Implement DirectionalLight3D cull masks in Compatibility

This commit is contained in:
Kaleb Reid 2025-06-10 16:01:22 -07:00
parent 06827c91c6
commit 79b1a6defc
5 changed files with 62 additions and 34 deletions

View file

@ -1712,6 +1712,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.mask = light_storage->light_get_cull_mask(base);
light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
: 0.0;
@ -3428,6 +3430,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Render directional lights.
uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
if (!(scene_state.directional_lights[shadow_id].mask & inst->layer_mask)) {
// Disable additive lighting when masks are not overlapping.
spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
}
if (pass == 0 && inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
// Disable additive lighting with a static light and a lightmap.
spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
@ -3674,6 +3680,8 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (p_pass_mode == PASS_MODE_MATERIAL) {
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_OFFSET, p_params->uv_offset, shader->version, instance_variant, spec_constants);
} else if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LAYER_MASK, inst->layer_mask, shader->version, instance_variant, spec_constants);
}
// Can be index count or vertex count

View file

@ -203,10 +203,11 @@ private:
float color[3];
float size;
uint32_t enabled; // For use by SkyShaders
uint32_t bake_mode;
uint32_t enabled : 1; // For use by SkyShaders
uint32_t bake_mode : 2;
float shadow_opacity;
float specular;
uint32_t mask;
};
static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");

View file

@ -290,19 +290,19 @@ struct DirectionalLightData {
mediump float energy;
mediump vec3 color;
mediump float size;
lowp uint unused;
lowp uint bake_mode;
lowp uint enabled_bake_mode;
mediump float shadow_opacity;
mediump float specular;
highp uint mask;
};
layout(std140) uniform DirectionalLights { // ubo:7
DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
};
#define LIGHT_BAKE_DISABLED 0u
#define LIGHT_BAKE_STATIC 1u
#define LIGHT_BAKE_DYNAMIC 2u
#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
#define DIRECTIONAL_LIGHT_BAKE_STATIC uint(1 << 1)
#define DIRECTIONAL_LIGHT_BAKE_DYNAMIC uint(1 << 2)
#endif // !DISABLE_LIGHT_DIRECTIONAL
// Omni and spot light data.
@ -465,6 +465,7 @@ uniform highp vec3 compressed_aabb_position;
uniform highp vec3 compressed_aabb_size;
uniform highp vec4 uv_scale;
uniform highp uint instance_offset;
uniform highp uint layer_mask;
#if defined(RENDER_MOTION_VECTORS)
uniform highp mat4 prev_world_transform;
@ -814,8 +815,11 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
#ifdef BASE_PASS
#ifndef DISABLE_LIGHT_DIRECTIONAL
for (uint i = uint(0); i < scene_data_input.directional_light_count; i++) {
if (!bool(directional_lights[i].mask & layer_mask)) {
continue;
}
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
if (directional_lights[i].bake_mode == LIGHT_BAKE_STATIC) {
if (bool(directional_lights[i].enabled_bake_mode & DIRECTIONAL_LIGHT_BAKE_STATIC)) {
continue;
}
#endif
@ -846,9 +850,11 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
additive_specular_light_interp = vec3(0.0);
#if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
if (bool(directional_lights[directional_shadow_index].mask & layer_mask)) {
light_compute(normal_interp, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, roughness,
additive_diffuse_light_interp.rgb,
additive_specular_light_interp.rgb);
}
#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
#ifdef ADDITIVE_OMNI
@ -1187,11 +1193,12 @@ multiview_data_block;
uniform highp mat4 world_transform;
uniform highp uint instance_offset;
uniform highp uint layer_mask;
uniform highp uint model_flags;
#define LIGHT_BAKE_DISABLED 0u
#define LIGHT_BAKE_STATIC 1u
#define LIGHT_BAKE_DYNAMIC 2u
#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
#define DIRECTIONAL_LIGHT_BAKE_STATIC uint(1 << 1)
#define DIRECTIONAL_LIGHT_BAKE_DYNAMIC uint(1 << 2)
#ifndef MODE_RENDER_DEPTH
#ifdef USE_VERTEX_LIGHTING
@ -1212,10 +1219,10 @@ struct DirectionalLightData {
mediump float energy;
mediump vec3 color;
mediump float size;
lowp uint unused;
lowp uint bake_mode;
lowp uint enabled_bake_mode;
mediump float shadow_opacity;
mediump float specular;
highp uint mask;
};
layout(std140) uniform DirectionalLights { // ubo:7
@ -2369,8 +2376,11 @@ void main() {
#ifndef DISABLE_LIGHT_DIRECTIONAL
for (uint i = uint(0); i < scene_data_block.data.directional_light_count; i++) {
if (!bool(directional_lights[i].mask & layer_mask)) {
continue;
}
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
if (directional_lights[i].bake_mode == LIGHT_BAKE_STATIC) {
if (bool(directional_lights[i].enabled_bake_mode & DIRECTIONAL_LIGHT_BAKE_STATIC)) {
continue;
}
#endif
@ -2688,6 +2698,7 @@ void main() {
#endif // SHADOWS_DISABLED
#ifndef USE_VERTEX_LIGHTING
if (bool(directional_lights[directional_shadow_index].mask & layer_mask)) {
light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, directional_lights[directional_shadow_index].specular, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
@ -2704,10 +2715,13 @@ void main() {
#endif
diffuse_light,
specular_light);
#else
} else {
#endif // !USE_VERTEX_LIGHTING
// Just apply shadows to vertex lighting.
diffuse_light *= directional_shadow;
specular_light *= directional_shadow;
#ifndef USE_VERTEX_LIGHTING
}
#endif // !USE_VERTEX_LIGHTING
#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)

View file

@ -59,7 +59,10 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1
struct DirectionalLightData {
vec4 direction_energy;
vec4 color_size;
bool enabled;
uint enabled_bake_mode;
float shadow_opacity;
float specular;
uint mask;
};
layout(std140) uniform DirectionalLights { //ubo:4
@ -67,6 +70,8 @@ layout(std140) uniform DirectionalLights { //ubo:4
}
directional_lights;
#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
/* clang-format off */
#ifdef MATERIAL_UNIFORMS_USED

View file

@ -1512,22 +1512,22 @@ MaterialStorage::MaterialStorage() {
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
actions.renames["RADIANCE"] = "radiance";
actions.renames["FOG"] = "custom_fog";
actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
actions.renames["LIGHT0_ENABLED"] = "bool(directional_lights.data[0].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
actions.renames["LIGHT1_ENABLED"] = "bool(directional_lights.data[1].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
actions.renames["LIGHT2_ENABLED"] = "bool(directional_lights.data[2].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
actions.renames["LIGHT3_ENABLED"] = "bool(directional_lights.data[3].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";