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Add support for projectors in spot and omni lights.

This commit is contained in:
Juan Linietsky
2020-04-14 17:05:45 -03:00
parent 5e5103f460
commit 6f293ed795
12 changed files with 253 additions and 36 deletions

View File

@@ -65,6 +65,34 @@ layout(location = 0) out vec4 frag_color;
void main() {
vec2 uv = uv_interp;
#ifdef MODE_PANORAMA_TO_DP
//obtain normal from dual paraboloid uv
#define M_PI 3.14159265359
float side;
uv.y = modf(uv.y * 2.0, side);
side = side * 2.0 - 1.0;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
normal *= -side;
normal = normalize(normal);
//now convert normal to panorama uv
vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
if (st.x < 0.0)
st.x += M_PI * 2.0;
uv = st / vec2(M_PI * 2.0, M_PI);
if (side < 0.0) {
//uv.y = 1.0 - uv.y;
uv = 1.0 - uv;
}
#endif
vec4 color = textureLod(source_color, uv, 0.0);
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));

View File

@@ -784,7 +784,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
#endif //USE_NO_SHADOWS
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -976,8 +976,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
shadow_len = length(splane);
splane = normalize(splane);
shadow_len = length(splane.xyz);
splane = normalize(splane.xyz);
if (splane.z >= 0.0) {
@@ -999,7 +999,70 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
#endif
shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
local_v = normalize(local_v);
vec4 atlas_rect = lights.data[idx].projector_rect;
if (local_v.z >= 0.0) {
local_v.z += 1.0;
atlas_rect.y += atlas_rect.w;
} else {
local_v.z = 1.0 - local_v.z;
}
local_v.xy /= local_v.z;
local_v.xy = local_v.xy * 0.5 + 0.5;
vec2 proj_uv = local_v.xy * atlas_rect.zw;
vec2 proj_uv_ddx;
vec2 proj_uv_ddy;
{
vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
local_v_ddx = normalize(local_v_ddx);
if (local_v_ddx.z >= 0.0) {
local_v_ddx.z += 1.0;
} else {
local_v_ddx.z = 1.0 - local_v_ddx.z;
}
local_v_ddx.xy /= local_v_ddx.z;
local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
local_v_ddy = normalize(local_v_ddy);
if (local_v_ddy.z >= 0.0) {
local_v_ddy.z += 1.0;
} else {
local_v_ddy.z = 1.0 - local_v_ddy.z;
}
local_v_ddy.xy /= local_v_ddy.z;
local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
}
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
no_shadow = mix(no_shadow, proj.rgb, proj.a);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
}
#endif //USE_NO_SHADOWS
@@ -1030,7 +1093,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
specular_light);
}
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -1114,6 +1177,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
//find blocker
vec2 shadow_uv = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
float blocker_count = 0.0;
float blocker_average = 0.0;
@@ -1126,10 +1191,11 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < z_norm) {
blocker_average += d;
@@ -1146,8 +1212,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
shadow = 0.0;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
}
@@ -1160,17 +1226,41 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
} else {
//hard shadow
splane.z = z_norm;
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0);
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw;
//ensure we have proper mipmaps
vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
splane_ddx /= splane_ddx.w;
vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv;
vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
splane_ddy /= splane_ddy.w;
vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv;
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
no_shadow = mix(no_shadow, proj.rgb, proj.a);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
#ifdef LIGHT_TRANSMITTANCE_USED
{
vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
splane /= splane.w;
splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
//reconstruct depth
@@ -1691,6 +1781,9 @@ FRAGMENT_SHADER_CODE
#ifndef MODE_RENDER_DEPTH
uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
//used for interpolating anything cluster related
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
{ // process decals
@@ -1698,8 +1791,6 @@ FRAGMENT_SHADER_CODE
uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK;
//do outside for performance and avoiding arctifacts
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
for (uint i = 0; i < decal_count; i++) {
@@ -2195,7 +2286,7 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2234,7 +2325,7 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif

View File

@@ -153,7 +153,7 @@ struct LightData { //this structure needs to be as packed as possible
uint color_specular; //rgb color, a specular (8 bit unorm)
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
vec4 atlas_rect; // used for spot
vec4 atlas_rect; // rect in the shadow atlas
mat4 shadow_matrix;
float shadow_bias;
float shadow_normal_bias;
@@ -162,6 +162,7 @@ struct LightData { //this structure needs to be as packed as possible
float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
uint pad[2];
vec4 projector_rect; //projector rect in srgb decal atlas
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {