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Merge pull request #37749 from clayjohn/Vulkan-improved-ss

Add vogel filter and settings to soft shadows
This commit is contained in:
Rémi Verschelde
2020-04-13 00:39:37 +02:00
committed by GitHub
17 changed files with 338 additions and 145 deletions

View File

@@ -77,6 +77,13 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_arra
}
}
static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
for (int i = 0; i < 128; i++) {
p_array[i] = p_kernel[i];
}
}
/* SCENE SHADER */
void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
//compile
@@ -1099,10 +1106,18 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.z_near = p_znear;
scene_state.ubo.shadow_filter_mode = shadow_filter_get();
scene_state.ubo.pancake_shadows = p_pancake_shadows;
scene_state.ubo.shadow_blocker_count = 16;
store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
@@ -1722,6 +1737,8 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (softshadow_angle > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
@@ -1730,6 +1747,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle));
} else {
light_data.softshadow_angle = 0;
light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
}
}
@@ -1840,6 +1858,8 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.atlas_rect[2] = rect.size.width;
light_data.atlas_rect[3] = rect.size.height;
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
if (type == RS::LIGHT_OMNI) {
light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
@@ -1852,6 +1872,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.soft_shadow_size = size;
} else {
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
} else if (type == RS::LIGHT_SPOT) {
@@ -1875,6 +1896,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
}
} else {