i<4) {
light_base=draw_data.lights[0];
if (i < 8) {
if (i < 4) {
light_base = draw_data.lights[0];
} else {
light_base=draw_data.lights[1];
light_base = draw_data.lights[1];
}
} else {
if (i<12) {
light_base=draw_data.lights[2];
if (i < 12) {
light_base = draw_data.lights[2];
} else {
light_base=draw_data.lights[3];
light_base = draw_data.lights[3];
}
}
light_base>>=(i&3)*8;
light_base&=0xFF;
light_base >>= (i & 3) * 8;
light_base &= 0xFF;
vec2 tex_uv = (vec4(vertex,0.0,1.0) * mat4(light_array.data[light_base].matrix[0],light_array.data[light_base].matrix[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec4 light_color = texture(sampler2D(light_textures[i],texture_sampler),tex_uv);
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].matrix[0], light_array.data[light_base].matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
vec4 light_base_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
vec4 shadow_modulate = vec4(1.0);
vec3 light_position = vec3(light_array.data[light_base].position,light_array.data[light_base].height);
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb*=light_base_color.rgb;
light_color = light_compute(light_vertex,light_position,normal,light_color,light_base_color.a,specular_shininess,shadow_modulate,screen_uv,color,uv);
light_color.rgb *= light_base_color.rgb;
light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
#else
light_color.rgb*=light_base_color.rgb*light_base_color.a;
light_color.rgb *= light_base_color.rgb * light_base_color.a;
if (normal_used) {
vec3 light_pos = vec3(light_array.data[light_base].position,light_array.data[light_base].height);
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos-pos);
float cNdotL = max(0.0,dot(normal,light_vec));
vec3 light_vec = normalize(light_pos - pos);
float cNdotL = max(0.0, dot(normal, light_vec));
if (specular_shininess_used) {
//blinn
vec3 view = vec3(0.0,0.0,1.0);// not great but good enough
vec3 half_vec = normalize(view+light_vec);
vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
vec3 half_vec = normalize(view + light_vec);
float cNdotV = max(dot(normal, view), 0.0);
float cNdotH = max(dot(normal, half_vec), 0.0);
@ -496,7 +479,6 @@ FRAGMENT_SHADER_CODE
} else {
light_color.rgb *= cNdotL;
}
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
@ -504,98 +486,96 @@ FRAGMENT_SHADER_CODE
light_color.a = 0.0;
}
if (bool(light_array.data[light_base].flags&LIGHT_FLAGS_HAS_SHADOW)) {
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
vec2 shadow_pos = (vec4(shadow_vertex,0.0,1.0) * mat4(light_array.data[light_base].shadow_matrix[0],light_array.data[light_base].shadow_matrix[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);
vec2 pos_abs = abs(pos_norm);
vec2 pos_box = pos_norm / max(pos_abs.x,pos_abs.y);
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476,-0.7071067811865476),vec2(0.7071067811865476,0.7071067811865476)); //is there a faster way to 45 degrees rot?
vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
float tex_ofs;
float distance;
if (pos_rot.y>0) {
if (pos_rot.x>0) {
tex_ofs=pos_box.y*0.125+0.125;
distance=shadow_pos.x;
if (pos_rot.y > 0) {
if (pos_rot.x > 0) {
tex_ofs = pos_box.y * 0.125 + 0.125;
distance = shadow_pos.x;
} else {
tex_ofs=pos_box.x*-0.125+(0.25+0.125);
distance=shadow_pos.y;
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
distance = shadow_pos.y;
}
} else {
if (pos_rot.x<0) {
tex_ofs=pos_box.y*-0.125+(0.5+0.125);
distance=-shadow_pos.x;
if (pos_rot.x < 0) {
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
distance = -shadow_pos.x;
} else {
tex_ofs=pos_box.x*0.125+(0.75+0.125);
distance=-shadow_pos.y;
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
distance = -shadow_pos.y;
}
}
//float distance = length(shadow_pos);
float shadow;
uint shadow_mode = light_array.data[light_base].flags&LIGHT_FLAGS_FILTER_MASK;
uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
vec4 shadow_uv = vec4(tex_ofs,0.0,distance,1.0);
vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) {
shadow = textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x;
} else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF5) {
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0);
if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
shadow = 0.0;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x;
shadow/=5.0;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
shadow /= 5.0;
} else { //PCF13
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0);
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
shadow = 0.0;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*6.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*5.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*4.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*3.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*3.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*4.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*5.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*6.0).x;
shadow/=13.0;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
shadow /= 13.0;
}
vec4 shadow_color = light_array.data[light_base].shadow_color;
#ifdef LIGHT_SHADER_CODE_USED
shadow_color*=shadow_modulate;
shadow_color *= shadow_modulate;
#endif
light_color = mix(light_color,shadow_color,shadow);
light_color = mix(light_color, shadow_color, shadow);
}
uint blend_mode = light_array.data[light_base].flags&LIGHT_FLAGS_BLEND_MASK;
uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
switch(blend_mode) {
switch (blend_mode) {
case LIGHT_FLAGS_BLEND_MODE_ADD: {
color.rgb+=light_color.rgb*light_color.a;
color.rgb += light_color.rgb * light_color.a;
} break;
case LIGHT_FLAGS_BLEND_MODE_SUB: {
color.rgb-=light_color.rgb*light_color.a;
color.rgb -= light_color.rgb * light_color.a;
} break;
case LIGHT_FLAGS_BLEND_MODE_MIX: {
color.rgb=mix(color.rgb,light_color.rgb,light_color.a);
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
} break;
case LIGHT_FLAGS_BLEND_MODE_MASK: {
light_color.a*=base_color.a;
color.rgb=mix(color.rgb,light_color.rgb,light_color.a);
light_color.a *= base_color.a;
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
} break;
}
}
#endif
frag_color = color;
}

View File

@ -1,10 +1,10 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
layout(location = 0) in highp vec3 vertex;
/* clang-format on */
layout(push_constant, binding = 0, std430) uniform Constants {
@ -18,23 +18,22 @@ layout(location = 0) out highp float depth;
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0],constants.modelview[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));
depth = dot(constants.direction,vtx.xy);
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
depth = dot(constants.direction, vtx.xy);
gl_Position = constants.projection * vtx;
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
layout(location = 0) in highp float depth;
/* clang-format on */
layout(location = 0) out highp float distance_buf;
void main() {
distance_buf=depth;
distance_buf = depth;
}

View File

@ -1,10 +1,7 @@
#define M_PI 3.14159265359
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
#define FLAGS_INSTANCING_ENABLED (1<<4)
#define FLAGS_INSTANCING_ENABLED (1 << 4)
#define FLAGS_INSTANCING_HAS_COLORS (1 << 5)
#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6)
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7)
@ -53,7 +50,6 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
#endif
vec2 color_texture_pixel_size;
uint lights[4];
} draw_data;
// The values passed per draw primitives are cached within it
@ -67,7 +63,6 @@ layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
/* SET1: Is reserved for the material */
#ifdef USE_MATERIAL_SAMPLERS
layout(set = 1, binding = 0) uniform sampler material_samplers[12];
@ -76,7 +71,6 @@ layout(set = 1, binding = 0) uniform sampler material_samplers[12];
/* SET2: Canvas Item State (including lighting) */
layout(set = 2, binding = 0, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
@ -95,21 +89,19 @@ layout(set = 2, binding = 2, std140) uniform SkeletonData {
mat4 skeleton_transform_inverse;
} skeleton_data;
#ifdef USE_LIGHTING
#define LIGHT_FLAGS_BLEND_MASK (3<<16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0<<16)
#define LIGHT_FLAGS_BLEND_MODE_SUB (1<<16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2<<16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3<<16)
#define LIGHT_FLAGS_HAS_SHADOW (1<<20)
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
#define LIGHT_FLAGS_FILTER_SHIFT 22
#define LIGHT_FLAGS_FILTER_MASK (3<<22)
#define LIGHT_FLAGS_SHADOW_NEAREST (0<<22)
#define LIGHT_FLAGS_SHADOW_PCF5 (1<<22)
#define LIGHT_FLAGS_SHADOW_PCF13 (2<<22)
#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
struct Light {
mat2x4 matrix; //light to texture coordinate matrix (transposed)

View File

@ -1,53 +1,46 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
layout(location =0) out vec2 uv_interp;
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0);
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
layout(location =0) in vec2 uv_interp;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
#ifdef MODE_CUBE_TO_DP
layout( set=0, binding=0 ) uniform samplerCube source_cube;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 0, std430) uniform Params {
float bias;
float z_far;
float z_near;
bool z_flip;
} params;
layout(location=0) out float depth_buffer;
layout(location = 0) out float depth_buffer;
#endif
void main() {
#ifdef MODE_CUBE_TO_DP
@ -57,7 +50,6 @@ void main() {
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
normal = normalize(normal);
normal.y = -normal.y; //needs to be flipped to match projection matrix
if (!params.z_flip) {
normal.z = -normal.z;

View File

@ -1,41 +1,34 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
layout(location = 0) out highp vec2 uv_interp;
/* clang-format on */
layout(location=0) out highp vec2 uv_interp;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0);
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#ifdef MODE_SOURCE_PANORAMA
layout( set=0, binding=0 ) uniform sampler2D source_panorama;
layout(set = 0, binding = 0) uniform sampler2D source_panorama;
/* clang-format on */
#endif
#ifdef MODE_SOURCE_CUBEMAP
layout( set=0, binding=0 ) uniform samplerCube source_cube;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
@ -45,7 +38,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool use_direct_write;
} params;
layout(location=0) in vec2 uv_interp;
layout(location = 0) in vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
@ -184,7 +177,6 @@ vec4 texturePanorama(vec3 normal, sampler2D pano) {
#endif
void main() {
vec2 uv = (uv_interp * 2.0) - 1.0;
@ -200,7 +192,7 @@ void main() {
#endif
#ifdef MODE_SOURCE_CUBEMAP
frag_color = vec4(texture(source_cube,N).rgb, 1.0);
frag_color = vec4(texture(source_cube, N).rgb, 1.0);
#endif
} else {

View File

@ -1,3 +1,4 @@
/* clang-format off */
[compute]
#version 450
@ -5,26 +6,23 @@
VERSION_DEFINES
#ifdef MODE_DYNAMIC
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#else
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#endif
/* clang-format on */
#ifndef MODE_DYNAMIC
#define NO_CHILDREN 0xFFFFFFFF
#define GREY_VEC vec3(0.33333,0.33333,0.33333)
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
};
layout(set=0,binding=1,std430) buffer CellChildrenBuffer {
CellChildren data[];
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
} cell_children;
struct CellData {
@ -34,11 +32,10 @@ struct CellData {
uint normal; //RGB normal encoded
};
layout(set=0,binding=2,std430) buffer CellDataBuffer {
CellData data[];
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
} cell_data;
#endif // MODE DYNAMIC
#define LIGHT_TYPE_DIRECTIONAL 0
@ -64,23 +61,19 @@ struct Light {
bool has_shadow;
};
layout(set=0,binding=3,std140) uniform Lights {
Light data[MAX_LIGHTS];
layout(set = 0, binding = 3, std140) uniform Lights {
Light data[MAX_LIGHTS];
} lights;
#endif // MODE COMPUTE LIGHT
#ifdef MODE_SECOND_BOUNCE
layout (set=0,binding=5) uniform texture3D color_texture;
layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifdef MODE_ANISOTROPIC
layout (set=0,binding=7) uniform texture3D aniso_pos_texture;
layout (set=0,binding=8) uniform texture3D aniso_neg_texture;
layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
#endif // MODE ANISOTROPIC
#endif // MODE_SECOND_BOUNCE
@ -88,7 +81,6 @@ layout (set=0,binding=8) uniform texture3D aniso_neg_texture;
#ifndef MODE_DYNAMIC
layout(push_constant, binding = 0, std430) uniform Params {
ivec3 limits;
uint stack_size;
@ -101,38 +93,33 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint cell_count;
float aniso_strength;
uint pad;
} params;
layout(set=0,binding=4,std430) buffer Outputs {
vec4 data[];
layout(set = 0, binding = 4, std430) buffer Outputs {
vec4 data[];
} outputs;
#endif // MODE DYNAMIC
layout (set=0,binding=9) uniform texture3D texture_sdf;
layout (set=0,binding=10) uniform sampler texture_sampler;
layout(set = 0, binding = 9) uniform texture3D texture_sdf;
layout(set = 0, binding = 10) uniform sampler texture_sampler;
#ifdef MODE_WRITE_TEXTURE
layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex;
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
#ifdef MODE_ANISOTROPIC
layout (r16ui,set=0,binding=6) uniform restrict writeonly uimage3D aniso_pos_tex;
layout (r16ui,set=0,binding=7) uniform restrict writeonly uimage3D aniso_neg_tex;
layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
#endif
#endif
#ifdef MODE_DYNAMIC
layout(push_constant, binding = 0, std430) uniform Params {
ivec3 limits;
uint light_count; //when not lighting
ivec3 x_dir;
@ -155,35 +142,35 @@ layout(push_constant, binding = 0, std430) uniform Params {
#ifdef MODE_DYNAMIC_LIGHTING
layout (rgba8,set=0,binding=5) uniform restrict readonly image2D source_albedo;
layout (rgba8,set=0,binding=6) uniform restrict readonly image2D source_normal;
layout (rgba8,set=0,binding=7) uniform restrict readonly image2D source_orm;
layout(rgba8, set = 0, binding = 5) uniform restrict readonly image2D source_albedo;
layout(rgba8, set = 0, binding = 6) uniform restrict readonly image2D source_normal;
layout(rgba8, set = 0, binding = 7) uniform restrict readonly image2D source_orm;
//layout (set=0,binding=8) uniform texture2D source_depth;
layout (rgba16f,set=0,binding=11) uniform restrict image2D emission;
layout (r32f,set=0,binding=12) uniform restrict image2D depth;
layout(rgba16f, set = 0, binding = 11) uniform restrict image2D emission;
layout(r32f, set = 0, binding = 12) uniform restrict image2D depth;
#endif
#ifdef MODE_DYNAMIC_SHRINK
layout (rgba16f,set=0,binding=5) uniform restrict readonly image2D source_light;
layout (r32f,set=0,binding=6) uniform restrict readonly image2D source_depth;
layout(rgba16f, set = 0, binding = 5) uniform restrict readonly image2D source_light;
layout(r32f, set = 0, binding = 6) uniform restrict readonly image2D source_depth;
#ifdef MODE_DYNAMIC_SHRINK_WRITE
layout (rgba16f,set=0,binding=7) uniform restrict writeonly image2D light;
layout (r32f,set=0,binding=8) uniform restrict writeonly image2D depth;
layout(rgba16f, set = 0, binding = 7) uniform restrict writeonly image2D light;
layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
#endif // MODE_DYNAMIC_SHRINK_WRITE
#ifdef MODE_DYNAMIC_SHRINK_PLOT
layout (rgba8,set=0,binding=11) uniform restrict image3D color_texture;
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
#ifdef MODE_ANISOTROPIC
layout (r16ui,set=0,binding=12) uniform restrict writeonly uimage3D aniso_pos_texture;
layout (r16ui,set=0,binding=13) uniform restrict writeonly uimage3D aniso_neg_texture;
layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
#endif // MODE ANISOTROPIC
@ -193,25 +180,22 @@ layout (r16ui,set=0,binding=13) uniform restrict writeonly uimage3D aniso_neg_te
//layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex;
#endif // MODE DYNAMIC
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
float raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
vec3 cell_size = 1.0 / vec3(params.limits);
float occlusion = 1.0;
while (distance > 0.5) { //use this to avoid precision errors
float advance = texture(sampler3D(texture_sdf,texture_sampler),from * cell_size).r * 255.0 - 1.0;
if (advance<0.0) {
float advance = texture(sampler3D(texture_sdf, texture_sampler), from * cell_size).r * 255.0 - 1.0;
if (advance < 0.0) {
occlusion = 0.0;
break;
}
occlusion=min(advance,occlusion);
occlusion = min(advance, occlusion);
advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
@ -219,14 +203,12 @@ float raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
distance -= advance;
}
return occlusion;//max(0.0,distance);
return occlusion; //max(0.0,distance);
}
bool compute_light_vector(uint light, vec3 pos,out float attenuation, out vec3 light_pos) {
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type==LIGHT_TYPE_DIRECTIONAL) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
@ -239,14 +221,12 @@ bool compute_light_vector(uint light, vec3 pos,out float attenuation, out vec3 l
return false;
}
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
attenuation = pow( clamp( 1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation );
if (lights.data[light].type==LIGHT_TYPE_SPOT) {
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
float angle = acos(dot(rel,lights.data[light].direction));
float angle = acos(dot(rel, lights.data[light].direction));
if (angle > lights.data[light].spot_angle_radians) {
return false;
}
@ -279,23 +259,20 @@ float get_normal_advance(vec3 p_normal) {
unorm = vec3(1.0, 0.0, 0.0);
}
return 1.0 / dot(normal,unorm);
return 1.0 / dot(normal, unorm);
}
void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
vec3 segment = begin - end;
float den = dot(plane.xyz,segment);
float den = dot(plane.xyz, segment);
//printf("den is %i\n",den);
if (den < 0.0001) {
return;
}
float dist = (dot(plane.xyz,begin) - plane.w) / den;
float dist = (dot(plane.xyz, begin) - plane.w) / den;
if (dist < 0.0001 || dist > 1.0001) {
return;
@ -308,13 +285,13 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
float attenuation;
vec3 light_pos;
if (!compute_light_vector(index,pos,attenuation,light_pos)) {
if (!compute_light_vector(index, pos, attenuation, light_pos)) {
return false;
}
light_dir = normalize(pos - light_pos);
if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal,light_dir)>=0)) {
if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal, light_dir) >= 0)) {
return false; //not facing the light, or attenuation is near zero
}
@ -322,21 +299,19 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
float distance_adv = get_normal_advance(light_dir);
vec3 to = pos;
if (length(normal) > 0.2) {
to += normal * distance_adv * 0.51;
} else {
to -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
to -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
}
//clip
clip_segment(mix(vec4(-1.0,0.0,0.0,0.0),vec4(1.0,0.0,0.0,float(params.limits.x-1)),bvec4(light_dir.x < 0.0)),to,light_pos);
clip_segment(mix(vec4(0.0,-1.0,0.0,0.0),vec4(0.0,1.0,0.0,float(params.limits.y-1)),bvec4(light_dir.y < 0.0)),to,light_pos);
clip_segment(mix(vec4(0.0,0.0,-1.0,0.0),vec4(0.0,0.0,1.0,float(params.limits.z-1)),bvec4(light_dir.z < 0.0)),to,light_pos);
clip_segment(mix(vec4(-1.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, float(params.limits.x - 1)), bvec4(light_dir.x < 0.0)), to, light_pos);
clip_segment(mix(vec4(0.0, -1.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, float(params.limits.y - 1)), bvec4(light_dir.y < 0.0)), to, light_pos);
clip_segment(mix(vec4(0.0, 0.0, -1.0, 0.0), vec4(0.0, 0.0, 1.0, float(params.limits.z - 1)), bvec4(light_dir.z < 0.0)), to, light_pos);
float distance = length(to-light_pos);
float distance = length(to - light_pos);
if (distance < 0.1) {
return false; // hit
}
@ -355,14 +330,13 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
*/
float occlusion = raymarch(distance,distance_adv,light_pos,light_dir);
float occlusion = raymarch(distance, distance_adv, light_pos, light_dir);
if (occlusion==0.0) {
if (occlusion == 0.0) {
return false;
}
attenuation *= occlusion;//1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
attenuation *= occlusion; //1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
}
light = lights.data[index].color * attenuation * lights.data[index].energy;
@ -375,91 +349,88 @@ void main() {
#ifndef MODE_DYNAMIC
uint cell_index = gl_GlobalInvocationID.x;;
uint cell_index = gl_GlobalInvocationID.x;
if (cell_index >= params.cell_count) {
return;
}
cell_index += params.cell_offset;
uvec3 posu = uvec3(cell_data.data[cell_index].position&0x7FF,(cell_data.data[cell_index].position>>11)&0x3FF,cell_data.data[cell_index].position>>21);
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
#endif
/////////////////COMPUTE LIGHT///////////////////////////////
/////////////////COMPUTE LIGHT///////////////////////////////
#ifdef MODE_COMPUTE_LIGHT
vec3 pos = vec3(posu) + vec3(0.5);
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff,(cell_data.data[cell_index].emission >> 9) & 0x1ff,(cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
#ifdef MODE_ANISOTROPIC
vec3 accum[6]=vec3[](vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));
const vec3 accum_dirs[6]=vec3[](vec3(1.0,0.0,0.0),vec3(-1.0,0.0,0.0),vec3(0.0,1.0,0.0),vec3(0.0,-1.0,0.0),vec3(0.0,0.0,1.0),vec3(0.0,0.0,-1.0));
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
#else
vec3 accum = vec3(0.0);
#endif
for(uint i=0;i<params.light_count;i++) {
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i,pos,normal.xyz,light,light_dir)) {
if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
continue;
}
light*= albedo.rgb;
light *= albedo.rgb;
#ifdef MODE_ANISOTROPIC
for(uint j=0;j<6;j++) {
for (uint j = 0; j < 6; j++) {
accum[j]+=max(0.0,dot(accum_dirs[j],-light_dir))*light;
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
}
#else
if (length(normal) > 0.2) {
accum+=max(0.0,dot(normal,-light_dir))*light;
accum += max(0.0, dot(normal, -light_dir)) * light;
} else {
//all directions
accum+=light;
accum += light;
}
#endif
}
#ifdef MODE_ANISOTROPIC
for(uint i=0;i<6;i++) {
for (uint i = 0; i < 6; i++) {
vec3 light = accum[i];
if (length(normal) > 0.2) {
light += max(0.0,dot(accum_dirs[i],-normal)) * emission;
light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
} else {
light += emission;
}
outputs.data[cell_index*6+i] = vec4(light,0.0);
outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
}
#else
outputs.data[cell_index]=vec4(accum + emission,0.0);
outputs.data[cell_index] = vec4(accum + emission, 0.0);
#endif
#endif //MODE_COMPUTE_LIGHT
/////////////////SECOND BOUNCE///////////////////////////////
/////////////////SECOND BOUNCE///////////////////////////////
#ifdef MODE_SECOND_BOUNCE
vec3 pos = vec3(posu) + vec3(0.5);
ivec3 ipos = ivec3(posu);
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
#ifdef MODE_ANISOTROPIC
vec3 accum[6];
const vec3 accum_dirs[6]=vec3[](vec3(1.0,0.0,0.0),vec3(-1.0,0.0,0.0),vec3(0.0,1.0,0.0),vec3(0.0,-1.0,0.0),vec3(0.0,0.0,1.0),vec3(0.0,0.0,-1.0));
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
/*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
@ -471,12 +442,12 @@ void main() {
accum[4]=src_col * src_aniso_pos.z;
accum[5]=src_col * src_aniso_neg.z;*/
accum[0] = outputs.data[cell_index*6+0].rgb;
accum[1] = outputs.data[cell_index*6+1].rgb;
accum[2] = outputs.data[cell_index*6+2].rgb;
accum[3] = outputs.data[cell_index*6+3].rgb;
accum[4] = outputs.data[cell_index*6+4].rgb;
accum[5] = outputs.data[cell_index*6+5].rgb;
accum[0] = outputs.data[cell_index * 6 + 0].rgb;
accum[1] = outputs.data[cell_index * 6 + 1].rgb;
accum[2] = outputs.data[cell_index * 6 + 2].rgb;
accum[3] = outputs.data[cell_index * 6 + 3].rgb;
accum[4] = outputs.data[cell_index * 6 + 4].rgb;
accum[5] = outputs.data[cell_index * 6 + 5].rgb;
#else
vec3 accum = outputs.data[cell_index].rgb;
@ -493,12 +464,12 @@ void main() {
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
vec3(0.0, 0.0, 1.0),
vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5));
vec3(0.0, 0.0, 1.0),
vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
float tan_half_angle = 0.577;
@ -514,7 +485,7 @@ void main() {
vec3 cell_size = 1.0 / vec3(params.limits);
#ifdef MODE_ANISOTROPIC
vec3 aniso_normal = mix(direction,normal.xyz,params.aniso_strength);
vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
#endif
while (dist < max_distance && color.a < 0.95) {
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
@ -526,148 +497,141 @@ void main() {
//}
float log2_diameter = log2(diameter);
vec4 scolor = textureLod(sampler3D(color_texture,texture_sampler), uvw_pos, log2_diameter);
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
#ifdef MODE_ANISOTROPIC
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture,texture_sampler), uvw_pos, log2_diameter).rgb;
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture,texture_sampler), uvw_pos, log2_diameter).rgb;
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
scolor.rgb*=dot(max(vec3(0.0),(aniso_normal * aniso_pos)),vec3(1.0)) + dot(max(vec3(0.0),(-aniso_normal * aniso_neg)),vec3(1.0));
scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
#endif
float a = (1.0 - color.a);
color += a * scolor;
dist += half_diameter;
}
}
color *= cone_weights[i] * vec4(albedo.rgb,1.0) * params.dynamic_range; //restore range
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
#ifdef MODE_ANISOTROPIC
for(uint j=0;j<6;j++) {
for (uint j = 0; j < 6; j++) {
accum[j]+=max(0.0,dot(accum_dirs[j],direction))*color.rgb;
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
}
#else
accum+=color.rgb;
accum += color.rgb;
#endif
}
}
#ifdef MODE_ANISOTROPIC
outputs.data[cell_index*6+0]=vec4(accum[0],0.0);
outputs.data[cell_index*6+1]=vec4(accum[1],0.0);
outputs.data[cell_index*6+2]=vec4(accum[2],0.0);
outputs.data[cell_index*6+3]=vec4(accum[3],0.0);
outputs.data[cell_index*6+4]=vec4(accum[4],0.0);
outputs.data[cell_index*6+5]=vec4(accum[5],0.0);
outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
#else
outputs.data[cell_index]=vec4(accum,0.0);
outputs.data[cell_index] = vec4(accum, 0.0);
#endif
#endif // MODE_SECOND_BOUNCE
/////////////////UPDATE MIPMAPS///////////////////////////////
/////////////////UPDATE MIPMAPS///////////////////////////////
#ifdef MODE_UPDATE_MIPMAPS
{
#ifdef MODE_ANISOTROPIC
vec3 light_accum[6] = vec3[](vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for(uint i=0;i<8;i++) {
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index==NO_CHILDREN) {
if (child_index == NO_CHILDREN) {
continue;
}
#ifdef MODE_ANISOTROPIC
light_accum[0] += outputs.data[child_index*6+0].rgb;
light_accum[1] += outputs.data[child_index*6+1].rgb;
light_accum[2] += outputs.data[child_index*6+2].rgb;
light_accum[3] += outputs.data[child_index*6+3].rgb;
light_accum[4] += outputs.data[child_index*6+4].rgb;
light_accum[5] += outputs.data[child_index*6+5].rgb;
light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
#else
light_accum += outputs.data[child_index].rgb;
#endif
count+=1.0;
count += 1.0;
}
float divisor = mix(8.0,count,params.propagation);
float divisor = mix(8.0, count, params.propagation);
#ifdef MODE_ANISOTROPIC
outputs.data[cell_index*6+0]=vec4(light_accum[0] / divisor,0.0);
outputs.data[cell_index*6+1]=vec4(light_accum[1] / divisor,0.0);
outputs.data[cell_index*6+2]=vec4(light_accum[2] / divisor,0.0);
outputs.data[cell_index*6+3]=vec4(light_accum[3] / divisor,0.0);
outputs.data[cell_index*6+4]=vec4(light_accum[4] / divisor,0.0);
outputs.data[cell_index*6+5]=vec4(light_accum[5] / divisor,0.0);
outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
#else
outputs.data[cell_index]=vec4(light_accum / divisor,0.0);
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif
///////////////////WRITE TEXTURE/////////////////////////////
///////////////////WRITE TEXTURE/////////////////////////////
#ifdef MODE_WRITE_TEXTURE
{
#ifdef MODE_ANISOTROPIC
vec3 accum_total = vec3(0.0);
accum_total += outputs.data[cell_index*6+0].rgb;
accum_total += outputs.data[cell_index*6+1].rgb;
accum_total += outputs.data[cell_index*6+2].rgb;
accum_total += outputs.data[cell_index*6+3].rgb;
accum_total += outputs.data[cell_index*6+4].rgb;
accum_total += outputs.data[cell_index*6+5].rgb;
float accum_total_energy = max(dot(accum_total,GREY_VEC),0.00001);
vec3 iso_positive = vec3(dot(outputs.data[cell_index*6+0].rgb,GREY_VEC),dot(outputs.data[cell_index*6+2].rgb,GREY_VEC),dot(outputs.data[cell_index*6+4].rgb,GREY_VEC))/vec3(accum_total_energy);
vec3 iso_negative = vec3(dot(outputs.data[cell_index*6+1].rgb,GREY_VEC),dot(outputs.data[cell_index*6+3].rgb,GREY_VEC),dot(outputs.data[cell_index*6+5].rgb,GREY_VEC))/vec3(accum_total_energy);
accum_total += outputs.data[cell_index * 6 + 0].rgb;
accum_total += outputs.data[cell_index * 6 + 1].rgb;
accum_total += outputs.data[cell_index * 6 + 2].rgb;
accum_total += outputs.data[cell_index * 6 + 3].rgb;
accum_total += outputs.data[cell_index * 6 + 4].rgb;
accum_total += outputs.data[cell_index * 6 + 5].rgb;
float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
{
uint aniso_pos = uint(clamp(iso_positive.b * 31.0,0.0,31.0));
aniso_pos |= uint(clamp(iso_positive.g * 63.0,0.0,63.0))<<5;
aniso_pos |= uint(clamp(iso_positive.r * 31.0,0.0,31.0))<<11;
imageStore(aniso_pos_tex,ivec3(posu),uvec4(aniso_pos));
uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
}
{
uint aniso_neg = uint(clamp(iso_negative.b * 31.0,0.0,31.0));
aniso_neg |= uint(clamp(iso_negative.g * 63.0,0.0,63.0))<<5;
aniso_neg |= uint(clamp(iso_negative.r * 31.0,0.0,31.0))<<11;
imageStore(aniso_neg_tex,ivec3(posu),uvec4(aniso_neg));
uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
}
imageStore(color_tex,ivec3(posu),vec4(accum_total / params.dynamic_range ,albedo.a));
imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
#else
imageStore(color_tex,ivec3(posu),vec4(outputs.data[cell_index].rgb / params.dynamic_range,albedo.a));
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
#endif
}
#endif
///////////////////DYNAMIC LIGHTING/////////////////////////////
///////////////////DYNAMIC LIGHTING/////////////////////////////
#ifdef MODE_DYNAMIC
ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos_xy,params.rect_size))) {
if (any(greaterThanEqual(pos_xy, params.rect_size))) {
return; //out of bounds
}
@ -679,47 +643,38 @@ void main() {
uv_xy.y = params.rect_size.y - pos_xy.y - 1;
}
#ifdef MODE_DYNAMIC_LIGHTING
{
float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign;
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z);
float z = params.z_base + imageLoad(depth,uv_xy).x * params.z_sign;
vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0;
normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z;
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z);
vec3 normal = imageLoad(source_normal,uv_xy).xyz * 2.0 - 1.0;
normal = vec3(params.x_dir) * normal.x * mix(1.0,-1.0,params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0,-1.0,params.flip_y) - vec3(params.z_dir) * normal.z;
vec4 albedo = imageLoad(source_albedo,uv_xy);
vec4 albedo = imageLoad(source_albedo, uv_xy);
//determine the position in space
vec3 accum = vec3(0.0);
for(uint i=0;i<params.light_count;i++) {
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i,vec3(pos) * params.pos_multiplier,normal,light,light_dir)) {
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
continue;
}
light*= albedo.rgb;
accum+=max(0.0,dot(normal,-light_dir))*light;
light *= albedo.rgb;
accum += max(0.0, dot(normal, -light_dir)) * light;
}
accum+=imageLoad(emission,uv_xy).xyz;
imageStore(emission,uv_xy,vec4(accum,albedo.a));
imageStore(depth,uv_xy,vec4(z));
accum += imageLoad(emission, uv_xy).xyz;
imageStore(emission, uv_xy, vec4(accum, albedo.a));
imageStore(depth, uv_xy, vec4(z));
}
#endif // MODE DYNAMIC LIGHTING
@ -731,9 +686,9 @@ void main() {
float accum_z = 0.0;
float count = 0.0;
for(int i=0;i<4;i++) {
ivec2 ofs = pos_xy*2 + ivec2(i&1,i>>1) - params.prev_rect_ofs;
if (any(lessThan(ofs,ivec2(0))) || any(greaterThanEqual(ofs,params.prev_rect_size))) {
for (int i = 0; i < 4; i++) {
ivec2 ofs = pos_xy * 2 + ivec2(i & 1, i >> 1) - params.prev_rect_ofs;
if (any(lessThan(ofs, ivec2(0))) || any(greaterThanEqual(ofs, params.prev_rect_size))) {
continue;
}
if (params.flip_x) {
@ -743,67 +698,64 @@ void main() {
ofs.y = params.prev_rect_size.y - ofs.y - 1;
}
vec4 light = imageLoad(source_light,ofs);
if (light.a==0.0) { //ignore empty
vec4 light = imageLoad(source_light, ofs);
if (light.a == 0.0) { //ignore empty
continue;
}
accum += light;
float z = imageLoad(source_depth,ofs).x;
accum_z += z*0.5; //shrink half too
count+=1.0;
float z = imageLoad(source_depth, ofs).x;
accum_z += z * 0.5; //shrink half too
count += 1.0;
}
if (params.on_mipmap) {
accum.rgb /= mix(8.0,count,params.propagation);
accum.rgb /= mix(8.0, count, params.propagation);
accum.a /= 8.0;
} else {
accum/=4.0;
accum /= 4.0;
}
if (count==0.0) {
accum_z=0.0; //avoid nan
if (count == 0.0) {
accum_z = 0.0; //avoid nan
} else {
accum_z/=count;
accum_z /= count;
}
#ifdef MODE_DYNAMIC_SHRINK_WRITE
imageStore(light,uv_xy,accum);
imageStore(depth,uv_xy,vec4(accum_z));
imageStore(light, uv_xy, accum);
imageStore(depth, uv_xy, vec4(accum_z));
#endif
#ifdef MODE_DYNAMIC_SHRINK_PLOT
if (accum.a<0.001) {
if (accum.a < 0.001) {
return; //do not blit if alpha is too low
}
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z);
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z);
float z_frac = fract(accum_z);
for(int i = 0; i< 2; i++) {
for (int i = 0; i < 2; i++) {
ivec3 pos3d = pos + abs(params.z_dir) * i;
if (any(lessThan(pos3d,ivec3(0))) || any(greaterThanEqual(pos3d,params.limits))) {
if (any(lessThan(pos3d, ivec3(0))) || any(greaterThanEqual(pos3d, params.limits))) {
//skip if offlimits
continue;
}
vec4 color_blit = accum * (i==0 ? 1.0 - z_frac : z_frac );
vec4 color = imageLoad(color_texture,pos3d);
color.rgb *=params.dynamic_range;
vec4 color_blit = accum * (i == 0 ? 1.0 - z_frac : z_frac);
vec4 color = imageLoad(color_texture, pos3d);
color.rgb *= params.dynamic_range;
#if 0
color.rgb = mix(color.rgb,color_blit.rgb,color_blit.a);
color.a+=color_blit.a;
#else
float sa = 1.0 - color_blit.a;
vec4 result;
result.a = color.a * sa + color_blit.a;
if (result.a==0.0) {
if (result.a == 0.0) {
result = vec4(0.0);
} else {
result.rgb = (color.rgb * color.a * sa + color_blit.rgb * color_blit.a) / result.a;
@ -812,19 +764,17 @@ void main() {
#endif
color.rgb /= params.dynamic_range;
imageStore(color_texture,pos3d,color);
imageStore(color_texture, pos3d, color);
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
#ifdef MODE_ANISOTROPIC
//do not care about anisotropy for dynamic objects, just store full lit in all directions
imageStore(aniso_pos_texture,pos3d,uvec4(0xFFFF));
imageStore(aniso_neg_texture,pos3d,uvec4(0xFFFF));
imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
#endif // ANISOTROPIC
}
#endif // MODE_DYNAMIC_SHRINK_PLOT
}
#endif

View File

@ -1,3 +1,4 @@
/* clang-format off */
[vertex]
#version 450
@ -10,21 +11,21 @@ struct CellData {
uint emission; //rgb normalized with e as multiplier
uint normal; //RGB normal encoded
};
/* clang-format on */
layout(set=0,binding=1,std140) buffer CellDataBuffer {
CellData data[];
layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
CellData data[];
} cell_data;
layout (set=0,binding=2) uniform texture3D color_tex;
layout(set = 0, binding = 2) uniform texture3D color_tex;
layout (set=0,binding=3) uniform sampler tex_sampler;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
#ifdef USE_ANISOTROPY
layout (set=0,binding=4) uniform texture3D aniso_pos_tex;
layout (set=0,binding=5) uniform texture3D aniso_neg_tex;
layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
@ -34,64 +35,61 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint level;
ivec3 bounds;
uint pad;
} params;
layout(location=0) out vec4 color_interp;
layout(location = 0) out vec4 color_interp;
void main() {
const vec3 cube_triangles[36] = vec3[](
vec3(-1.0f,-1.0f,-1.0f),
vec3(-1.0f,-1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f,-1.0f),
vec3(-1.0f,-1.0f,-1.0f),
vec3(-1.0f, 1.0f,-1.0f),
vec3(1.0f,-1.0f, 1.0f),
vec3(-1.0f,-1.0f,-1.0f),
vec3(1.0f,-1.0f,-1.0f),
vec3(1.0f, 1.0f,-1.0f),
vec3(1.0f,-1.0f,-1.0f),
vec3(-1.0f,-1.0f,-1.0f),
vec3(-1.0f,-1.0f,-1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f,-1.0f),
vec3(1.0f,-1.0f, 1.0f),
vec3(-1.0f,-1.0f, 1.0f),
vec3(-1.0f,-1.0f,-1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f,-1.0f, 1.0f),
vec3(1.0f,-1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f,-1.0f,-1.0f),
vec3(1.0f, 1.0f,-1.0f),
vec3(1.0f,-1.0f,-1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f,-1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f,-1.0f),
vec3(-1.0f, 1.0f,-1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f,-1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f,-1.0f, 1.0f)
);
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, -1.0f, 1.0f));
vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
#ifdef MODE_DEBUG_LIGHT_FULL
uvec3 posu = uvec3( gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y,gl_InstanceIndex / (params.bounds.y * params.bounds.x) );
uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x));
#else
uint cell_index = gl_InstanceIndex + params.cell_offset;
uvec3 posu = uvec3(cell_data.data[cell_index].position&0x7FF,(cell_data.data[cell_index].position>>11)&0x3FF,cell_data.data[cell_index].position>>21);
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
#endif
#ifdef MODE_DEBUG_EMISSION
color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff,(cell_data.data[cell_index].emission >> 9) & 0x1ff,(cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
#endif
#ifdef MODE_DEBUG_COLOR
@ -121,37 +119,35 @@ void main() {
POS_X,
POS_Y,
POS_Y,
POS_Z
);
POS_Z);
color_interp.xyz = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level)).xyz * params.dynamic_range;
vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex,tex_sampler),ivec3(posu),int(params.level)).xyz;
vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex,tex_sampler),ivec3(posu),int(params.level)).xyz;
uint side = triangle_aniso[gl_VertexIndex/3];
color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
uint side = triangle_aniso[gl_VertexIndex / 3];
float strength = 0.0;
switch(side) {
case POS_X: strength = aniso_pos.x; break;
case POS_Y: strength = aniso_pos.y; break;
case POS_Z: strength = aniso_pos.z; break;
case NEG_X: strength = aniso_neg.x; break;
case NEG_Y: strength = aniso_neg.y; break;
case NEG_Z: strength = aniso_neg.z; break;
switch (side) {
case POS_X: strength = aniso_pos.x; break;
case POS_Y: strength = aniso_pos.y; break;
case POS_Z: strength = aniso_pos.z; break;
case NEG_X: strength = aniso_neg.x; break;
case NEG_Y: strength = aniso_neg.y; break;
case NEG_Z: strength = aniso_neg.z; break;
}
color_interp.xyz *= strength;
#else
color_interp = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level));
color_interp.xyz * params.dynamic_range;
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
color_interp.xyz *params.dynamic_range;
#endif
#endif
float scale = (1<<params.level);
float scale = (1 << params.level);
gl_Position = params.projection * vec4((vec3(posu)+vertex)*scale,1.0);
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
#ifdef MODE_DEBUG_LIGHT_FULL
if (color_interp.a == 0.0) {
@ -160,17 +156,18 @@ void main() {
#else
color_interp.a = params.alpha;
#endif
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
layout(location=0) in vec4 color_interp;
layout(location=0) out vec4 frag_color;
layout(location = 0) in vec4 color_interp;
/* clang-format on */
layout(location = 0) out vec4 frag_color;
void main() {

