6995b0429c
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for context in case of git blame/bisect: * Fix UV2 unwrapping on import, also cleaned up the unwrap cache code. * Fix saving of RGBA images in EXR format. * Fixes to the GPU lightmapper: - Added padding between atlas elements, avoids bleeding. - Remove old SDF generation code. - Fix baked attenuation for Omni/Spot lights. - Fix baking of material properties onto UV2 (wireframe was wrongly used before). - Disable statically baked lights for objects that have a lightmap texture to avoid applying the same light twice. - Fix lightmap pairing in RendererSceneCull. - Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`. - Port autoexposure fix for OIDN from 3.x. - Save debug textures as EXR when using floating point format.
88 lines
2.0 KiB
GLSL
88 lines
2.0 KiB
GLSL
#define LIGHT_BAKE_DISABLED 0
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#define LIGHT_BAKE_DYNAMIC 1
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#define LIGHT_BAKE_STATIC 2
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struct LightData { //this structure needs to be as packed as possible
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vec3 position;
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float inv_radius;
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vec3 direction;
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float size;
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vec3 color;
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float attenuation;
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float cone_attenuation;
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float cone_angle;
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float specular_amount;
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bool shadow_enabled;
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vec4 atlas_rect; // rect in the shadow atlas
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mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
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float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
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uint mask;
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float shadow_volumetric_fog_fade;
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uint bake_mode;
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vec4 projector_rect; //projector rect in srgb decal atlas
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};
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#define REFLECTION_AMBIENT_DISABLED 0
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#define REFLECTION_AMBIENT_ENVIRONMENT 1
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#define REFLECTION_AMBIENT_COLOR 2
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struct ReflectionData {
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vec3 box_extents;
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float index;
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vec3 box_offset;
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uint mask;
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vec3 ambient; // ambient color
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float intensity;
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bool exterior;
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bool box_project;
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uint ambient_mode;
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uint pad;
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//0-8 is intensity,8-9 is ambient, mode
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mat4 local_matrix; // up to here for spot and omni, rest is for directional
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// notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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struct DirectionalLightData {
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vec3 direction;
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float energy;
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vec3 color;
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float size;
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float specular;
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uint mask;
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float softshadow_angle;
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float soft_shadow_scale;
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bool blend_splits;
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bool shadow_enabled;
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float fade_from;
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float fade_to;
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uvec2 pad;
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uint bake_mode;
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float shadow_volumetric_fog_fade;
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vec4 shadow_bias;
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vec4 shadow_normal_bias;
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vec4 shadow_transmittance_bias;
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vec4 shadow_z_range;
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vec4 shadow_range_begin;
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vec4 shadow_split_offsets;
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mat4 shadow_matrix1;
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mat4 shadow_matrix2;
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mat4 shadow_matrix3;
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mat4 shadow_matrix4;
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vec4 shadow_color1;
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vec4 shadow_color2;
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vec4 shadow_color3;
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vec4 shadow_color4;
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vec2 uv_scale1;
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vec2 uv_scale2;
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vec2 uv_scale3;
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vec2 uv_scale4;
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};
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