Merge pull request #44941 from reduz/new-light-attenuation

Change the light attenuation formulas.
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Juan Linietsky 2021-01-05 15:18:22 -03:00 committed by GitHub
commit c7c03d5fba
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5 changed files with 58 additions and 14 deletions

View file

@ -249,6 +249,15 @@ float quick_hash(vec2 pos) {
return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237); return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
} }
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
void main() { void main() {
#ifdef MODE_LIGHT_PROBES #ifdef MODE_LIGHT_PROBES
int probe_index = int(gl_GlobalInvocationID.x); int probe_index = int(gl_GlobalInvocationID.x);
@ -300,7 +309,7 @@ void main() {
d /= lights.data[i].range; d /= lights.data[i].range;
attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation); attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) { if (lights.data[i].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(position - light_pos); vec3 rel = normalize(position - light_pos);

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@ -208,6 +208,15 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
return occlusion; //max(0.0,distance); return occlusion; //max(0.0,distance);
} }
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) { bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) { if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits)); light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
@ -220,7 +229,7 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
return false; return false;
} }
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation); attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) { if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos); vec3 rel = normalize(pos - light_pos);

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@ -891,6 +891,15 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
#endif //USE_NO_SHADOWS #endif //USE_NO_SHADOWS
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
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, 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 #ifdef LIGHT_BACKLIGHT_USED
vec3 backlight, vec3 backlight,
@ -916,9 +925,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 diffuse_light, inout vec3 specular_light) { inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex; vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec); float light_length = length(light_rel_vec);
float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy); vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x); float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
float light_attenuation = omni_attenuation; float light_attenuation = omni_attenuation;
vec3 shadow_attenuation = vec3(1.0); vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular); vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
@ -1205,9 +1213,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 specular_light) { inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex; vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec); float light_length = length(light_rel_vec);
float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy); vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), attenuation_energy.x); float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[idx].direction; vec3 spot_dir = lights.data[idx].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle); vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y); float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);

View file

@ -112,6 +112,15 @@ vec2 octahedron_encode(vec3 n) {
return n.xy; return n.xy;
} }
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
void main() { void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x); uint voxel_index = uint(gl_GlobalInvocationID.x);
@ -184,14 +193,15 @@ void main() {
direction = normalize(rel_vec); direction = normalize(rel_vec);
light_distance = length(rel_vec); light_distance = length(rel_vec);
rel_vec.y /= params.y_mult; rel_vec.y /= params.y_mult;
attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation); attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
} break; } break;
case LIGHT_TYPE_SPOT: { case LIGHT_TYPE_SPOT: {
vec3 rel_vec = lights.data[i].position - position; vec3 rel_vec = lights.data[i].position - position;
direction = normalize(rel_vec); direction = normalize(rel_vec);
light_distance = length(rel_vec); light_distance = length(rel_vec);
rel_vec.y /= params.y_mult; rel_vec.y /= params.y_mult;
attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation); attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction)); float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
if (angle > lights.data[i].spot_angle) { if (angle > lights.data[i].spot_angle) {

View file

@ -169,6 +169,15 @@ vec3 hash3f(uvec3 x) {
return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF)); return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
} }
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
void main() { void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@ -270,14 +279,14 @@ void main() {
uint light_index = cluster_data.indices[omni_light_pointer + i]; uint light_index = cluster_data.indices[omni_light_pointer + i];
vec3 light_pos = lights.data[i].position; vec3 light_pos = lights.data[i].position;
float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius; float d = distance(lights.data[i].position, view_pos);
vec3 shadow_attenuation = vec3(1.0); vec3 shadow_attenuation = vec3(1.0);
if (d < 1.0) { if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy); vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular); vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x); float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 light = attenuation_energy.y * color_specular.rgb / M_PI; vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
@ -326,14 +335,14 @@ void main() {
vec3 light_pos = lights.data[i].position; vec3 light_pos = lights.data[i].position;
vec3 light_rel_vec = lights.data[i].position - view_pos; vec3 light_rel_vec = lights.data[i].position - view_pos;
float d = length(light_rel_vec) * lights.data[i].inv_radius; float d = length(light_rel_vec);
vec3 shadow_attenuation = vec3(1.0); vec3 shadow_attenuation = vec3(1.0);
if (d < 1.0) { if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy); vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular); vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x); float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[i].direction; vec3 spot_dir = lights.data[i].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle); vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);