Fixed several bugs with directional light, and changed defaults to be more sensible.
This commit is contained in:
parent
0a87979d2e
commit
462d8ceb46
10 changed files with 48 additions and 169 deletions
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@ -1004,7 +1004,7 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, co
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light_instance->transform = p_transform;
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}
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void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) {
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void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
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LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
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ERR_FAIL_COND(!light_instance);
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@ -1019,6 +1019,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta
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light_instance->shadow_transform[p_pass].transform = p_transform;
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light_instance->shadow_transform[p_pass].farplane = p_far;
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light_instance->shadow_transform[p_pass].split = p_split;
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light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
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}
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void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
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@ -4161,151 +4162,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
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storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
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}
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#if 0
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if (use_fb) {
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for(int i=0;i<VS::ARRAY_MAX;i++) {
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glDisableVertexAttribArray(i);
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}
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glBindBuffer(GL_ARRAY_BUFFER,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_SCISSOR_TEST);
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glDepthMask(false);
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if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
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int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
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switch(hdr_tm) {
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case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
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} break;
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case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
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copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
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} break;
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case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
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copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
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} break;
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case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
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copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
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copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
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} break;
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}
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_process_hdr();
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}
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if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
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_process_glow_bloom();
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int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
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if (glow_transfer_mode==1)
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
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if (glow_transfer_mode==2)
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
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Size2 size;
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if (current_rt) {
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glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
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glViewport( 0,0,viewport.width,viewport.height);
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size=Size2(viewport.width,viewport.height);
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} else {
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glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
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glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
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size=Size2(viewport.width,viewport.height);
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}
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//time to copy!!!
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copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
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copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
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copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
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copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
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copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
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copy_shader.bind();
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//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
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if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
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glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
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}
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if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
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glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
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copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
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copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
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}
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if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
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copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
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if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
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Vector3 bcs;
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bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
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bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
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bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
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copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, framebuffer.color );
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glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
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_copy_screen_quad();
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copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
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if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
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_debug_luminances();
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}
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}
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current_env=NULL;
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current_debug=VS::SCENARIO_DEBUG_DISABLED;
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if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
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_debug_shadows();
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}
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//_debug_luminances();
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//_debug_samplers();
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if (using_canvas_bg) {
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using_canvas_bg=false;
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glColorMask(1,1,1,1); //don't touch alpha
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}
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#endif
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}
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void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
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@ -4395,8 +4251,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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}
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zfar = light->param[VS::LIGHT_PARAM_RANGE];
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bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
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normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
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bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
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normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
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fbo = directional_shadow.fbo;
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vp_height = directional_shadow.size;
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@ -4745,7 +4601,7 @@ void RasterizerSceneGLES3::initialize() {
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{
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//directional light shadow
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directional_shadow.light_count = 0;
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directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048));
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directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
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glGenFramebuffers(1, &directional_shadow.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
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glGenTextures(1, &directional_shadow.depth);
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@ -563,6 +563,7 @@ public:
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Transform transform;
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float farplane;
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float split;
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float bias_scale;
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};
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ShadowTransform shadow_transform[4];
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@ -598,7 +599,7 @@ public:
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virtual RID light_instance_create(RID p_light);
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass);
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
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virtual void light_instance_mark_visible(RID p_light_instance);
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/* REFLECTION INSTANCE */
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@ -4273,7 +4273,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
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light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
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light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
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light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
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light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
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light->color = Color(1, 1, 1, 1);
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light->shadow = false;
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@ -4310,8 +4309,7 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
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case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
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case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
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case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
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case VS::LIGHT_PARAM_SHADOW_BIAS:
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case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: {
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case VS::LIGHT_PARAM_SHADOW_BIAS: {
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light->version++;
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light->instance_change_notify();
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@ -1543,7 +1543,7 @@ FRAGMENT_SHADER_CODE
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#if defined(LIGHT_USE_PSSM_BLEND)
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if (use_blend) {
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shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
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shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend);
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}
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#endif
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@ -12,7 +12,7 @@ void main() {
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[fragment]
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#define NUM_SAMPLES (11)
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#define NUM_SAMPLES (15)
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// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
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// miplevel to maintain reasonable spatial locality in the cache
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@ -25,8 +25,20 @@ void main() {
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// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
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// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
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#define NUM_SPIRAL_TURNS (7)
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const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2,
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3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
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9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
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11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
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11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
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19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
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13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
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29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
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31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
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19, 27, 21, 25, 39, 29, 17, 21, 27 );
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//#define NUM_SPIRAL_TURNS (7)
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const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1];
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uniform sampler2D source_depth; //texunit:0
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uniform highp usampler2D source_depth_mipmaps; //texunit:1
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@ -234,7 +234,7 @@ void Light::_bind_methods() {
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BIND_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
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BIND_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
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BIND_CONSTANT(PARAM_SHADOW_BIAS);
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BIND_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_CONSTANT(PARAM_MAX);
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}
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@ -262,8 +262,7 @@ Light::Light(VisualServer::LightType p_type) {
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set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
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set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.0);
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set_param(PARAM_SHADOW_BIAS, 0.);
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set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.1);
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set_param(PARAM_SHADOW_BIAS, 0.15);
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}
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Light::Light() {
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@ -318,7 +317,6 @@ void DirectionalLight::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_CONSTANT(SHADOW_ORTHOGONAL);
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BIND_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
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@ -328,8 +326,11 @@ void DirectionalLight::_bind_methods() {
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DirectionalLight::DirectionalLight()
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: Light(VisualServer::LIGHT_DIRECTIONAL) {
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.1);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.2);
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set_param(PARAM_SHADOW_BIAS, 1.0);
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set_param(PARAM_SHADOW_MAX_DISTANCE, 200);
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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blend_splits = false;
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}
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@ -60,7 +60,6 @@ public:
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PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
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PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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PARAM_MAX = VS::LIGHT_PARAM_MAX
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};
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@ -131,7 +131,7 @@ public:
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virtual RID light_instance_create(RID p_light) = 0;
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) = 0;
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
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virtual void light_instance_mark_visible(RID p_light_instance) = 0;
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virtual RID reflection_atlas_create() = 0;
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@ -1347,6 +1347,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
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float first_radius = 0.0;
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for (int i = 0; i < splits; i++) {
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// setup a camera matrix for that range!
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@ -1373,9 +1375,11 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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// obtain the light frustm ranges (given endpoints)
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Vector3 x_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_X).normalized();
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Vector3 y_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Y).normalized();
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||||
Vector3 z_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Z).normalized();
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Transform transform = p_instance->transform.orthonormalized(); //discard scale and stabilize light
|
||||
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||||
Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
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||||
Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
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||||
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
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||||
//z_vec points agsint the camera, like in default opengl
|
||||
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||||
float x_min, x_max;
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|
@ -1386,7 +1390,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
float y_min_cam, y_max_cam;
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||||
float z_min_cam, z_max_cam;
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||||
|
||||
float bias_scale = 1.0;
|
||||
|
||||
//used for culling
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
float d_x = x_vec.dot(endpoints[j]);
|
||||
|
@ -1435,6 +1442,12 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
|
||||
radius *= texture_size / (texture_size - 2.0); //add a texel by each side, so stepified texture will always fit
|
||||
|
||||
if (i == 0) {
|
||||
first_radius = radius;
|
||||
} else {
|
||||
bias_scale = radius / first_radius;
|
||||
}
|
||||
|
||||
x_max_cam = x_vec.dot(center) + radius;
|
||||
x_min_cam = x_vec.dot(center) - radius;
|
||||
y_max_cam = y_vec.dot(center) + radius;
|
||||
|
@ -1493,10 +1506,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
|
||||
|
||||
Transform ortho_transform;
|
||||
ortho_transform.basis = p_instance->transform.basis;
|
||||
ortho_transform.basis = transform.basis;
|
||||
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
|
||||
|
||||
VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i);
|
||||
VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
|
||||
}
|
||||
|
||||
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
|
||||
|
|
|
@ -358,7 +358,6 @@ public:
|
|||
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
|
||||
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
|
||||
LIGHT_PARAM_SHADOW_BIAS,
|
||||
LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
|
||||
LIGHT_PARAM_MAX
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue