godot/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
jfons 99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00

324 lines
8.2 KiB
GLSL

#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define NO_CHILDREN 0xFFFFFFFF
#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[];
}
cell_children;
struct CellData {
uint position; // xyz 10 bits
uint albedo; //rgb albedo
uint emission; //rgb normalized with e as multiplier
uint normal; //RGB normal encoded
};
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
}
cell_data;
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
#ifdef MODE_COMPUTE_LIGHT
struct Light {
uint type;
float energy;
float radius;
float attenuation;
vec3 color;
float cos_spot_angle;
vec3 position;
float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
};
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;
float emission_scale;
float propagation;
float dynamic_range;
uint light_count;
uint cell_offset;
uint cell_count;
uint pad[2];
}
params;
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 result = NO_CHILDREN;
ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
while (distance > -distance_adv) { //use this to avoid precision errors
uint cell = 0;
ivec3 pos = ivec3(from);
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);
ofs += mix(ivec3(0), half_size, greater);
uint child = 0; //wonder if this can be done faster
if (greater.x) {
child |= 1;
}
if (greater.y) {
child |= 2;
}
if (greater.z) {
child |= 4;
}
cell = cell_children.data[cell].children[child];
if (cell == NO_CHILDREN) {
break;
}
half_size >>= ivec3(1);
}
if (cell != NO_CHILDREN) {
return cell; //found cell!
}
}
from += direction * distance_adv;
distance -= distance_adv;
}
return NO_CHILDREN;
}
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) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
} else {
light_pos = lights.data[light].position;
float distance = length(pos - light_pos);
if (distance >= lights.data[light].radius) {
return false;
}
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) {
vec3 rel = normalize(pos - light_pos);
float cos_spot_angle = lights.data[light].cos_spot_angle;
float cos_angle = dot(rel, lights.data[light].direction);
if (cos_angle < cos_spot_angle) {
return false;
}
float scos = max(cos_angle, cos_spot_angle);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
return true;
}
float get_normal_advance(vec3 p_normal) {
vec3 normal = p_normal;
vec3 unorm = abs(normal);
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
// x code
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
// y code
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
// z code
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
// oh-no we messed up code
// has to be
unorm = vec3(1.0, 0.0, 0.0);
}
return 1.0 / dot(normal, unorm);
}
#endif
void main() {
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);
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;
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));
#else
vec3 accum = vec3(0.0);
#endif
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)) {
continue;
}
vec3 light_dir = pos - light_pos;
float distance = length(light_dir);
light_dir = normalize(light_dir);
if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
continue; //not facing the light
}
if (lights.data[i].has_shadow) {
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
uint result = raymarch(distance, distance_adv, from, light_dir);
if (result != cell_index) {
continue; //was occluded
}
}
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;
}
#else
if (length(normal.xyz) > 0.2) {
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
} else {
//all directions
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);
#else
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));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
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;
#else
light_accum += output.data[child_index].rgb;
#endif
count += 1.0;
}
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);
#else
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif
#ifdef MODE_WRITE_TEXTURE
{
}
#endif
}