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07bbcf91
Commit
07bbcf91
authored
Feb 07, 2017
by
Juan Linietsky
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basic contact shadows implementation, will most likely need some polishing
parent
a73d46ca
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7 changed files
with
155 additions
and
33 deletions
+155
-33
rasterizer_scene_gles3.cpp
drivers/gles3/rasterizer_scene_gles3.cpp
+33
-14
rasterizer_scene_gles3.h
drivers/gles3/rasterizer_scene_gles3.h
+3
-1
rasterizer_storage_gles3.cpp
drivers/gles3/rasterizer_storage_gles3.cpp
+1
-0
scene.glsl
drivers/gles3/shaders/scene.glsl
+113
-18
light.cpp
scene/3d/light.cpp
+3
-0
light.h
scene/3d/light.h
+1
-0
visual_server.h
servers/visual_server.h
+1
-0
No files found.
drivers/gles3/rasterizer_scene_gles3.cpp
View file @
07bbcf91
...
...
@@ -2321,10 +2321,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform&
ubo_data
.
light_params
[
3
]
=
0
;
Color
shadow_color
=
li
->
light_ptr
->
shadow_color
.
to_linear
();
ubo_data
.
light_shadow_color
[
0
]
=
shadow_color
.
r
;
ubo_data
.
light_shadow_color
[
1
]
=
shadow_color
.
g
;
ubo_data
.
light_shadow_color
[
2
]
=
shadow_color
.
b
;
ubo_data
.
light_shadow_color
[
3
]
=
1.0
;
ubo_data
.
light_shadow_color
_contact
[
0
]
=
shadow_color
.
r
;
ubo_data
.
light_shadow_color
_contact
[
1
]
=
shadow_color
.
g
;
ubo_data
.
light_shadow_color
_contact
[
2
]
=
shadow_color
.
b
;
ubo_data
.
light_shadow_color
_contact
[
3
]
=
li
->
light_ptr
->
param
[
VS
::
LIGHT_PARAM_CONTACT_SHADOW_SIZE
]
;
if
(
p_use_shadows
&&
li
->
light_ptr
->
shadow
)
{
...
...
@@ -2480,10 +2480,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
ubo_data
.
light_params
[
3
]
=
0
;
Color
shadow_color
=
li
->
light_ptr
->
shadow_color
.
to_linear
();
ubo_data
.
light_shadow_color
[
0
]
=
shadow_color
.
r
;
ubo_data
.
light_shadow_color
[
1
]
=
shadow_color
.
g
;
ubo_data
.
light_shadow_color
[
2
]
=
shadow_color
.
b
;
ubo_data
.
light_shadow_color
[
3
]
=
1.0
;
ubo_data
.
light_shadow_color
_contact
[
0
]
=
shadow_color
.
r
;
ubo_data
.
light_shadow_color
_contact
[
1
]
=
shadow_color
.
g
;
ubo_data
.
light_shadow_color
_contact
[
2
]
=
shadow_color
.
b
;
ubo_data
.
light_shadow_color
_contact
[
3
]
=
li
->
light_ptr
->
param
[
VS
::
LIGHT_PARAM_CONTACT_SHADOW_SIZE
]
;
if
(
li
->
light_ptr
->
shadow
&&
shadow_atlas
&&
shadow_atlas
->
shadow_owners
.
has
(
li
->
self
))
{
// fill in the shadow information
...
...
@@ -2573,10 +2573,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
ubo_data
.
light_params
[
3
]
=
0
;
Color
shadow_color
=
li
->
light_ptr
->
shadow_color
.
to_linear
();
ubo_data
.
light_shadow_color
[
0
]
=
shadow_color
.
r
;
ubo_data
.
light_shadow_color
[
1
]
=
shadow_color
.
g
;
ubo_data
.
light_shadow_color
[
2
]
=
shadow_color
.
b
;
ubo_data
.
light_shadow_color
[
3
]
=
1.0
;
ubo_data
.
light_shadow_color
_contact
[
0
]
=
shadow_color
.
r
;
ubo_data
.
light_shadow_color
_contact
[
1
]
=
shadow_color
.
g
;
ubo_data
.
light_shadow_color
_contact
[
2
]
=
shadow_color
.
b
;
ubo_data
.
light_shadow_color
_contact
[
3
]
=
li
->
light_ptr
->
param
[
VS
::
LIGHT_PARAM_CONTACT_SHADOW_SIZE
]
;
if
(
li
->
light_ptr
->
shadow
&&
shadow_atlas
&&
shadow_atlas
->
shadow_owners
.
has
(
li
->
self
))
{
// fill in the shadow information
...
...
@@ -3760,14 +3760,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
state
.
ubo_data
.
shadow_dual_paraboloid_render_side
=
0
;
state
.
ubo_data
.
shadow_dual_paraboloid_render_zfar
=
0
;
if
(
storage
->
frame
.
current_rt
)
{
state
.
ubo_data
.
screen_pixel_size
[
0
]
=
1.0
/
storage
->
frame
.
current_rt
->
width
;
state
.
ubo_data
.
screen_pixel_size
[
1
]
=
1.0
/
storage
->
frame
.
current_rt
->
height
;
}
_setup_environment
(
env
,
p_cam_projection
,
p_cam_transform
);
bool
fb_cleared
=
false
;
glDepthFunc
(
GL_LEQUAL
);
state
.
used_contact_shadows
=
true
;
if
(
storage
->
frame
.
current_rt
&&
true
)
{
if
(
storage
->
frame
.
current_rt
&&
true
)
{
//detect with state.used_contact_shadows too
//pre z pass
...
...
@@ -3794,6 +3800,19 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
glColorMask
(
1
,
1
,
1
,
1
);
if
(
state
.
used_contact_shadows
)
{
glBindFramebuffer
(
GL_READ_FRAMEBUFFER
,
storage
->
frame
.
current_rt
->
buffers
.
fbo
);
glReadBuffer
(
GL_COLOR_ATTACHMENT0
);
glBindFramebuffer
(
GL_DRAW_FRAMEBUFFER
,
storage
->
frame
.
current_rt
->
fbo
);
glBlitFramebuffer
(
0
,
0
,
storage
->
frame
.
current_rt
->
width
,
storage
->
frame
.
current_rt
->
height
,
0
,
0
,
storage
->
frame
.
current_rt
->
width
,
storage
->
frame
.
current_rt
->
height
,
GL_DEPTH_BUFFER_BIT
,
GL_NEAREST
);
glBindFramebuffer
(
GL_READ_FRAMEBUFFER
,
0
);
glBindFramebuffer
(
GL_DRAW_FRAMEBUFFER
,
0
);
//bind depth for read
glActiveTexture
(
GL_TEXTURE0
+
storage
->
config
.
max_texture_image_units
-
8
);
glBindTexture
(
GL_TEXTURE_2D
,
storage
->
frame
.
current_rt
->
depth
);
}
fb_cleared
=
true
;
render_pass
++
;
}
...
...
@@ -4458,7 +4477,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
state
.
scene_shader
.
set_conditional
(
SceneShaderGLES3
::
RENDER_DEPTH
,
true
);
_render_list
(
render_list
.
elements
,
render_list
.
element_count
,
light_transform
,
light_projection
,
0
,
!
flip_facing
,
false
,
true
,
false
,
false
);
_render_list
(
render_list
.
elements
,
render_list
.
element_count
,
light_transform
,
light_projection
,
0
,
flip_facing
,
false
,
true
,
false
,
false
);
state
.
scene_shader
.
set_conditional
(
SceneShaderGLES3
::
RENDER_DEPTH
,
false
);
state
.
scene_shader
.
set_conditional
(
SceneShaderGLES3
::
RENDER_DEPTH_DUAL_PARABOLOID
,
false
);
...
...
drivers/gles3/rasterizer_scene_gles3.h
View file @
07bbcf91
...
...
@@ -91,6 +91,7 @@ public:
float
shadow_slope_scale
;
float
shadow_dual_paraboloid_render_zfar
;
float
shadow_dual_paraboloid_render_side
;
float
screen_pixel_size
[
2
];
float
shadow_atlas_pixel_size
[
2
];
float
shadow_directional_pixel_size
[
2
];
float
reflection_multiplier
;
...
...
@@ -136,6 +137,7 @@ public:
int
max_ubo_reflections
;
int
max_skeleton_bones
;
bool
used_contact_shadows
;
int
spot_light_count
;
...
...
@@ -467,7 +469,7 @@ public:
float
light_color_energy
[
4
];
float
light_params
[
4
];
//spot attenuation, spot angle, specular, shadow enabled
float
light_clamp
[
4
];
float
light_shadow_color
[
4
];
float
light_shadow_color
_contact
[
4
];
float
shadow_matrix1
[
16
];
//up to here for spot and omni, rest is for directional
float
shadow_matrix2
[
16
];
float
shadow_matrix3
[
16
];
...
...
drivers/gles3/rasterizer_storage_gles3.cpp
View file @
07bbcf91
...
...
@@ -4290,6 +4290,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
light
->
param
[
VS
::
LIGHT_PARAM_SPECULAR
]
=
0.5
;
light
->
param
[
VS
::
LIGHT_PARAM_RANGE
]
=
1.0
;
light
->
param
[
VS
::
LIGHT_PARAM_SPOT_ANGLE
]
=
45
;
light
->
param
[
VS
::
LIGHT_PARAM_CONTACT_SHADOW_SIZE
]
=
45
;
light
->
param
[
VS
::
LIGHT_PARAM_SHADOW_MAX_DISTANCE
]
=
0
;
light
->
param
[
VS
::
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET
]
=
0.1
;
light
->
param
[
VS
::
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET
]
=
0.3
;
...
...
drivers/gles3/shaders/scene.glsl
View file @
07bbcf91
...
...
@@ -71,6 +71,7 @@ layout(std140) uniform SceneData { //ubo:0
float
shadow_dual_paraboloid_render_zfar
;
float
shadow_dual_paraboloid_render_side
;
highp
vec2
screen_pixel_size
;
vec2
shadow_atlas_pixel_size
;
vec2
directional_shadow_pixel_size
;
...
...
@@ -91,7 +92,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
mediump
vec4
light_color_energy
;
mediump
vec4
light_params
;
//cone attenuation, angle, specular, shadow enabled,
mediump
vec4
light_clamp
;
mediump
vec4
shadow_color
;
mediump
vec4
shadow_color
_contact
;
highp
mat4
shadow_matrix1
;
highp
mat4
shadow_matrix2
;
highp
mat4
shadow_matrix3
;
...
...
@@ -126,13 +127,6 @@ out vec3 binormal_interp;
#endif
#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
varying
vec4
position_interp
;
#endif
VERTEX_SHADER_GLOBALS
...
...
@@ -161,6 +155,8 @@ layout(std140) uniform SkeletonData { //ubo:7
#endif
out
highp
vec4
position_interp
;
void
main
()
{
highp
vec4
vertex
=
vertex_attrib
;
// vec4(vertex_attrib.xyz * data_attrib.x,1.0);
...
...
@@ -293,7 +289,7 @@ VERTEX_SHADER_CODE
gl_Position
=
vertex
;
#endif
position_interp
=
gl_Position
;
}
...
...
@@ -375,6 +371,8 @@ layout(std140) uniform SceneData {
highp
vec4
ambient_light_color
;
highp
vec4
bg_color
;
float
ambient_energy
;
float
bg_energy
;
...
...
@@ -383,6 +381,7 @@ layout(std140) uniform SceneData {
float
shadow_dual_paraboloid_render_zfar
;
float
shadow_dual_paraboloid_render_side
;
highp
vec2
screen_pixel_size
;
vec2
shadow_atlas_pixel_size
;
vec2
directional_shadow_pixel_size
;
...
...
@@ -403,7 +402,7 @@ layout(std140) uniform DirectionalLightData {
mediump
vec4
light_color_energy
;
mediump
vec4
light_params
;
//cone attenuation, angle, specular, shadow enabled,
mediump
vec4
light_clamp
;
mediump
vec4
shadow_color
;
mediump
vec4
shadow_color
_contact
;
highp
mat4
shadow_matrix1
;
highp
mat4
shadow_matrix2
;
highp
mat4
shadow_matrix3
;
...
...
@@ -425,7 +424,7 @@ struct LightData {
mediump
vec4
light_color_energy
;
mediump
vec4
light_params
;
//cone attenuation, angle, specular, shadow enabled,
mediump
vec4
light_clamp
;
mediump
vec4
shadow_color
;
mediump
vec4
shadow_color
_contact
;
highp
mat4
shadow_matrix
;
};
...
...
@@ -493,6 +492,69 @@ layout(location=0) out vec4 frag_color;
#endif
in
highp
vec4
position_interp
;
uniform
highp
sampler2D
depth_buffer
;
//texunit:-8
float
contact_shadow_compute
(
vec3
pos
,
vec3
dir
,
float
max_distance
)
{
if
(
abs
(
dir
.
z
)
>
0
.
99
)
return
1
.
0
;
vec3
endpoint
=
pos
+
dir
*
max_distance
;
vec4
source
=
position_interp
;
vec4
dest
=
projection_matrix
*
vec4
(
endpoint
,
1
.
0
);
vec2
from_screen
=
(
source
.
xy
/
source
.
w
)
*
0
.
5
+
0
.
5
;
vec2
to_screen
=
(
dest
.
xy
/
dest
.
w
)
*
0
.
5
+
0
.
5
;
vec2
screen_rel
=
to_screen
-
from_screen
;
/*float pixel_size; //approximate pixel size
if (screen_rel.x > screen_rel.y) {
pixel_size = abs((pos.x-endpoint.x)/(screen_rel.x/screen_pixel_size.x));
} else {
pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y));
}*/
vec4
bias
=
projection_matrix
*
vec4
(
pos
+
vec3
(
0
.
0
,
0
.
0
,
0
.
04
),
1
.
0
);
//todo un-harcode the 0.04
vec2
pixel_incr
=
normalize
(
screen_rel
)
*
screen_pixel_size
;
float
steps
=
length
(
screen_rel
)
/
length
(
pixel_incr
);
//steps=10.0;
vec4
incr
=
(
dest
-
source
)
/
steps
;
float
ratio
=
0
.
0
;
float
ratio_incr
=
1
.
0
/
steps
;
do
{
source
+=
incr
*
2
;
bias
+=
incr
*
2
;
vec3
uv_depth
=
(
source
.
xyz
/
source
.
w
)
*
0
.
5
+
0
.
5
;
float
depth
=
texture
(
depth_buffer
,
uv_depth
.
xy
).
r
;
if
(
depth
<
uv_depth
.
z
)
{
if
(
depth
>
(
bias
.
z
/
bias
.
w
)
*
0
.
5
+
0
.
5
)
{
return
min
(
pow
(
ratio
,
4
.
0
),
1
.
0
);
}
else
{
return
1
.
0
;
}
}
ratio
+=
ratio_incr
;
steps
-=
1
.
0
;
}
while
(
steps
>
0
.
0
);
return
1
.
0
;
}
// GGX Specular
// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
...
...
@@ -517,6 +579,8 @@ float GTR1(float NdotH, float a)
return
(
a2
-
1
.
0
)
/
(
M_PI
*
log
(
a2
)
*
t
);
}
void
light_compute
(
vec3
N
,
vec3
L
,
vec3
V
,
vec3
B
,
vec3
T
,
vec3
light_color
,
vec3
diffuse_color
,
vec3
specular_color
,
float
specular_blob_intensity
,
float
roughness
,
float
rim
,
float
rim_tint
,
float
clearcoat
,
float
clearcoat_gloss
,
float
anisotropy
,
inout
vec3
diffuse
,
inout
vec3
specular
)
{
float
dotNL
=
max
(
dot
(
N
,
L
),
0
.
0
);
...
...
@@ -660,7 +724,8 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
void
light_process_omni
(
int
idx
,
vec3
vertex
,
vec3
eye_vec
,
vec3
normal
,
vec3
binormal
,
vec3
tangent
,
vec3
albedo
,
vec3
specular
,
float
roughness
,
float
rim
,
float
rim_tint
,
float
clearcoat
,
float
clearcoat_gloss
,
float
anisotropy
,
inout
vec3
diffuse_light
,
inout
vec3
specular_light
)
{
vec3
light_rel_vec
=
omni_lights
[
idx
].
light_pos_inv_radius
.
xyz
-
vertex
;
float
normalized_distance
=
length
(
light_rel_vec
)
*
omni_lights
[
idx
].
light_pos_inv_radius
.
w
;
float
light_length
=
length
(
light_rel_vec
);
float
normalized_distance
=
light_length
*
omni_lights
[
idx
].
light_pos_inv_radius
.
w
;
vec3
light_attenuation
=
vec3
(
pow
(
max
(
1
.
