From 0a9ad8f9de825a14d112d9ebd0674a9c82f56e12 Mon Sep 17 00:00:00 2001 From: ywmaa Date: Sun, 15 Oct 2023 03:48:52 +0300 Subject: [PATCH] Implement vertex shading This adds support in all backends, but the Compatibility renderer works the best. Mobile and Forward+ can only support one directional light shader (the first in the tree) While the Compatibility renderer supports any number of shadows. Co-authored-by: Clay John --- doc/classes/ProjectSettings.xml | 5 - drivers/gles3/rasterizer_scene_gles3.cpp | 3 + drivers/gles3/shaders/scene.glsl | 289 +++++++++++++++- drivers/gles3/storage/config.cpp | 2 +- drivers/gles3/storage/material_storage.cpp | 4 + editor/renames_map_3_to_4.cpp | 2 - .../render_forward_clustered.cpp | 5 + .../scene_shader_forward_clustered.cpp | 9 +- .../forward_mobile/render_forward_mobile.cpp | 5 + .../scene_shader_forward_mobile.cpp | 7 + .../scene_forward_clustered.glsl | 190 +++++++++- .../forward_mobile/scene_forward_mobile.glsl | 326 ++++++++---------- .../scene_forward_vertex_lights_inc.glsl | 82 +++++ servers/rendering_server.cpp | 3 +- 14 files changed, 725 insertions(+), 207 deletions(-) create mode 100644 servers/rendering/renderer_rd/shaders/scene_forward_vertex_lights_inc.glsl diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 7b6d8d0cd36..af5ec41b60b 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2863,11 +2863,6 @@ If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices. - [b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet. - - - Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support. - [b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet. The default texture filtering mode to use on [CanvasItem]s. diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 65749323fdb..c2d17849580 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -4125,6 +4125,9 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() { global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n"; global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "u\n"; global_defines += "\n#define MAX_ROUGHNESS_LOD " + itos(sky_globals.roughness_layers - 1) + ".0\n"; + if (config->force_vertex_shading) { + global_defines += "\n#define USE_VERTEX_LIGHTING\n"; + } material_storage->shaders.scene_shader.initialize(global_defines); scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create(); material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 393ba014c67..9ce10a4488c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -248,6 +248,175 @@ uniform lowp uint directional_shadow_index; #endif // !(defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT)) #endif // USE_ADDITIVE_LIGHTING +#ifdef USE_VERTEX_LIGHTING + +out vec3 diffuse_light_interp; +out vec3 specular_light_interp; + +#ifdef USE_ADDITIVE_LIGHTING +out vec3 additive_diffuse_light_interp; +out vec3 additive_specular_light_interp; +#endif // USE_ADDITIVE_LIGHTING + +// Directional light data. +#if !defined(DISABLE_LIGHT_DIRECTIONAL) || (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING)) + +struct DirectionalLightData { + mediump vec3 direction; + mediump float energy; + mediump vec3 color; + mediump float size; + lowp uint unused; + lowp uint bake_mode; + mediump float shadow_opacity; + mediump float specular; +}; + +layout(std140) uniform DirectionalLights { // ubo:7 + DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +}; +#endif // !DISABLE_LIGHT_DIRECTIONAL + +// Omni and spot light data. +#if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING)) + +struct LightData { // This structure needs to be as packed as possible. + highp vec3 position; + highp float inv_radius; + + mediump vec3 direction; + highp float size; + + mediump vec3 color; + mediump float attenuation; + + mediump float cone_attenuation; + mediump float cone_angle; + mediump float specular_amount; + mediump float shadow_opacity; + + lowp vec3 pad; + lowp uint bake_mode; +}; + +#if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI) +layout(std140) uniform OmniLightData { // ubo:5 + LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; +}; +#ifdef BASE_PASS +uniform uint omni_light_indices[MAX_FORWARD_LIGHTS]; +uniform uint omni_light_count; +#endif // BASE_PASS +#endif // DISABLE_LIGHT_OMNI + +#if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT) +layout(std140) uniform SpotLightData { // ubo:6 + LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; +}; +#ifdef BASE_PASS +uniform uint spot_light_indices[MAX_FORWARD_LIGHTS]; +uniform uint spot_light_count; +#endif // BASE_PASS +#endif // DISABLE_LIGHT_SPOT +#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING)) + +#ifdef USE_ADDITIVE_LIGHTING +#ifdef ADDITIVE_OMNI +uniform lowp uint omni_light_index; +#endif +#ifdef ADDITIVE_SPOT +uniform lowp uint spot_light_index; +#endif +#endif // USE_ADDITIVE_LIGHTING + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) + +// Eyeballed approximation of `exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25`. +// Uses slightly more FMA instructions (2x rate) to avoid special instructions (0.25x rate). +// Range is reduced to [0.64,4977] from [068,2,221,528] which makes mediump feasible for the rest of the shader. +mediump float roughness_to_shininess(mediump float roughness) { + mediump float r = 1.2 - roughness; + mediump float r2 = r * r; + return r * r2 * r2 * 2000.0; +} + +void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, bool is_directional, float roughness, + inout vec3 diffuse_light, inout vec3 specular_light) { + float NdotL = min(dot(N, L), 1.0); + float cNdotL = max(NdotL, 0.0); // clamped NdotL + +#if defined(DIFFUSE_LAMBERT_WRAP) + // Energy conserving lambert wrap shader. + // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ + float diffuse_brdf_NL = max(0.0, (cNdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI); +#else + // lambert + float diffuse_brdf_NL = cNdotL * (1.0 / M_PI); +#endif + + diffuse_light += light_color * diffuse_brdf_NL; + +#if !defined(SPECULAR_DISABLED) + float specular_brdf_NL = 0.0; + // Normalized blinn always unless disabled. + vec3 H = normalize(V + L); + float cNdotH = clamp(dot(N, H), 0.0, 1.0); + float shininess = roughness_to_shininess(roughness); + float blinn = pow(cNdotH, shininess); + blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)) * cNdotL; + specular_brdf_NL = blinn; + specular_light += specular_brdf_NL * light_color; +#endif +} + +float get_omni_spot_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); +} + +#if !defined(DISABLE_LIGHT_OMNI) || (defined(ADDITIVE_OMNI) && defined(USE_ADDITIVE_LIGHTING)) +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, + inout vec3 diffuse_light, inout vec3 specular_light) { + vec3 light_rel_vec = omni_lights[idx].position - vertex; + float light_length = length(light_rel_vec); + float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation); + vec3 color = omni_lights[idx].color * omni_attenuation; // No light shaders here, so combine. + + light_compute(normal, normalize(light_rel_vec), eye_vec, color, false, roughness, + diffuse_light, + specular_light); +} +#endif // !defined(DISABLE_LIGHT_OMNI) || (defined(ADDITIVE_OMNI) && defined(USE_ADDITIVE_LIGHTING)) + +#if !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING)) +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, + inout vec3 diffuse_light, + inout vec3 specular_light) { + vec3 light_rel_vec = spot_lights[idx].position - vertex; + float light_length = length(light_rel_vec); + float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation); + vec3 spot_dir = spot_lights[idx].direction; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle)); + + mediump float cone_attenuation = spot_lights[idx].cone_attenuation; + spot_attenuation *= 1.0 - pow(spot_rim, cone_attenuation); + + vec3 color = spot_lights[idx].color * spot_attenuation; + + light_compute(normal, normalize(light_rel_vec), eye_vec, color, false, roughness, + diffuse_light, specular_light); +} +#endif // !defined(DISABLE_LIGHT_SPOT) || (defined(ADDITIVE_SPOT) && defined(USE_ADDITIVE_LIGHTING)) + +#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) + +#endif // USE_VERTEX_LIGHTING + #ifdef USE_MULTIVIEW layout(std140) uniform MultiviewData { // ubo:8 highp mat4 projection_matrix_view[MAX_VIEWS]; @@ -540,8 +709,65 @@ void main() { gl_Position.z = 0.00001; gl_Position.w = 1.0; #endif -} +#ifdef USE_VERTEX_LIGHTING +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - eye_offset); +#else + vec3 view = -normalize(vertex_interp); +#endif + diffuse_light_interp = vec3(0.0); + specular_light_interp = vec3(0.0); +#ifdef BASE_PASS +#ifndef DISABLE_LIGHT_DIRECTIONAL + for (uint i = uint(0); i < scene_data.directional_light_count; i++) { + light_compute(normal_interp, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].color * directional_lights[i].energy, true, roughness, + diffuse_light_interp.rgb, + specular_light_interp.rgb); + } +#endif // !DISABLE_LIGHT_DIRECTIONAL + +#ifndef DISABLE_LIGHT_OMNI + for (uint i = 0u; i < omni_light_count; i++) { + light_process_omni(omni_light_indices[i], vertex_interp, view, normal_interp, roughness, + diffuse_light_interp.rgb, specular_light_interp.rgb); + } +#endif // !DISABLE_LIGHT_OMNI + +#ifndef DISABLE_LIGHT_SPOT + for (uint i = 0u; i < spot_light_count; i++) { + light_process_spot(spot_light_indices[i], vertex_interp, view, normal_interp, roughness, + diffuse_light_interp.rgb, specular_light_interp.rgb); + } +#endif // !DISABLE_LIGHT_SPOT +#endif // BASE_PASS + +/* ADDITIVE LIGHTING PASS */ +#ifdef USE_ADDITIVE_LIGHTING + additive_diffuse_light_interp = vec3(0.0); + additive_specular_light_interp = vec3(0.0); +#if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) + + 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 + light_process_omni(omni_light_index, vertex_interp, view, normal_interp, roughness, + additive_diffuse_light_interp.rgb, additive_specular_light_interp.rgb); +#endif // ADDITIVE_OMNI + +#ifdef ADDITIVE_SPOT + light_process_spot(spot_light_index, vertex_interp, view, normal_interp, roughness, + additive_diffuse_light_interp.rgb, additive_specular_light_interp.rgb); +#endif // ADDITIVE_SPOT + +#endif // USE_ADDITIVE_LIGHTING +#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) +#endif // USE_VERTEX_LIGHTING +} /* clang-format off */ #[fragment] @@ -758,6 +984,16 @@ multiview_data; #define LIGHT_BAKE_DYNAMIC 2u #ifndef MODE_RENDER_DEPTH +#ifdef USE_VERTEX_LIGHTING +in vec3 diffuse_light_interp; +in vec3 specular_light_interp; + +#ifdef USE_ADDITIVE_LIGHTING +in vec3 additive_diffuse_light_interp; +in vec3 additive_specular_light_interp; +#endif // USE_ADDITIVE_LIGHTING +#endif // USE_VERTEX_LIGHTING + // Directional light data. #if !defined(DISABLE_LIGHT_DIRECTIONAL) || (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)) @@ -809,22 +1045,22 @@ struct LightData { // This structure needs to be as packed as possible. layout(std140) uniform OmniLightData { // ubo:5 LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; }; -#ifdef BASE_PASS +#if defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING) uniform uint omni_light_indices[MAX_FORWARD_LIGHTS]; uniform uint omni_light_count; -#endif // BASE_PASS -#endif // DISABLE_LIGHT_OMNI +#endif // defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING) +#endif // !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI) #if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT) layout(std140) uniform SpotLightData { // ubo:6 LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; }; -#ifdef BASE_PASS +#if defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING) uniform uint spot_light_indices[MAX_FORWARD_LIGHTS]; uniform uint spot_light_count; -#endif // BASE_PASS -#endif // DISABLE_LIGHT_SPOT -#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) +#endif // defined(BASE_PASS) && !defined(USE_VERTEX_LIGHTING) +#endif // !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT) +#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_OMNI) || defined(ADDITIVE_SPOT) #ifdef USE_ADDITIVE_LIGHTING #ifdef ADDITIVE_OMNI @@ -985,6 +1221,8 @@ vec3 F0(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, vec3(metallic)); } #ifndef MODE_RENDER_DEPTH + +#ifndef USE_VERTEX_LIGHTING #if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) || defined(USE_ADDITIVE_LIGHTING) float D_GGX(float cos_theta_m, float alpha) { @@ -1284,6 +1522,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f #endif // !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT) #endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) +#endif // !USE_VERTEX_LIGHTING vec4 fog_process(vec3 vertex) { vec3 fog_color = scene_data.fog_light_color; @@ -1859,9 +2098,13 @@ void main() { specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); #endif } - #endif // !AMBIENT_LIGHT_DISABLED +#ifdef USE_VERTEX_LIGHTING + specular_light += specular_light_interp * f0; + diffuse_light += diffuse_light_interp; +#else + #ifndef DISABLE_LIGHT_DIRECTIONAL for (uint i = uint(0); i < scene_data.directional_light_count; i++) { #if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP) @@ -1944,6 +2187,7 @@ void main() { diffuse_light, specular_light); } #endif // !DISABLE_LIGHT_SPOT +#endif // !USE_VERTEX_LIGHTING #endif // BASE_PASS #endif // !MODE_UNSHADED @@ -1993,7 +2237,6 @@ void main() { #else diffuse_light *= albedo; - diffuse_light *= 1.0 - metallic; ambient_light *= 1.0 - metallic; @@ -2024,6 +2267,11 @@ void main() { diffuse_light = vec3(0.0); specular_light = vec3(0.0); +#ifdef USE_VERTEX_LIGHTING + diffuse_light = additive_diffuse_light_interp; + specular_light = additive_specular_light_interp * f0; +#endif // USE_VERTEX_LIGHTING + #if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) #ifndef SHADOWS_DISABLED @@ -2137,6 +2385,8 @@ void main() { #else float directional_shadow = 1.0f; #endif // SHADOWS_DISABLED + +#ifndef USE_VERTEX_LIGHTING 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, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -2153,6 +2403,11 @@ void main() { #endif diffuse_light, specular_light); +#else + // Just apply shadows to vertex lighting. + diffuse_light *= directional_shadow; + specular_light *= directional_shadow; +#endif // !USE_VERTEX_LIGHTING #endif // !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT) #ifdef ADDITIVE_OMNI @@ -2162,6 +2417,8 @@ void main() { omni_shadow = texture(omni_shadow_texture, vec4(light_ray, 1.0 - length(light_ray) * omni_lights[omni_light_index].inv_radius)); omni_shadow = mix(1.0, omni_shadow, omni_lights[omni_light_index].shadow_opacity); #endif // SHADOWS_DISABLED + +#ifndef USE_VERTEX_LIGHTING light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -2177,6 +2434,11 @@ void main() { binormal, tangent, anisotropy, #endif diffuse_light, specular_light); +#else + // Just apply shadows to vertex lighting. + diffuse_light *= omni_shadow; + specular_light *= omni_shadow; +#endif // !USE_VERTEX_LIGHTING #endif // ADDITIVE_OMNI #ifdef ADDITIVE_SPOT @@ -2185,6 +2447,8 @@ void main() { spot_shadow = sample_shadow(spot_shadow_texture, positional_shadows[positional_shadow_index].shadow_atlas_pixel_size, shadow_coord); spot_shadow = mix(1.0, spot_shadow, spot_lights[spot_light_index].shadow_opacity); #endif // SHADOWS_DISABLED + +#ifndef USE_VERTEX_LIGHTING light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -2201,6 +2465,11 @@ void main() { binormal, anisotropy, #endif diffuse_light, specular_light); +#else + // Just apply shadows to vertex lighting. + diffuse_light *= spot_shadow; + specular_light *= spot_shadow; +#endif // !USE_VERTEX_LIGHTING #endif // ADDITIVE_SPOT diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 01007191514..209b7dd7d26 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -178,7 +178,7 @@ Config::Config() { } #endif - force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); + force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading"); use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter"); use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")); diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index c29c741c2a1..5dca149d99a 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -1368,6 +1368,10 @@ MaterialStorage::MaterialStorage() { actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; + if (!GLES3::Config::get_singleton()->force_vertex_shading) { + // If forcing vertex shading, this will be defined already. + actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n"; + } actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n"; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; diff --git a/editor/renames_map_3_to_4.cpp b/editor/renames_map_3_to_4.cpp index ae7c86a5e58..ca5d3cbf2ab 100644 --- a/editor/renames_map_3_to_4.cpp +++ b/editor/renames_map_3_to_4.cpp @@ -1354,7 +1354,6 @@ const char *RenamesMap3To4::project_settings_renames[][2] = { { "rendering/quality/shading/force_lambert_over_burley", "rendering/shading/overrides/force_lambert_over_burley" }, { "rendering/quality/shading/force_lambert_over_burley.mobile", "rendering/shading/overrides/force_lambert_over_burley.mobile" }, { "rendering/quality/shading/force_vertex_shading", "rendering/shading/overrides/force_vertex_shading" }, - { "rendering/quality/shading/force_vertex_shading.mobile", "rendering/shading/overrides/force_vertex_shading.mobile" }, { "rendering/quality/shadow_atlas/quadrant_0_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_0_subdiv" }, { "rendering/quality/shadow_atlas/quadrant_1_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_1_subdiv" }, { "rendering/quality/shadow_atlas/quadrant_2_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_2_subdiv" }, @@ -1400,7 +1399,6 @@ const char *RenamesMap3To4::project_godot_renames[][2] = { { "quality/shading/force_lambert_over_burley", "shading/overrides/force_lambert_over_burley" }, { "quality/shading/force_lambert_over_burley.mobile", "shading/overrides/force_lambert_over_burley.mobile" }, { "quality/shading/force_vertex_shading", "shading/overrides/force_vertex_shading" }, - { "quality/shading/force_vertex_shading.mobile", "shading/overrides/force_vertex_shading.mobile" }, { "quality/shadow_atlas/quadrant_0_subdiv", "lights_and_shadows/shadow_atlas/quadrant_0_subdiv" }, { "quality/shadow_atlas/quadrant_1_subdiv", "lights_and_shadows/shadow_atlas/quadrant_1_subdiv" }, { "quality/shadow_atlas/quadrant_2_subdiv", "lights_and_shadows/shadow_atlas/quadrant_2_subdiv" }, diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index aca85ce4972..307898232d1 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -4261,6 +4261,11 @@ RenderForwardClustered::RenderForwardClustered() { defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n"; defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n"; + bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading"); + if (force_vertex_shading) { + defines += "\n#define USE_VERTEX_LIGHTING\n"; + } + { //lightmaps scene_state.max_lightmaps = MAX_LIGHTMAPS; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 6846c3f693f..ee5b5ef1d8c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -730,13 +730,20 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; + + bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading"); + if (!force_vertex_shading) { + // If forcing vertex shading, this will be defined already. + actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n"; + } + actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n"; actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n"; actions.base_texture_binding_index = 1; actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET; actions.base_uniform_string = "material."; - actions.base_varying_index = 12; + actions.base_varying_index = 14; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 8a02ec0eb56..fa8796fae65 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -2800,6 +2800,11 @@ RenderForwardMobile::RenderForwardMobile() { // defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n"; defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n"; + bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading"); + if (force_vertex_shading) { + defines += "\n#define USE_VERTEX_LIGHTING\n"; + } + { //lightmaps scene_state.max_lightmaps = 2; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 08982096c56..5dec4d8f21f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -633,6 +633,13 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; + + bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading"); + if (!force_vertex_shading) { + // If forcing vertex shading, this will be defined already. + actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n"; + } + actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n"; actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n"; diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 400451ec36b..3cbe1427b63 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -156,8 +156,30 @@ vec2 multiview_uv(vec2 uv) { ivec2 multiview_uv(ivec2 uv) { return uv; } + #endif //USE_MULTIVIEW +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) +layout(location = 12) highp out vec4 diffuse_light_interp; +layout(location = 13) highp out vec4 specular_light_interp; + +#include "../scene_forward_vertex_lights_inc.glsl" + +void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { + uint item_min_max = cluster_buffer.data[p_offset]; + item_min = item_min_max & 0xFFFFu; + item_max = item_min_max >> 16; + + item_from = item_min >> 5; + item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements +} + +uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { + int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); + int mask_width = min(int(z_max) - int(z_min), 32 - local_min); + return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); +} +#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) invariant gl_Position; #GLOBALS @@ -488,6 +510,145 @@ void vertex_shader(vec3 vertex_input, screen_pos = gl_Position; #endif +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) + diffuse_light_interp = vec4(0.0); + specular_light_interp = vec4(0.0); + +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - eye_offset); + vec2 clip_pos = clamp((combined_projected.xy / combined_projected.w) * 0.5 + 0.5, 0.0, 1.0); +#else + vec3 view = -normalize(vertex_interp); + vec2 clip_pos = clamp((gl_Position.xy / gl_Position.w) * 0.5 + 0.5, 0.0, 1.0); +#endif + + uvec2 cluster_pos = uvec2(clip_pos / scene_data.screen_pixel_size) >> implementation_data.cluster_shift; + uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32); + uint cluster_z = uint(clamp((-vertex_interp.z / scene_data.z_far) * 32.0, 0.0, 31.0)); + + { //omni lights + + uint cluster_omni_offset = cluster_offset; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_omni_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); + uint merged_mask = mask; + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1u << bit); + uint light_index = 32 * i + bit; + + if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip + } + + light_process_omni_vertex(light_index, vertex, view, normal, roughness, + diffuse_light_interp.rgb, specular_light_interp.rgb); + } + } + } + + { //spot lights + uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_spot_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); + uint merged_mask = mask; + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1u << bit); + + uint light_index = 32 * i + bit; + + if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip + } + + light_process_spot_vertex(light_index, vertex, view, normal, roughness, + diffuse_light_interp.rgb, specular_light_interp.rgb); + } + } + } + + { // Directional light. + + // We process the first directional light separately as it may have shadows. + vec3 directional_diffuse = vec3(0.0); + vec3 directional_specular = vec3(0.0); + + for (uint i = 0; i < scene_data.directional_light_count; i++) { + if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { + continue; // Not masked, skip. + } + + if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip. + } + if (i == 0) { + light_compute_vertex(normal, directional_lights.data[0].direction, view, + directional_lights.data[0].color * directional_lights.data[0].energy, + true, roughness, + directional_diffuse, + directional_specular); + } else { + light_compute_vertex(normal, directional_lights.data[i].direction, view, + directional_lights.data[i].color * directional_lights.data[i].energy, + true, roughness, + diffuse_light_interp.rgb, + specular_light_interp.rgb); + } + } + + // Calculate the contribution from the shadowed light so we can scale the shadows accordingly. + float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333)); + float diff_dir_avg = dot(directional_diffuse, vec3(0.33333)); + if (diff_avg > 0.0) { + diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg); + } else { + diffuse_light_interp.a = 1.0; + } + + diffuse_light_interp.rgb += directional_diffuse; + + float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333)); + float spec_dir_avg = dot(directional_specular, vec3(0.33333)); + if (spec_avg > 0.0) { + specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg); + } else { + specular_light_interp.a = 1.0; + } + + specular_light_interp.rgb += directional_specular; + } + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) + #ifdef MODE_RENDER_DEPTH if (scene_data.pancake_shadows) { if (gl_Position.z >= 0.9999) { @@ -791,7 +952,10 @@ ivec2 multiview_uv(ivec2 uv) { return uv; } #endif //USE_MULTIVIEW - +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) +layout(location = 12) highp in vec4 diffuse_light_interp; +layout(location = 13) highp in vec4 specular_light_interp; +#endif //defines to keep compatibility with vertex #ifdef USE_MULTIVIEW @@ -1375,7 +1539,6 @@ void fragment_shader(in SceneData scene_data) { vec3 specular_light = vec3(0.0, 0.0, 0.0); vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3(0.0, 0.0, 0.0); - #ifndef MODE_UNSHADED // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. emission *= scene_data.emissive_exposure_normalization; @@ -1836,6 +1999,11 @@ void fragment_shader(in SceneData scene_data) { // LIGHTING #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) +#ifdef USE_VERTEX_LIGHTING + diffuse_light += diffuse_light_interp.rgb; + specular_light += specular_light_interp.rgb * f0; +#endif + { // Directional light. // Do shadow and lighting in two passes to reduce register pressure. @@ -1843,10 +2011,15 @@ void fragment_shader(in SceneData scene_data) { uint shadow0 = 0; uint shadow1 = 0; +#ifdef USE_VERTEX_LIGHTING + // Only process the first light's shadow for vertex lighting. + for (uint i = 0; i < 1; i++) { +#else for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { break; } +#endif if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) { continue; //not masked @@ -2044,6 +2217,11 @@ void fragment_shader(in SceneData scene_data) { shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance +#ifdef USE_VERTEX_LIGHTING + diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a); + specular_light *= mix(1.0, shadow, specular_light_interp.a); +#endif + #undef BIAS_FUNC } // shadows @@ -2055,6 +2233,8 @@ void fragment_shader(in SceneData scene_data) { } #endif // SHADOWS_DISABLED +#ifndef USE_VERTEX_LIGHTING + for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { break; @@ -2175,8 +2355,10 @@ void fragment_shader(in SceneData scene_data) { diffuse_light, specular_light); } +#endif // USE_VERTEX_LIGHTING } +#ifndef USE_VERTEX_LIGHTING { //omni lights uint cluster_omni_offset = cluster_offset; @@ -2320,6 +2502,8 @@ void fragment_shader(in SceneData scene_data) { } } } +#endif // !USE_VERTEX_LIGHTING +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) #ifdef USE_SHADOW_TO_OPACITY #ifndef MODE_RENDER_DEPTH @@ -2334,8 +2518,6 @@ void fragment_shader(in SceneData scene_data) { #endif // !MODE_RENDER_DEPTH #endif // USE_SHADOW_TO_OPACITY -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - #ifdef MODE_RENDER_DEPTH #ifdef MODE_RENDER_SDF diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 17c7b756c3f..e7ce44bce2d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -105,7 +105,16 @@ layout(location = 4) mediump out vec2 uv2_interp; layout(location = 5) mediump out vec3 tangent_interp; layout(location = 6) mediump out vec3 binormal_interp; #endif +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) +layout(location = 7) highp out vec4 diffuse_light_interp; +layout(location = 8) highp out vec4 specular_light_interp; +layout(constant_id = 9) const bool sc_disable_omni_lights = false; +layout(constant_id = 10) const bool sc_disable_spot_lights = false; +layout(constant_id = 12) const bool sc_disable_directional_lights = false; + +#include "../scene_forward_vertex_lights_inc.glsl" +#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) #ifdef MATERIAL_UNIFORMS_USED /* clang-format off */ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms { @@ -185,6 +194,7 @@ void main() { mat4 model_matrix = instances.data[draw_call.instance_index].transform; mat4 inv_view_matrix = scene_data.inv_view_matrix; + #ifdef USE_DOUBLE_PRECISION vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]); model_matrix[0][3] = 0.0; @@ -448,6 +458,107 @@ void main() { binormal_interp = binormal; #endif +// VERTEX LIGHTING +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - eye_offset); +#else + vec3 view = -normalize(vertex_interp); +#endif + + diffuse_light_interp = vec4(0.0); + specular_light_interp = vec4(0.0); + + if (!sc_disable_omni_lights) { + uint light_indices = instances.data[draw_call.instance_index].omni_lights.x; + for (uint i = 0; i < 8; i++) { + uint light_index = light_indices & 0xFF; + if (i == 3) { + light_indices = instances.data[draw_call.instance_index].omni_lights.y; + } else { + light_indices = light_indices >> 8; + } + + if (light_index == 0xFF) { + break; + } + + light_process_omni_vertex(light_index, vertex, view, normal, roughness, + diffuse_light_interp.rgb, specular_light_interp.rgb); + } + } + + if (!sc_disable_spot_lights) { + uint light_indices = instances.data[draw_call.instance_index].spot_lights.x; + for (uint i = 0; i < 8; i++) { + uint light_index = light_indices & 0xFF; + if (i == 3) { + light_indices = instances.data[draw_call.instance_index].spot_lights.y; + } else { + light_indices = light_indices >> 8; + } + + if (light_index == 0xFF) { + break; + } + + light_process_spot_vertex(light_index, vertex, view, normal, roughness, + diffuse_light_interp.rgb, specular_light_interp.rgb); + } + } + + if (!sc_disable_directional_lights) { + // We process the first directional light separately as it may have shadows. + vec3 directional_diffuse = vec3(0.0); + vec3 directional_specular = vec3(0.0); + + for (uint i = 0; i < scene_data.directional_light_count; i++) { + if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { + continue; // Not masked, skip. + } + + if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip. + } + if (i == 0) { + light_compute_vertex(normal, directional_lights.data[0].direction, view, + directional_lights.data[0].color * directional_lights.data[0].energy, + true, roughness, + directional_diffuse, + directional_specular); + } else { + light_compute_vertex(normal, directional_lights.data[i].direction, view, + directional_lights.data[i].color * directional_lights.data[i].energy, + true, roughness, + diffuse_light_interp.rgb, + specular_light_interp.rgb); + } + } + + // Calculate the contribution from the shadowed light so we can scale the shadows accordingly. + float diff_avg = dot(diffuse_light_interp.rgb, vec3(0.33333)); + float diff_dir_avg = dot(directional_diffuse, vec3(0.33333)); + if (diff_avg > 0.0) { + diffuse_light_interp.a = diff_dir_avg / (diff_avg + diff_dir_avg); + } else { + diffuse_light_interp.a = 1.0; + } + + diffuse_light_interp.rgb += directional_diffuse; + + float spec_avg = dot(specular_light_interp.rgb, vec3(0.33333)); + float spec_dir_avg = dot(directional_specular, vec3(0.33333)); + if (spec_avg > 0.0) { + specular_light_interp.a = spec_dir_avg / (spec_avg + spec_dir_avg); + } else { + specular_light_interp.a = 1.0; + } + + specular_light_interp.rgb += directional_specular; + } + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) + #ifdef MODE_RENDER_DEPTH #ifdef MODE_DUAL_PARABOLOID @@ -564,6 +675,11 @@ layout(location = 5) mediump in vec3 tangent_interp; layout(location = 6) mediump in vec3 binormal_interp; #endif +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING) +layout(location = 7) highp in vec4 diffuse_light_interp; +layout(location = 8) highp in vec4 specular_light_interp; +#endif + #ifdef MODE_DUAL_PARABOLOID layout(location = 9) highp in float dp_clip; @@ -709,7 +825,7 @@ layout(location = 0) out mediump vec4 frag_color; #include "../scene_forward_aa_inc.glsl" -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) // && !defined(USE_VERTEX_LIGHTING) // Default to SPECULAR_SCHLICK_GGX. #if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) @@ -718,7 +834,7 @@ layout(location = 0) out mediump vec4 frag_color; #include "../scene_forward_lights_inc.glsl" -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && !defined(USE_VERTEX_LIGHTING) #ifndef MODE_RENDER_DEPTH @@ -1401,6 +1517,10 @@ void main() { // LIGHTING #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) +#ifdef USE_VERTEX_LIGHTING + diffuse_light += diffuse_light_interp.rgb; + specular_light += specular_light_interp.rgb * f0; +#endif if (!sc_disable_directional_lights) { //directional light #ifndef SHADOWS_DISABLED @@ -1408,10 +1528,12 @@ void main() { uint shadow0 = 0; uint shadow1 = 0; - for (uint i = 0; i < 8; i++) { - if (i >= scene_data.directional_light_count) { - break; - } +#ifdef USE_VERTEX_LIGHTING + // Only process the first light's shadow for vertex lighting. + for (uint i = 0; i < 1; i++) { +#else + for (uint i = 0; i < scene_data.directional_light_count; i++) { +#endif if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { continue; //not masked @@ -1419,164 +1541,6 @@ void main() { float shadow = 1.0; - // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support. - // Not sure if there is a reason to change this seeing directional lights are part of our global data - // Should think about whether we may want to move this code into an include file or function?? - -#ifdef USE_SOFT_SHADOWS - //version with soft shadows, more expensive - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -vertex.z; - - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 0) - - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.x; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 1) - - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.y; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 2) - - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.z; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - } else { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 3) - - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.w; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - } - - if (directional_lights.data[i].blend_splits) { - float pssm_blend; - float shadow2; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 1) - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.y; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - - pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 2) - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.z; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 3) - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.w; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); - } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); - } - - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - } else { - pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) - } - - pssm_blend = sqrt(pssm_blend); - - shadow = mix(shadow, shadow2, pssm_blend); - } - - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance - -#undef BIAS_FUNC - } -#else - // Soft shadow disabled version - if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; @@ -1667,6 +1631,10 @@ void main() { shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance +#ifdef USE_VERTEX_LIGHTING + diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a); + specular_light *= mix(1.0, shadow, specular_light_interp.a); +#endif #undef BIAS_FUNC } #endif @@ -1678,13 +1646,8 @@ void main() { } } -#endif // SHADOWS_DISABLED - - for (uint i = 0; i < 8; i++) { - if (i >= scene_data.directional_light_count) { - break; - } - +#ifndef USE_VERTEX_LIGHTING + for (uint i = 0; i < scene_data.directional_light_count; i++) { if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { continue; //not masked } @@ -1703,8 +1666,8 @@ void main() { #endif blur_shadow(shadow); -#ifdef DEBUG_DRAW_PSSM_SPLITS vec3 tint = vec3(1.0); +#ifdef DEBUG_DRAW_PSSM_SPLITS if (-vertex.z < directional_lights.data[i].shadow_split_offsets.x) { tint = vec3(1.0, 0.0, 0.0); } else if (-vertex.z < directional_lights.data[i].shadow_split_offsets.y) { @@ -1718,12 +1681,10 @@ void main() { shadow = 1.0; #endif - light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, -#ifndef DEBUG_DRAW_PSSM_SPLITS - directional_lights.data[i].color * directional_lights.data[i].energy, -#else + float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0; + + light_compute(normal, directional_lights.data[i].direction, view, size_A, directional_lights.data[i].color * directional_lights.data[i].energy * tint, -#endif true, shadow, f0, orms, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -1744,15 +1705,14 @@ void main() { #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, -#endif -#ifdef USE_SOFT_SHADOW - directional_lights.data[i].size, #endif diffuse_light, specular_light); } +#endif // USE_VERTEX_LIGHTING } //directional light +#ifndef USE_VERTEX_LIGHTING if (!sc_disable_omni_lights) { //omni lights uint light_indices = instances.data[draw_call.instance_index].omni_lights.x; for (uint i = 0; i < 8; i++) { @@ -1771,6 +1731,7 @@ void main() { shadow = blur_shadow(shadow); + // Fragment lighting light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, @@ -1841,6 +1802,9 @@ void main() { diffuse_light, specular_light); } } //spot lights +#endif // !VERTEX_LIGHTING + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) #ifdef USE_SHADOW_TO_OPACITY #ifndef MODE_RENDER_DEPTH @@ -1855,8 +1819,6 @@ void main() { #endif // !MODE_RENDER_DEPTH #endif // USE_SHADOW_TO_OPACITY -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - #ifdef MODE_RENDER_DEPTH #ifdef MODE_RENDER_MATERIAL diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_vertex_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_vertex_lights_inc.glsl new file mode 100644 index 00000000000..e962c8f7f33 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/scene_forward_vertex_lights_inc.glsl @@ -0,0 +1,82 @@ +// Simplified versions of light functions intended for the vertex shader. + +// Eyeballed approximation of `exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25`. +// Uses slightly more FMA instructions (2x rate) to avoid special instructions (0.25x rate). +// Range is reduced to [0.64,4977] from [068,2,221,528] which makes mediump feasible for the rest of the shader. +mediump float roughness_to_shininess(mediump float roughness) { + mediump float r = 1.2 - roughness; + mediump float r2 = r * r; + return r * r2 * r2 * 2000.0; +} + +void light_compute_vertex(vec3 N, vec3 L, vec3 V, vec3 light_color, bool is_directional, float roughness, + inout vec3 diffuse_light, inout vec3 specular_light) { + float NdotL = min(dot(N, L), 1.0); + float cNdotL = max(NdotL, 0.0); // clamped NdotL + +#if defined(DIFFUSE_LAMBERT_WRAP) + // Energy conserving lambert wrap shader. + // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ + float diffuse_brdf_NL = max(0.0, (cNdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI); +#else + // lambert + float diffuse_brdf_NL = cNdotL * (1.0 / M_PI); +#endif + + diffuse_light += light_color * diffuse_brdf_NL; + +#if !defined(SPECULAR_DISABLED) + float specular_brdf_NL = 0.0; + // Normalized blinn always unless disabled. + vec3 H = normalize(V + L); + float cNdotH = clamp(dot(N, H), 0.0, 1.0); + float shininess = roughness_to_shininess(roughness); + float blinn = pow(cNdotH, shininess); + blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)) * cNdotL; + specular_brdf_NL = blinn; + specular_light += specular_brdf_NL * light_color; +#endif +} + +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_vertex(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, + inout vec3 diffuse_light, inout vec3 specular_light) { + vec3 light_rel_vec = omni_lights.data[idx].position - vertex; + float light_length = length(light_rel_vec); + float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation); + vec3 color = omni_lights.data[idx].color * omni_attenuation; + + light_compute_vertex(normal, normalize(light_rel_vec), eye_vec, color, false, roughness, + diffuse_light, + specular_light); +} + +void light_process_spot_vertex(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, + inout vec3 diffuse_light, + inout vec3 specular_light) { + vec3 light_rel_vec = spot_lights.data[idx].position - vertex; + float light_length = length(light_rel_vec); + float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation); + vec3 spot_dir = spot_lights.data[idx].direction; + + // This conversion to a highp float is crucial to prevent light leaking + // due to precision errors in the following calculations (cone angle is mediump). + highp float cone_angle = spot_lights.data[idx].cone_angle; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cone_angle)); + + spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation); + vec3 color = spot_lights.data[idx].color * spot_attenuation; + float specular_amount = spot_lights.data[idx].specular_amount; + + light_compute_vertex(normal, normalize(light_rel_vec), eye_vec, color, false, roughness, + diffuse_light, specular_light); +} diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 0ad56961c0c..5c850802981 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -3580,8 +3580,7 @@ void RenderingServer::init() { GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"), 0); - GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false); - GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true); + GLOBAL_DEF_RST("rendering/shading/overrides/force_vertex_shading", false); GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false); GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);