View File

@ -1,3 +1,4 @@
/* clang-format off */
[compute]
#version 450
@ -5,21 +6,21 @@
VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
/* clang-format on */
#define MAX_DISTANCE 100000
#define NO_CHILDREN 0xFFFFFFFF
#define GREY_VEC vec3(0.33333,0.33333,0.33333)
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
};
layout(set=0,binding=1,std430) buffer CellChildrenBuffer {
CellChildren data[];
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
} cell_children;
struct CellData {
uint position; // xyz 10 bits
uint albedo; //rgb albedo
@ -27,15 +28,13 @@ struct CellData {
uint normal; //RGB normal encoded
};
layout(set=0,binding=2,std430) buffer CellDataBuffer {
CellData data[];
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
} cell_data;
layout (r8ui,set=0,binding=3) uniform restrict writeonly uimage3D sdf_tex;
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
layout(push_constant, binding = 0, std430) uniform Params {
uint offset;
uint end;
uint pad0;
@ -47,9 +46,9 @@ void main() {
vec3 pos = vec3(gl_GlobalInvocationID);
float closest_dist = 100000.0;
for(uint i=params.offset;i<params.end;i++) {
vec3 posu = vec3(uvec3(cell_data.data[i].position&0x7FF,(cell_data.data[i].position>>11)&0x3FF,cell_data.data[i].position>>21));
float dist = length(pos-posu);
for (uint i = params.offset; i < params.end; i++) {
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
float dist = length(pos - posu);
if (dist < closest_dist) {
closest_dist = dist;
}
@ -57,17 +56,16 @@ void main() {
uint dist_8;
if (closest_dist<0.0001) { // same cell
dist_8=0; //equals to -1
if (closest_dist < 0.0001) { // same cell
dist_8 = 0; //equals to -1
} else {
dist_8 = clamp(uint(closest_dist),0,254) + 1; //conservative, 0 is 1, so <1 is considered solid
dist_8 = clamp(uint(closest_dist), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
}
imageStore(sdf_tex,ivec3(gl_GlobalInvocationID),uvec4(dist_8));
imageStore(sdf_tex, ivec3(gl_GlobalInvocationID), uvec4(dist_8));
//imageStore(sdf_tex,pos,uvec4(pos*2,0));
}
#if 0
layout(push_constant, binding = 0, std430) uniform Params {
@ -75,10 +73,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint stack_size;
} params;
float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
vec3 delta = vec3(max(ivec3(0),max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
return length(delta);
}
@ -86,20 +83,19 @@ void main() {
ivec3 pos = ivec3(gl_GlobalInvocationID);
uint stack[10]=uint[](0,0,0,0,0,0,0,0,0,0);
uint stack_indices[10]=uint[](0,0,0,0,0,0,0,0,0,0);
ivec3 stack_positions[10]=ivec3[](ivec3(0),ivec3(0),ivec3(0),ivec3(0),ivec3(0),ivec3(0),ivec3(0),ivec3(0),ivec3(0),ivec3(0));
uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
uint stack_indices[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
ivec3 stack_positions[10] = ivec3[](ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0));
const uint cell_orders[8]=uint[](
0x11f58d1,
0xe2e70a,
0xd47463,
0xbb829c,
0x8d11f5,
0x70ae2e,
0x463d47,
0x29cbb8
);
const uint cell_orders[8] = uint[](
0x11f58d1,
0xe2e70a,
0xd47463,
0xbb829c,
0x8d11f5,
0x70ae2e,
0x463d47,
0x29cbb8);
bool cell_found = false;
bool cell_found_exact = false;
@ -107,46 +103,45 @@ void main() {
float closest_distance = MAX_DISTANCE;
int stack_pos = 0;
while(true) {
while (true) {
uint index = stack_indices[stack_pos]>>24;
uint index = stack_indices[stack_pos] >> 24;
if (index == 8) {
//go up
if (stack_pos==0) {
if (stack_pos == 0) {
break; //done going through octree
}
stack_pos--;
continue;
}
stack_indices[stack_pos] = (stack_indices[stack_pos]&((1<<24)-1))|((index + 1)<<24);
stack_indices[stack_pos] = (stack_indices[stack_pos] & ((1 << 24) - 1)) | ((index + 1) << 24);
uint cell_index = (stack_indices[stack_pos]>>(index*3))&0x7;
uint cell_index = (stack_indices[stack_pos] >> (index * 3)) & 0x7;
uint child_cell = cell_children.data[stack[stack_pos]].children[cell_index];
if (child_cell == NO_CHILDREN) {
continue;
}
ivec3 child_cell_size = params.limits >> (stack_pos+1);
ivec3 child_cell_size = params.limits >> (stack_pos + 1);
ivec3 child_cell_pos = stack_positions[stack_pos];
child_cell_pos+=mix(ivec3(0),child_cell_size,bvec3(uvec3(index&1,index&2,index&4)!=uvec3(0)));
child_cell_pos += mix(ivec3(0), child_cell_size, bvec3(uvec3(index & 1, index & 2, index & 4) != uvec3(0)));
bool is_leaf = stack_pos == (params.stack_size-2);
bool is_leaf = stack_pos == (params.stack_size - 2);
if (child_cell_pos==pos && is_leaf) {
if (child_cell_pos == pos && is_leaf) {
//we may actually end up in the exact cell.
//if this happens, just abort
cell_found_exact=true;
cell_found_exact = true;
break;
}
if (cell_found) {
//discard by distance
float distance = distance_to_aabb(pos,child_cell_pos,child_cell_size);
float distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
if (distance >= closest_distance) {
continue; //pointless, just test next child
} else if (is_leaf) {
@ -157,38 +152,33 @@ void main() {
}
} else if (is_leaf) {
//first solid cell we find, save and continue
closest_distance = distance_to_aabb(pos,child_cell_pos,child_cell_size);
closest_distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
closest_cell_pos = child_cell_pos;
cell_found=true;
cell_found = true;
continue;
}
bvec3 direction = greaterThan(( pos - ( child_cell_pos + (child_cell_size >>1) ) ) , ivec3(0) );
bvec3 direction = greaterThan((pos - (child_cell_pos + (child_cell_size >> 1))), ivec3(0));
uint cell_order = 0;
cell_order|=mix(0,1,direction.x);
cell_order|=mix(0,2,direction.y);
cell_order|=mix(0,4,direction.z);
cell_order |= mix(0, 1, direction.x);
cell_order |= mix(0, 2, direction.y);
cell_order |= mix(0, 4, direction.z);
stack[stack_pos+1]=child_cell;
stack_indices[stack_pos+1]=cell_orders[cell_order]; //start counting
stack_positions[stack_pos+1]=child_cell_pos;
stack[stack_pos + 1] = child_cell;
stack_indices[stack_pos + 1] = cell_orders[cell_order]; //start counting
stack_positions[stack_pos + 1] = child_cell_pos;
stack_pos++; //go up stack
}
uint dist_8;
if (cell_found_exact) {
dist_8=0; //equals to -1
dist_8 = 0; //equals to -1
} else {
float closest_distance = length(vec3(pos-closest_cell_pos));
dist_8 = clamp(uint(closest_distance),0,254) + 1; //conservative, 0 is 1, so <1 is considered solid
float closest_distance = length(vec3(pos - closest_cell_pos));
dist_8 = clamp(uint(closest_distance), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
}
imageStore(sdf_tex,pos,uvec4(dist_8));
imageStore(sdf_tex, pos, uvec4(dist_8));
}
#endif

View File

@ -1,3 +1,4 @@
/* clang-format off */
[compute]
#version 450
@ -5,16 +6,17 @@
VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
/* clang-format on */
#define NO_CHILDREN 0xFFFFFFFF
#define GREY_VEC vec3(0.33333,0.33333,0.33333)
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
};
layout(set=0,binding=1,std430) buffer CellChildrenBuffer {
CellChildren data[];
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
} cell_children;
struct CellData {
@ -24,8 +26,8 @@ struct CellData {
uint normal; //RGB normal encoded
};
layout(set=0,binding=2,std430) buffer CellDataBuffer {
CellData data[];
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
} cell_data;
#define LIGHT_TYPE_DIRECTIONAL 0
@ -35,7 +37,6 @@ layout(set=0,binding=2,std430) buffer CellDataBuffer {
#ifdef MODE_COMPUTE_LIGHT
struct Light {
uint type;
float energy;
float radius;
@ -51,15 +52,13 @@ struct Light {
bool has_shadow;
};
layout(set=0,binding=3,std140) uniform Lights {
Light data[MAX_LIGHTS];
layout(set = 0, binding = 3, std140) uniform Lights {
Light data[MAX_LIGHTS];
} lights;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
ivec3 limits;
uint stack_size;
@ -71,23 +70,19 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint cell_offset;
uint cell_count;
uint pad[2];
} params;
layout(set=0,binding=4,std140) uniform Outputs {
vec4 data[];
layout(set = 0, binding = 4, std140) uniform Outputs {
vec4 data[];
} output;
#ifdef MODE_COMPUTE_LIGHT
uint raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
uint result = NO_CHILDREN;
ivec3 size = ivec3(max(max(params.limits.x,params.limits.y),params.limits.z));
ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
while (distance > -distance_adv) { //use this to avoid precision errors
@ -95,26 +90,26 @@ uint raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
ivec3 pos = ivec3(from);
if (all(greaterThanEqual(pos,ivec3(0))) && all(lessThan(pos,size))) {
if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
ivec3 ofs = ivec3(0);
ivec3 half_size = size / 2;
for (int i = 0; i < params.stack_size - 1; i++) {
bvec3 greater = greaterThanEqual(pos,ofs+half_size);
bvec3 greater = greaterThanEqual(pos, ofs + half_size);
ofs += mix(ivec3(0),half_size,greater);
ofs += mix(ivec3(0), half_size, greater);
uint child = 0; //wonder if this can be done faster
if (greater.x) {
child|=1;
child |= 1;
}
if (greater.y) {
child|=2;
child |= 2;
}
if (greater.z) {
child|=4;
child |= 4;
}
cell = cell_children.data[cell].children[child];
@ -124,10 +119,9 @@ uint raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
half_size >>= ivec3(1);
}
if ( cell != NO_CHILDREN) {
if (cell != NO_CHILDREN) {
return cell; //found cell!
}
}
from += direction * distance_adv;
@ -137,10 +131,9 @@ uint raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
return NO_CHILDREN;
}
bool compute_light_vector(uint light,uint cell, vec3 pos,out float attenuation, out vec3 light_pos) {
bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type==LIGHT_TYPE_DIRECTIONAL) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
@ -153,14 +146,12 @@ bool compute_light_vector(uint light,uint cell, vec3 pos,out float attenuation,
return false;
}
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
attenuation = pow( clamp( 1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation );
if (lights.data[light].type==LIGHT_TYPE_SPOT) {
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
float angle = acos(dot(rel,lights.data[light].direction));
float angle = acos(dot(rel, lights.data[light].direction));
if (angle > lights.data[light].spot_angle_radians) {
return false;
}
@ -193,53 +184,50 @@ float get_normal_advance(vec3 p_normal) {
unorm = vec3(1.0, 0.0, 0.0);
}
return 1.0 / dot(normal,unorm);
return 1.0 / dot(normal, unorm);
}
#endif
void main() {
uint cell_index = gl_GlobalInvocationID.x;;
uint cell_index = gl_GlobalInvocationID.x;
if (cell_index >= params.cell_count) {
return;
}
cell_index += params.cell_offset;
uvec3 posu = uvec3(cell_data.data[cell_index].position&0x7FF,(cell_data.data[cell_index].position>>11)&0x3FF,cell_data.data[cell_index].position>>21);
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
#ifdef MODE_COMPUTE_LIGHT
vec3 pos = vec3(posu) + vec3(0.5);
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission&0x3FF,(cell_data.data[cell_index].emission>>10)&0x7FF,cell_data.data[cell_index].emission>>21)) * params.emission_scale;
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
#ifdef MODE_ANISOTROPIC
vec3 accum[6]=vec3[](vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));
const vec3 accum_dirs[6]=vec3[](vec3(1.0,0.0,0.0),vec3(-1.0,0.0,0.0),vec3(0.0,1.0,0.0),vec3(0.0,-1.0,0.0),vec3(0.0,0.0,1.0),vec3(0.0,0.0,-1.0));
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
#else
vec3 accum = vec3(0.0);
#endif
for(uint i=0;i<params.light_count;i++) {
for (uint i = 0; i < params.light_count; i++) {
float attenuation;
vec3 light_pos;
if (!compute_light_vector(i,cell_index,pos,attenuation,light_pos)) {
if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
continue;
}
vec3 light_dir = pos - light_pos;
float distance = length(light_dir);
light_dir=normalize(light_dir);
light_dir = normalize(light_dir);
if (length(normal.xyz) > 0.2 && dot(normal.xyz,light_dir)>=0) {
if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
continue; //not facing the light
}
@ -247,15 +235,12 @@ void main() {
float distance_adv = get_normal_advance(light_dir);
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
vec3 from = pos - light_dir * distance; //approximate
from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
uint result = raymarch(distance,distance_adv,from,light_dir);
uint result = raymarch(distance, distance_adv, from, light_dir);
if (result != cell_index) {
continue; //was occluded
@ -265,89 +250,81 @@ void main() {
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
#ifdef MODE_ANISOTROPIC
for(uint j=0;j<6;j++) {
accum[j]+=max(0.0,dot(accum_dir,-light_dir))*light+emission;
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
}
#else
if (length(normal.xyz) > 0.2) {
accum+=max(0.0,dot(normal.xyz,-light_dir))*light+emission;
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
} else {
//all directions
accum+=light+emission;
accum += light + emission;
}
#endif
}
#ifdef MODE_ANISOTROPIC
output.data[cell_index*6+0]=vec4(accum[0],0.0);
output.data[cell_index*6+1]=vec4(accum[1],0.0);
output.data[cell_index*6+2]=vec4(accum[2],0.0);
output.data[cell_index*6+3]=vec4(accum[3],0.0);
output.data[cell_index*6+4]=vec4(accum[4],0.0);
output.data[cell_index*6+5]=vec4(accum[5],0.0);
output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
#else
output.data[cell_index]=vec4(accum,0.0);
output.data[cell_index] = vec4(accum, 0.0);
#endif
#endif //MODE_COMPUTE_LIGHT
#ifdef MODE_UPDATE_MIPMAPS
{
#ifdef MODE_ANISOTROPIC
vec3 light_accum[6] = vec3[](vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for(uint i=0;i<8;i++) {
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index==NO_CHILDREN) {
if (child_index == NO_CHILDREN) {
continue;
}
#ifdef MODE_ANISOTROPIC
light_accum[1] += output.data[child_index*6+0].rgb;
light_accum[2] += output.data[child_index*6+1].rgb;
light_accum[3] += output.data[child_index*6+2].rgb;
light_accum[4] += output.data[child_index*6+3].rgb;
light_accum[5] += output.data[child_index*6+4].rgb;
light_accum[6] += output.data[child_index*6+5].rgb;
light_accum[1] += output.data[child_index * 6 + 0].rgb;
light_accum[2] += output.data[child_index * 6 + 1].rgb;
light_accum[3] += output.data[child_index * 6 + 2].rgb;
light_accum[4] += output.data[child_index * 6 + 3].rgb;
light_accum[5] += output.data[child_index * 6 + 4].rgb;
light_accum[6] += output.data[child_index * 6 + 5].rgb;
#else
light_accum += output.data[child_index].rgb;
#endif
count+=1.0;
count += 1.0;
}
float divisor = mix(8.0,count,params.propagation);
float divisor = mix(8.0, count, params.propagation);
#ifdef MODE_ANISOTROPIC
output.data[cell_index*6+0]=vec4(light_accum[0] / divisor,0.0);
output.data[cell_index*6+1]=vec4(light_accum[1] / divisor,0.0);
output.data[cell_index*6+2]=vec4(light_accum[2] / divisor,0.0);
output.data[cell_index*6+3]=vec4(light_accum[3] / divisor,0.0);
output.data[cell_index*6+4]=vec4(light_accum[4] / divisor,0.0);
output.data[cell_index*6+5]=vec4(light_accum[5] / divisor,0.0);
output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
#else
output.data[cell_index]=vec4(light_accum / divisor,0.0);
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif
#ifdef MODE_WRITE_TEXTURE
{
}
#endif
}

