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Use specialization constants in clustered renderer

* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
This commit is contained in:
reduz
2021-07-12 20:32:05 -03:00
parent fc00a83901
commit ad9f606ed8
22 changed files with 398 additions and 301 deletions

View File

@@ -356,6 +356,13 @@ void main() {
#VERSION_DEFINES
/* Specialization Constants */
layout(constant_id = 0) const bool sc_use_forward_gi = false;
layout(constant_id = 1) const bool sc_use_light_projector = false;
layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
#include "scene_forward_clustered_inc.glsl"
/* Varyings */
@@ -450,12 +457,8 @@ layout(location = 0) out vec4 frag_color;
#include "scene_forward_lights_inc.glsl"
#ifdef USE_FORWARD_GI
#include "scene_forward_gi_inc.glsl"
#endif //USE_FORWARD_GI
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef MODE_RENDER_DEPTH
@@ -963,9 +966,9 @@ void main() {
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
}
}
#elif defined(USE_FORWARD_GI)
#else
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
@@ -1037,7 +1040,7 @@ void main() {
}
}
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
@@ -1068,9 +1071,8 @@ void main() {
specular_light = spec_accum.rgb;
ambient_light = amb_accum.rgb;
}
#else
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
if (!sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
vec2 coord;
@@ -1101,7 +1103,7 @@ void main() {
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
}
#endif
#endif // !USE_LIGHTMAP
if (scene_data.ssao_enabled) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
@@ -1228,14 +1230,13 @@ void main() {
float shadow = 1.0;
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
float depth_z = -vertex.z;
vec4 pssm_coord;
vec3 shadow_color = vec3(0.0);
vec3 light_dir = directional_lights.data[i].direction;
vec3 shadow_color = vec3(0.0);
vec3 light_dir = directional_lights.data[i].direction;
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
@@ -1243,168 +1244,105 @@ void main() {
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
uint blend_index = 0;
BIAS_FUNC(v, 0)
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
pssm_coord /= pssm_coord.w;
BIAS_FUNC(v, 0)
vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.x;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
blend_index++;
}
shadow_color = directional_lights.data[i].shadow_color1.rgb;
if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
BIAS_FUNC(v, 1)
vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_coord /= pssm_coord.w;
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.y;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
if (blend_index == 0) {
shadow = s;
} else {
//blend
float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
shadow = mix(shadow, s, blend);
}
blend_index++;
}
shadow_color = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_coord /= pssm_coord.w;
vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.z;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
if (blend_index == 0) {
shadow = s;
} else {
//blend
float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
shadow = mix(shadow, s, blend);
}
blend_index++;
}
shadow_color = directional_lights.data[i].shadow_color3.rgb;
if (blend_index < 2) {
vec4 v = vec4(vertex, 1.0);
} else {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
BIAS_FUNC(v, 3)
vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_coord /= pssm_coord.w;
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.w;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
if (blend_index == 0) {
shadow = s;
} else {
//blend
float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
shadow = mix(shadow, s, blend);
}
}
shadow_color = directional_lights.data[i].shadow_color4.rgb;
}
if (directional_lights.data[i].blend_splits) {
vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
float shadow2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.y;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.z;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_coord /= pssm_coord.w;
if (directional_lights.data[i].softshadow_angle > 0) {
float range_pos = dot(directional_lights.data[i].direction, v.xyz);
float range_begin = directional_lights.data[i].shadow_range_begin.w;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
pssm_blend = sqrt(pssm_blend);
shadow = mix(shadow, shadow2, pssm_blend);
shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
}
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
#undef BIAS_FUNC
}
#else
// Soft shadow disabled version
} else { //no soft shadows
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
float depth_z = -vertex.z;
vec4 pssm_coord;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
vec4 pssm_coord;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
@@ -1412,70 +1350,70 @@ void main() {
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
} else {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
}
pssm_coord /= pssm_coord.w;
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
}
pssm_coord /= pssm_coord.w;
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
pssm_coord /= pssm_coord.w;
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
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
#undef BIAS_FUNC
}
#endif
}
} // shadows
if (i < 4) {
shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
@@ -1554,7 +1492,9 @@ void main() {
blur_shadow(shadow);
light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1573,9 +1513,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
#ifdef USE_SOFT_SHADOW
directional_lights.data[i].size,
#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif