1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-08 12:40:44 +00:00

Implement vertex shading

This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.

Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
ywmaa
2023-10-15 03:48:52 +03:00
committed by Rémi Verschelde
parent 76a135926a
commit 0a9ad8f9de
14 changed files with 725 additions and 207 deletions

View File

@@ -156,8 +156,30 @@ vec2 multiview_uv(vec2 uv) {
ivec2 multiview_uv(ivec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
layout(location = 12) highp out vec4 diffuse_light_interp;
layout(location = 13) highp out vec4 specular_light_interp;
#include "../scene_forward_vertex_lights_inc.glsl"
void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
uint item_min_max = cluster_buffer.data[p_offset];
item_min = item_min_max & 0xFFFFu;
item_max = item_min_max >> 16;
item_from = item_min >> 5;
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
}
uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
}
#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
invariant gl_Position;
#GLOBALS
@@ -488,6 +510,145 @@ void vertex_shader(vec3 vertex_input,
screen_pos = gl_Position;
#endif
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
diffuse_light_interp = vec4(0.0);
specular_light_interp = vec4(0.0);
#ifdef USE_MULTIVIEW
vec3 view = -normalize(vertex_interp - eye_offset);
vec2 clip_pos = clamp((combined_projected.xy / combined_projected.w) * 0.5 + 0.5, 0.0, 1.0);
#else
vec3 view = -normalize(vertex_interp);
vec2 clip_pos = clamp((gl_Position.xy / gl_Position.w) * 0.5 + 0.5, 0.0, 1.0);
#endif
uvec2 cluster_pos = uvec2(clip_pos / scene_data.screen_pixel_size) >> implementation_data.cluster_shift;
uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
uint cluster_z = uint(clamp((-vertex_interp.z / scene_data.z_far) * 32.0, 0.0, 31.0));
{ //omni lights
uint cluster_omni_offset = cluster_offset;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_omni_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
uint merged_mask = mask;
while (merged_mask != 0) {
uint bit = findMSB(merged_mask);
merged_mask &= ~(1u << bit);
uint light_index = 32 * i + bit;
if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
continue; // Statically baked light and object uses lightmap, skip
}
light_process_omni_vertex(light_index, vertex, view, normal, roughness,
diffuse_light_interp.rgb, specular_light_interp.rgb);
}
}
}
{ //spot lights
uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_spot_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
uint merged_mask = mask;
while (merged_mask != 0) {
uint bit = findMSB(merged_mask);
merged_mask &= ~(1u << bit);
uint light_index = 32 * i + bit;
if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
continue; // Statically baked light and object uses lightmap, skip
}
light_process_spot_vertex(light_index, vertex, view, normal, roughness,
diffuse_light_interp.rgb, specular_light_interp.rgb);
}
}
}
{ // Directional light.
// We process the first directional light separately as it may have shadows.
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
for (uint i = 0; i < scene_data.directional_light_count; i++) {
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
continue; // Not masked, skip.
}
if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
continue; // Statically baked light and object uses lightmap, skip.
}
if (i == 0) {
light_compute_vertex(normal, directional_lights.data[0].direction, view,
directional_lights.data[0].color * directional_lights.data[0].energy,
true, roughness,
directional_diffuse,
directional_specular);
} else {
light_compute_vertex(normal, directional_lights.data[i].direction, view,
directional_lights.data[i].color * directional_lights.data[i].energy,
true, roughness,
diffuse_light_interp.rgb,
specular_light_interp.rgb);
}
}
// Calculate the contribution from the shadowed light so we can scale the shadows accordingly.
float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse, vec3(0.33333));
if (diff_avg > 0.0) {
diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg);
} else {
diffuse_light_interp.a = 1.0;
}
diffuse_light_interp.rgb += directional_diffuse;
float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333));
float spec_dir_avg = dot(directional_specular, vec3(0.33333));
if (spec_avg > 0.0) {
specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg);
} else {
specular_light_interp.a = 1.0;
}
specular_light_interp.rgb += directional_specular;
}
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
#ifdef MODE_RENDER_DEPTH
if (scene_data.pancake_shadows) {
if (gl_Position.z >= 0.9999) {
@@ -791,7 +952,10 @@ ivec2 multiview_uv(ivec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
layout(location = 12) highp in vec4 diffuse_light_interp;
layout(location = 13) highp in vec4 specular_light_interp;
#endif
//defines to keep compatibility with vertex
#ifdef USE_MULTIVIEW
@@ -1375,7 +1539,6 @@ void fragment_shader(in SceneData scene_data) {
vec3 specular_light = vec3(0.0, 0.0, 0.0);
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
#ifndef MODE_UNSHADED
// Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
emission *= scene_data.emissive_exposure_normalization;
@@ -1836,6 +1999,11 @@ void fragment_shader(in SceneData scene_data) {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifdef USE_VERTEX_LIGHTING
diffuse_light += diffuse_light_interp.rgb;
specular_light += specular_light_interp.rgb * f0;
#endif
{ // Directional light.
// Do shadow and lighting in two passes to reduce register pressure.
@@ -1843,10 +2011,15 @@ void fragment_shader(in SceneData scene_data) {
uint shadow0 = 0;
uint shadow1 = 0;
#ifdef USE_VERTEX_LIGHTING
// Only process the first light's shadow for vertex lighting.
for (uint i = 0; i < 1; i++) {
#else
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
break;
}
#endif
if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
@@ -2044,6 +2217,11 @@ void fragment_shader(in SceneData scene_data) {
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
specular_light *= mix(1.0, shadow, specular_light_interp.a);
#endif
#undef BIAS_FUNC
} // shadows
@@ -2055,6 +2233,8 @@ void fragment_shader(in SceneData scene_data) {
}
#endif // SHADOWS_DISABLED
#ifndef USE_VERTEX_LIGHTING
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
break;
@@ -2175,8 +2355,10 @@ void fragment_shader(in SceneData scene_data) {
diffuse_light,
specular_light);
}
#endif // USE_VERTEX_LIGHTING
}
#ifndef USE_VERTEX_LIGHTING
{ //omni lights
uint cluster_omni_offset = cluster_offset;
@@ -2320,6 +2502,8 @@ void fragment_shader(in SceneData scene_data) {
}
}
}
#endif // !USE_VERTEX_LIGHTING
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifdef USE_SHADOW_TO_OPACITY
#ifndef MODE_RENDER_DEPTH
@@ -2334,8 +2518,6 @@ void fragment_shader(in SceneData scene_data) {
#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifdef MODE_RENDER_DEPTH
#ifdef MODE_RENDER_SDF