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,3 @@
#define M_PI 3.14159265359
#define ROUGHNESS_MAX_LOD 5
@ -7,11 +6,8 @@ layout(push_constant, binding = 0, std430) uniform DrawCall {
uint pad[3]; //16 bits minimum size
} draw_call;
/* Set 0 Scene data that never changes, ever */
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIMPAMPS_CLAMP 2
@ -29,7 +25,7 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
layout(set=0,binding=3,std140) uniform SceneData {
layout(set = 0, binding = 3, std140) uniform SceneData {
mat4 projection_matrix;
mat4 inv_projection_matrix;
@ -44,7 +40,6 @@ layout(set=0,binding=3,std140) uniform SceneData {
float z_offset;
float z_slope_scale;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
@ -74,14 +69,12 @@ layout(set=0,binding=3,std140) uniform SceneData {
float ambient_energy;
float bg_energy;
#endif
#if 0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
float z_far;
float subsurface_scatter_width;
@ -108,17 +101,16 @@ layout(set=0,binding=3,std140) uniform SceneData {
#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
//3 bits of stride
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
#define INSTANCE_FLAGS_SKELETON (1 << 19)
struct InstanceData {
mat4 transform;
mat4 normal_transform;
@ -133,13 +125,11 @@ struct InstanceData {
uint decal_indices[4];
};
layout(set=0,binding=4,std430) buffer Instances {
InstanceData data[];
layout(set = 0, binding = 4, std430) buffer Instances {
InstanceData data[];
} instances;
struct LightData { //this structure needs to be 128 bits
vec3 position;
float inv_radius;
vec3 direction;
@ -152,7 +142,7 @@ struct LightData { //this structure needs to be 128 bits
mat4 shadow_matrix;
};
layout(set=0,binding=5,std140) uniform Lights {
layout(set = 0, binding = 5, std140) uniform Lights {
LightData data[MAX_LIGHT_DATA_STRUCTS];
} lights;
@ -168,12 +158,11 @@ struct ReflectionData {
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
layout(set=0,binding=6,std140) uniform ReflectionProbeData {
layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
} reflections;
struct DirectionalLightData {
vec3 direction;
float energy;
vec3 color;
@ -189,10 +178,9 @@ struct DirectionalLightData {
mat4 shadow_matrix2;
mat4 shadow_matrix3;
mat4 shadow_matrix4;
};
layout(set=0,binding=7,std140) uniform DirectionalLights {
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
} directional_lights;
@ -212,20 +200,18 @@ struct GIProbeData {
uint pad2;
};
layout(set=0,binding=8,std140) uniform GIProbes {
layout(set = 0, binding = 8, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
} gi_probes;
layout(set=0,binding=9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
/* Set 1, Scene data that changes per render pass */
layout(set=1,binding=0) uniform texture2D depth_buffer;
layout(set=1,binding=1) uniform texture2D color_buffer;
layout(set=1,binding=2) uniform texture2D normal_buffer;
layout(set=1,binding=3) uniform texture2D roughness_limit;
layout(set = 1, binding = 0) uniform texture2D depth_buffer;
layout(set = 1, binding = 1) uniform texture2D color_buffer;
layout(set = 1, binding = 2) uniform texture2D normal_buffer;
layout(set = 1, binding = 3) uniform texture2D roughness_limit;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@ -237,20 +223,16 @@ layout(set = 1, binding = 4) uniform textureCube radiance_cubemap;
#endif
layout(set = 1, binding = 5) uniform textureCubeArray reflection_atlas;
layout(set=1,binding=5) uniform textureCubeArray reflection_atlas;
layout(set=1,binding=6) uniform texture2D shadow_atlas;
layout(set=1,binding=7) uniform texture2D directional_shadow_atlas;
layout(set = 1, binding = 6) uniform texture2D shadow_atlas;
layout(set = 1, binding = 7) uniform texture2D directional_shadow_atlas;
/* Set 2 Skeleton & Instancing (Multimesh) */
layout(set=2,binding=0,std430) buffer Transforms {
vec4 data[];
layout(set = 2, binding = 0, std430) buffer Transforms {
vec4 data[];
} transforms;
/* Set 3 User Material */

View File

@ -1,14 +1,12 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
layout(location =0) out vec2 uv_interp;
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
@ -17,33 +15,28 @@ layout(push_constant, binding = 1, std430) uniform Params {
float alpha;
float depth;
float pad;
} params;
void main() {
vec2 base_arr[4] = vec2[](vec2(-1.0,-1.0),vec2(-1.0,1.0),vec2(1.0,1.0),vec2(1.0,-1.0));
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp,params.depth,1.0);
gl_Position = vec4(uv_interp, params.depth, 1.0);
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#define M_PI 3.14159265359
layout(location =0) in vec2 uv_interp;
layout( set=0, binding=0 ) uniform sampler2D source_panorama;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_panorama;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
@ -52,10 +45,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
float alpha;
float depth;
float pad;
} params;
vec4 texturePanorama(sampler2D pano, vec3 normal) {
vec2 st = vec2(
@ -70,10 +61,8 @@ vec4 texturePanorama(sampler2D pano, vec3 normal) {
return texture(pano, st);
}
layout(location = 0) out vec4 frag_color;
void main() {
vec3 cube_normal;
@ -85,5 +74,4 @@ void main() {
frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
frag_color.a = params.alpha;
}

View File

@ -1,40 +1,34 @@
/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0);
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(location =0) in vec2 uv_interp;
layout( set=0, binding=0 ) uniform sampler2D source_color;
layout( set=1, binding=0 ) uniform sampler2D source_auto_exposure;
layout( set=2, binding=0 ) uniform sampler2D source_glow;
layout( set=3, binding=0 ) uniform sampler3D color_correction;
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
layout(set = 3, binding = 0) uniform sampler3D color_correction;
layout(push_constant, binding = 1, std430) uniform Params {
vec3 bcs;
@ -54,7 +48,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
float exposure;
float white;
float auto_exposure_grey;
} params;
layout(location = 0) out vec4 frag_color;
@ -95,7 +88,6 @@ float h1(float a) {
return 1.0f + w3(a) / (w2(a) + w3(a));
}
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
float lod = float(p_lod);
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
@ -168,7 +160,7 @@ vec3 tonemap_reinhard(vec3 color, float white) {
vec3 linear_to_srgb(vec3 color) {
//if going to srgb, clamp from 0 to 1.
color = clamp(color,vec3(0.0),vec3(1.0));
color = clamp(color, vec3(0.0), vec3(1.0));
const vec3 a = vec3(0.055f);
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}
@ -180,11 +172,11 @@ vec3 linear_to_srgb(vec3 color) {
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
if (params.tonemapper==TONEMAPPER_LINEAR) {
if (params.tonemapper == TONEMAPPER_LINEAR) {
return color;
} else if (params.tonemapper==TONEMAPPER_REINHARD) {
} else if (params.tonemapper == TONEMAPPER_REINHARD) {
return tonemap_reinhard(color, white);
} else if (params.tonemapper==TONEMAPPER_FILMIC) {
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(color, white);
} else { //aces
return tonemap_aces(color, white);
@ -194,31 +186,31 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
vec3 glow = vec3(0.0f);
if (bool(params.glow_level_flags&(1<<0))) {
if (bool(params.glow_level_flags & (1 << 0))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
}
if (bool(params.glow_level_flags&(1<<1))) {
if (bool(params.glow_level_flags & (1 << 1))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
}
if (bool(params.glow_level_flags&(1<<2))) {
if (bool(params.glow_level_flags & (1 << 2))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
}
if (bool(params.glow_level_flags&(1<<3))) {
if (bool(params.glow_level_flags & (1 << 3))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
}
if (bool(params.glow_level_flags&(1<<4))) {
if (bool(params.glow_level_flags & (1 << 4))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
}
if (bool(params.glow_level_flags&(1<<5))) {
if (bool(params.glow_level_flags & (1 << 5))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
}
if (bool(params.glow_level_flags&(1<<6))) {
if (bool(params.glow_level_flags & (1 << 6))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
}
@ -231,12 +223,12 @@ vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
#define GLOW_MODE_REPLACE 3
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
if (params.glow_mode==GLOW_MODE_ADD) {
if (params.glow_mode == GLOW_MODE_ADD) {
return color + glow;
} else if (params.glow_mode==GLOW_MODE_SCREEN) {
} else if (params.glow_mode == GLOW_MODE_SCREEN) {
//need color clamping
return max((color + glow) - (color * glow), vec3(0.0));
} else if ( params.glow_mode==GLOW_MODE_SOFTLIGHT) {
} else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) {
//need color clamping
glow = glow * vec3(0.5f) + vec3(0.5f);
@ -258,7 +250,7 @@ vec3 apply_bcs(vec3 color, vec3 bcs) {
}
vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
return texture(correction_tex,color).rgb;
return texture(correction_tex, color).rgb;
}
void main() {