0
-
normalized_distance
,
0
.
0
),
omni_lights
[
idx
].
light_direction_attenuation
.
w
));
if
(
omni_lights
[
idx
].
light_params
.
w
>
0
.
5
)
{
...
...
@@ -696,8 +761,15 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
splane
.
z
=
shadow_len
*
omni_lights
[
idx
].
light_pos_inv_radius
.
w
;
splane
.
xy
=
clamp_rect
.
xy
+
splane
.
xy
*
clamp_rect
.
zw
;
float
shadow
=
sample_shadow
(
shadow_atlas
,
shadow_atlas_pixel_size
,
splane
.
xy
,
splane
.
z
,
clamp_rect
);
if
(
shadow
>
0
.
01
&&
omni_lights
[
idx
].
shadow_color_contact
.
a
>
0
.
0
)
{
float
contact_shadow
=
contact_shadow_compute
(
vertex
,
normalize
(
light_rel_vec
),
min
(
light_length
,
omni_lights
[
idx
].
shadow_color_contact
.
a
));
shadow
=
min
(
shadow
,
contact_shadow
);
light_attenuation
*=
mix
(
omni_lights
[
idx
].
shadow_color
.
rgb
,
vec3
(
1
.
0
),
sample_shadow
(
shadow_atlas
,
shadow_atlas_pixel_size
,
splane
.
xy
,
splane
.
z
,
clamp_rect
));
}
light_attenuation
*=
mix
(
omni_lights
[
idx
].
shadow_color_contact
.
rgb
,
vec3
(
1
.
0
),
shadow
);
}
light_compute
(
normal
,
normalize
(
light_rel_vec
),
eye_vec
,
binormal
,
tangent
,
omni_lights
[
idx
].
light_color_energy
.
rgb
*
light_attenuation
,
albedo
,
specular
,
omni_lights
[
idx
].
light_params
.
z
,
roughness
,
rim
,
rim_tint
,
clearcoat
,
clearcoat_gloss
,
anisotropy
,
diffuse_light
,
specular_light
);
...
...
@@ -707,7 +779,8 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
void
light_process_spot
(
int
idx
,
vec3
vertex
,
vec3
eye_vec
,
vec3
normal
,
vec3
binormal
,
vec3
tangent
,
vec3
albedo
,
vec3
specular
,
float
roughness
,
float
rim
,
float
rim_tint
,
float
clearcoat
,
float
clearcoat_gloss
,
float
anisotropy
,
inout
vec3
diffuse_light
,
inout
vec3
specular_light
)
{
vec3
light_rel_vec
=
spot_lights
[
idx
].
light_pos_inv_radius
.
xyz
-
vertex
;
float
normalized_distance
=
length
(
light_rel_vec
)
*
spot_lights
[
idx
].
light_pos_inv_radius
.
w
;
float
light_length
=
length
(
light_rel_vec
);
float
normalized_distance
=
light_length
*
spot_lights
[
idx
].
light_pos_inv_radius
.
w
;
vec3
light_attenuation
=
vec3
(
pow
(
max
(
1
.
0
-
normalized_distance
,
0
.
0
),
spot_lights
[
idx
].
light_direction_attenuation
.
w
));
vec3
spot_dir
=
spot_lights
[
idx
].
light_direction_attenuation
.
xyz
;
float
spot_cutoff
=
spot_lights
[
idx
].
light_params
.
y
;
...
...
@@ -719,7 +792,17 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
//there is a shadowmap
highp
vec4
splane
=
(
spot_lights
[
idx
].
shadow_matrix
*
vec4
(
vertex
,
1
.
0
));
splane
.
xyz
/=
splane
.
w
;
light_attenuation
*=
mix
(
spot_lights
[
idx
].
shadow_color
.
rgb
,
vec3
(
1
.
0
),
sample_shadow
(
shadow_atlas
,
shadow_atlas_pixel_size
,
splane
.
xy
,
splane
.
z
,
spot_lights
[
idx
].
light_clamp
));
float
shadow
=
sample_shadow
(
shadow_atlas
,
shadow_atlas_pixel_size
,
splane
.
xy
,
splane
.
z
,
spot_lights
[
idx
].
light_clamp
);
if
(
shadow
>
0
.
01
&&
spot_lights
[
idx
].
shadow_color_contact
.
a
>
0
.
0
)
{
float
contact_shadow
=
contact_shadow_compute
(
vertex
,
normalize
(
light_rel_vec
),
min
(
light_length
,
spot_lights
[
idx
].
shadow_color_contact
.
a
));
shadow
=
min
(
shadow
,
contact_shadow
);
}
light_attenuation
*=
mix
(
spot_lights
[
idx
].
shadow_color_contact
.
rgb
,
vec3
(
1
.
0
),
shadow
);
}
light_compute
(
normal
,
normalize
(
light_rel_vec
),
eye_vec
,
binormal
,
tangent
,
spot_lights
[
idx
].
light_color_energy
.
rgb
*
light_attenuation
,
albedo
,
specular
,
spot_lights
[
idx
].
light_params
.
z
,
roughness
,
rim
,
rim_tint
,
clearcoat
,
clearcoat_gloss
,
anisotropy
,
diffuse_light
,
specular_light
);
...
...
@@ -1268,6 +1351,8 @@ FRAGMENT_SHADER_CODE
}
}
#endif //LIGHT_USE_PSSM4
#ifdef LIGHT_USE_PSSM2
...
...
@@ -1306,16 +1391,26 @@ FRAGMENT_SHADER_CODE
//one one sample
light_attenuation
=
mix
(
shadow_color
.
rgb
,
vec3
(
1
.
0
),
sample_shadow
(
directional_shadow
,
directional_shadow_pixel_size
,
pssm_coord
.
xy
,
pssm_coord
.
z
,
light_clamp
));
float
shadow
=
sample_shadow
(
directional_shadow
,
directional_shadow_pixel_size
,
pssm_coord
.
xy
,
pssm_coord
.
z
,
light_clamp
);
#if defined(LIGHT_USE_PSSM_BLEND)
if
(
use_blend
)
{
vec3
light_attenuation2
=
mix
(
shadow_color
.
rgb
,
vec3
(
1
.
0
),
sample_shadow
(
directional_shadow
,
directional_shadow_pixel_size
,
pssm_coord2
.
xy
,
pssm_coord2
.
z
,
light_clamp
));
light_attenuation
=
mix
(
light_attenuation
,
light_attenuation2
,
pssm_blend
);
shadow
=
mix
(
shadow
,
sample_shadow
(
directional_shadow
,
directional_shadow_pixel_size
,
pssm_coord2
.
xy
,
pssm_coord2
.
z
,
light_clamp
));
}
#endif
if
(
shadow
>
0
.
01
&&
shadow_color_contact
.
a
>
0
.
0
)
{
float
contact_shadow
=
contact_shadow_compute
(
vertex
,
-
light_direction_attenuation
.
xyz
,
shadow_color_contact
.
a
);
shadow
=
min
(
shadow
,
contact_shadow
);
}
light_attenuation
=
mix
(
shadow_color_contact
.
rgb
,
vec3
(
1
.
0
),
shadow
);
}
#endif //LIGHT_DIRECTIONAL_SHADOW
...
...
scene/3d/light.cpp
View file @
07bbcf91
...
...
