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Implement DirectionalLight3D cull masks in Compatibility
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06827c91c6
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5 changed files with 62 additions and 34 deletions
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@ -1712,6 +1712,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
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light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
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light_data.mask = light_storage->light_get_cull_mask(base);
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light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
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? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
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: 0.0;
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@ -3428,6 +3430,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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// Render directional lights.
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uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
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if (!(scene_state.directional_lights[shadow_id].mask & inst->layer_mask)) {
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// Disable additive lighting when masks are not overlapping.
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spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
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}
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if (pass == 0 && inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
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// Disable additive lighting with a static light and a lightmap.
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spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
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@ -3674,6 +3680,8 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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if (p_pass_mode == PASS_MODE_MATERIAL) {
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_OFFSET, p_params->uv_offset, shader->version, instance_variant, spec_constants);
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} else if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LAYER_MASK, inst->layer_mask, shader->version, instance_variant, spec_constants);
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}
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// Can be index count or vertex count
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@ -203,10 +203,11 @@ private:
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float color[3];
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float size;
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uint32_t enabled; // For use by SkyShaders
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uint32_t bake_mode;
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uint32_t enabled : 1; // For use by SkyShaders
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uint32_t bake_mode : 2;
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float shadow_opacity;
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float specular;
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uint32_t mask;
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};
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static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
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@ -290,19 +290,19 @@ struct DirectionalLightData {
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mediump float energy;
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mediump vec3 color;
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mediump float size;
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lowp uint unused;
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lowp uint bake_mode;
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lowp uint enabled_bake_mode;
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mediump float shadow_opacity;
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mediump float specular;
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highp uint mask;
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};
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layout(std140) uniform DirectionalLights { // ubo:7
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DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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};
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#define LIGHT_BAKE_DISABLED 0u
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#define LIGHT_BAKE_STATIC 1u
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#define LIGHT_BAKE_DYNAMIC 2u
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#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
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#define DIRECTIONAL_LIGHT_BAKE_STATIC uint(1 << 1)
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#define DIRECTIONAL_LIGHT_BAKE_DYNAMIC uint(1 << 2)
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#endif // !DISABLE_LIGHT_DIRECTIONAL
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// Omni and spot light data.
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@ -465,6 +465,7 @@ uniform highp vec3 compressed_aabb_position;
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uniform highp vec3 compressed_aabb_size;
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uniform highp vec4 uv_scale;
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uniform highp uint instance_offset;
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uniform highp uint layer_mask;
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#if defined(RENDER_MOTION_VECTORS)
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uniform highp mat4 prev_world_transform;
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@ -814,8 +815,11 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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#ifdef BASE_PASS
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#ifndef DISABLE_LIGHT_DIRECTIONAL
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for (uint i = uint(0); i < scene_data_input.directional_light_count; i++) {
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if (!bool(directional_lights[i].mask & layer_mask)) {
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continue;
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}
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#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
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if (directional_lights[i].bake_mode == LIGHT_BAKE_STATIC) {
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if (bool(directional_lights[i].enabled_bake_mode & DIRECTIONAL_LIGHT_BAKE_STATIC)) {
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continue;
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}
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#endif
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@ -846,9 +850,11 @@ void vertex_shader(vec4 vertex_angle_attrib_input,
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additive_specular_light_interp = vec3(0.0);
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#if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
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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,
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additive_diffuse_light_interp.rgb,
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additive_specular_light_interp.rgb);
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if (bool(directional_lights[directional_shadow_index].mask & layer_mask)) {
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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,
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additive_diffuse_light_interp.rgb,
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additive_specular_light_interp.rgb);
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}
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#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
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#ifdef ADDITIVE_OMNI
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@ -1187,11 +1193,12 @@ multiview_data_block;
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uniform highp mat4 world_transform;
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uniform highp uint instance_offset;
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uniform highp uint layer_mask;
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uniform highp uint model_flags;
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#define LIGHT_BAKE_DISABLED 0u
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#define LIGHT_BAKE_STATIC 1u
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#define LIGHT_BAKE_DYNAMIC 2u
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#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
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#define DIRECTIONAL_LIGHT_BAKE_STATIC uint(1 << 1)
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#define DIRECTIONAL_LIGHT_BAKE_DYNAMIC uint(1 << 2)
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#ifndef MODE_RENDER_DEPTH
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#ifdef USE_VERTEX_LIGHTING
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@ -1212,10 +1219,10 @@ struct DirectionalLightData {
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mediump float energy;
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mediump vec3 color;
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mediump float size;
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lowp uint unused;
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lowp uint bake_mode;
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lowp uint enabled_bake_mode;
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mediump float shadow_opacity;
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mediump float specular;
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highp uint mask;
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};
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layout(std140) uniform DirectionalLights { // ubo:7
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@ -2369,8 +2376,11 @@ void main() {
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#ifndef DISABLE_LIGHT_DIRECTIONAL
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for (uint i = uint(0); i < scene_data_block.data.directional_light_count; i++) {
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if (!bool(directional_lights[i].mask & layer_mask)) {
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continue;
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}
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#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
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if (directional_lights[i].bake_mode == LIGHT_BAKE_STATIC) {
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if (bool(directional_lights[i].enabled_bake_mode & DIRECTIONAL_LIGHT_BAKE_STATIC)) {
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continue;
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}
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#endif
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@ -2688,26 +2698,30 @@ void main() {
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#endif // SHADOWS_DISABLED
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#ifndef USE_VERTEX_LIGHTING
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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,
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if (bool(directional_lights[directional_shadow_index].mask & layer_mask)) {
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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,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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backlight,
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#endif
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#ifdef LIGHT_RIM_USED
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rim, rim_tint,
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rim, rim_tint,
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#endif
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#ifdef LIGHT_CLEARCOAT_USED
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clearcoat, clearcoat_roughness, geo_normal,
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clearcoat, clearcoat_roughness, geo_normal,
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#endif // LIGHT_CLEARCOAT_USED
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#ifdef LIGHT_ANISOTROPY_USED
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binormal,
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tangent, anisotropy,
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binormal,
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tangent, anisotropy,
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#endif
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diffuse_light,
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specular_light);
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#else
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// Just apply shadows to vertex lighting.
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diffuse_light *= directional_shadow;
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specular_light *= directional_shadow;
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diffuse_light,
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specular_light);
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} else {
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#endif // !USE_VERTEX_LIGHTING
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// Just apply shadows to vertex lighting.
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diffuse_light *= directional_shadow;
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specular_light *= directional_shadow;
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#ifndef USE_VERTEX_LIGHTING
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}
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#endif // !USE_VERTEX_LIGHTING
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#endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
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@ -59,7 +59,10 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1
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struct DirectionalLightData {
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vec4 direction_energy;
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vec4 color_size;
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bool enabled;
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uint enabled_bake_mode;
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float shadow_opacity;
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float specular;
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uint mask;
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};
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layout(std140) uniform DirectionalLights { //ubo:4
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@ -67,6 +70,8 @@ layout(std140) uniform DirectionalLights { //ubo:4
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}
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directional_lights;
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#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
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/* clang-format off */
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#ifdef MATERIAL_UNIFORMS_USED
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@ -1512,22 +1512,22 @@ MaterialStorage::MaterialStorage() {
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actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
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actions.renames["RADIANCE"] = "radiance";
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actions.renames["FOG"] = "custom_fog";
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actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
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actions.renames["LIGHT0_ENABLED"] = "bool(directional_lights.data[0].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
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actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
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actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
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actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
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actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
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actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
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actions.renames["LIGHT1_ENABLED"] = "bool(directional_lights.data[1].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
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actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
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actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
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actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
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actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
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actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
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actions.renames["LIGHT2_ENABLED"] = "bool(directional_lights.data[2].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
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actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
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actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
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actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
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actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
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actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
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actions.renames["LIGHT3_ENABLED"] = "bool(directional_lights.data[3].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";
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actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
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actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
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actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
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