@@ -253,6 +253,7 @@ void Light::_bind_methods() {
ADD_PROPERTY
(
PropertyInfo
(
Variant
::
BOOL
,
"shadow_enabled"
),
_SCS
(
"set_shadow"
),
_SCS
(
"has_shadow"
));
ADD_PROPERTY
(
PropertyInfo
(
Variant
::
COLOR
,
"shadow_color"
,
PROPERTY_HINT_COLOR_NO_ALPHA
),
_SCS
(
"set_shadow_color"
),
_SCS
(
"get_shadow_color"
));
ADD_PROPERTYI
(
PropertyInfo
(
Variant
::
REAL
,
"shadow_bias"
,
PROPERTY_HINT_RANGE
,
"-16,16,0.01"
),
_SCS
(
"set_param"
),
_SCS
(
"get_param"
),
PARAM_SHADOW_BIAS
);
ADD_PROPERTYI
(
PropertyInfo
(
Variant
::
REAL
,
"shadow_contact"
,
PROPERTY_HINT_RANGE
,
"0,16,0.01"
),
_SCS
(
"set_param"
),
_SCS
(
"get_param"
),
PARAM_CONTACT_SHADOW_SIZE
);
ADD_PROPERTYI
(
PropertyInfo
(
Variant
::
REAL
,
"shadow_max_distance"
,
PROPERTY_HINT_RANGE
,
"0,65536,0.1"
),
_SCS
(
"set_param"
),
_SCS
(
"get_param"
),
PARAM_SHADOW_MAX_DISTANCE
);
ADD_GROUP
(
"Editor"
,
""
);
ADD_PROPERTY
(
PropertyInfo
(
Variant
::
BOOL
,
"editor_only"
),
_SCS
(
"set_editor_only"
),
_SCS
(
"is_editor_only"
));
...
...
@@ -264,6 +265,7 @@ void Light::_bind_methods() {
BIND_CONSTANT
(
PARAM_ATTENUATION
);
BIND_CONSTANT
(
PARAM_SPOT_ANGLE
);
BIND_CONSTANT
(
PARAM_SPOT_ATTENUATION
);
BIND_CONSTANT
(
PARAM_CONTACT_SHADOW_SIZE
);
BIND_CONSTANT
(
PARAM_SHADOW_MAX_DISTANCE
);
BIND_CONSTANT
(
PARAM_SHADOW_SPLIT_1_OFFSET
);
BIND_CONSTANT
(
PARAM_SHADOW_SPLIT_2_OFFSET
);
...
...
@@ -297,6 +299,7 @@ Light::Light(VisualServer::LightType p_type) {
set_param
(
PARAM_ATTENUATION
,
1
);
set_param
(
PARAM_SPOT_ANGLE
,
45
);
set_param
(
PARAM_SPOT_ATTENUATION
,
1
);
set_param
(
PARAM_CONTACT_SHADOW_SIZE
,
0
);
set_param
(
PARAM_SHADOW_MAX_DISTANCE
,
0
);
set_param
(
PARAM_SHADOW_SPLIT_1_OFFSET
,
0.1
);
set_param
(
PARAM_SHADOW_SPLIT_2_OFFSET
,
0.2
);
...
...
scene/3d/light.h
View file @
07bbcf91
...
...
@@ -55,6 +55,7 @@ public:
PARAM_ATTENUATION
=
VS
::
LIGHT_PARAM_ATTENUATION
,
PARAM_SPOT_ANGLE
=
VS
::
LIGHT_PARAM_SPOT_ANGLE
,
PARAM_SPOT_ATTENUATION
=
VS
::
LIGHT_PARAM_SPOT_ATTENUATION
,
PARAM_CONTACT_SHADOW_SIZE
=
VS
::
LIGHT_PARAM_CONTACT_SHADOW_SIZE
,
PARAM_SHADOW_MAX_DISTANCE
=
VS
::
LIGHT_PARAM_SHADOW_MAX_DISTANCE
,
PARAM_SHADOW_SPLIT_1_OFFSET
=
VS
::
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET
,
PARAM_SHADOW_SPLIT_2_OFFSET
=
VS
::
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET
,
...
...
servers/visual_server.h
View file @
07bbcf91
...
...
@@ -365,6 +365,7 @@ public:
LIGHT_PARAM_ATTENUATION
,
LIGHT_PARAM_SPOT_ANGLE
,
LIGHT_PARAM_SPOT_ATTENUATION
,
LIGHT_PARAM_CONTACT_SHADOW_SIZE
,
LIGHT_PARAM_SHADOW_MAX_DISTANCE
,
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET
,
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET
,
...
...
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