Done with lights and shadows (wonder if i'm missing something..)

This commit is contained in:
Juan Linietsky 2016-11-11 12:27:52 -03:00
parent cacf9ebb7f
commit a7078a4be9
15 changed files with 783 additions and 558 deletions

View file

@ -125,6 +125,7 @@ void RasterizerGLES3::begin_frame(){
storage->update_dirty_shaders();
storage->update_dirty_materials();
scene->iteration();
}
@ -258,7 +259,6 @@ void RasterizerGLES3::register_config() {
GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false);
GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0);
}
RasterizerGLES3::RasterizerGLES3()

File diff suppressed because it is too large Load diff

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@ -8,6 +8,15 @@
class RasterizerSceneGLES3 : public RasterizerScene {
public:
enum ShadowFilterMode {
SHADOW_FILTER_NEAREST,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
};
ShadowFilterMode shadow_filter_mode;
uint64_t shadow_atlas_realloc_tolerance_msec;
@ -27,6 +36,7 @@ public:
struct State {
bool texscreen_copied;
int current_blend_mode;
float current_line_width;
@ -73,6 +83,22 @@ public:
GLuint skybox_verts;
GLuint skybox_array;
GLuint directional_ubo;
GLuint spot_array_ubo;
GLuint omni_array_ubo;
uint32_t ubo_light_size;
uint8_t *spot_array_tmp;
uint8_t *omni_array_tmp;
int max_ubo_lights;
int max_forward_lights_per_object;
int spot_light_count;
int omni_light_count;
int directional_light_count;
bool cull_front;
} state;
@ -204,6 +230,22 @@ public:
/* LIGHT INSTANCE */
struct LightDataUBO {
float light_pos_inv_radius[4];
float light_direction_attenuation[4];
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 shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
float shadow_matrix2[16];
float shadow_matrix3[16];
float shadow_matrix4[16];
float shadow_split_offsets[4];
};
struct LightInstance : public RID_Data {
struct ShadowTransform {
@ -214,20 +256,6 @@ public:
float split;
};
struct LightDataUBO {
float light_pos_inv_radius[4];
float light_direction_attenuation[4];
float light_color_energy[4];
float light_params[4]; //cone attenuation, specular, shadow darkening,
float light_clamp[4]; //cone attenuation, specular, shadow darkening,
float shadow_split_offsets[4];
float shadow_matrix1[16];
float shadow_matrix2[16];
float shadow_matrix3[16];
float shadow_matrix4[16];
} light_ubo_data;
ShadowTransform shadow_transform[4];
@ -241,8 +269,6 @@ public:
Vector3 spot_vector;
float linear_att;
GLuint light_ubo;
uint64_t shadow_pass;
uint64_t last_scene_pass;
uint64_t last_scene_shadow_pass;
@ -280,14 +306,16 @@ public:
SORT_FLAG_INSTANCING=2,
MAX_DIRECTIONAL_LIGHTS=16,
MAX_LIGHTS=4096,
SORT_KEY_DEPTH_LAYER_SHIFT=58,
SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important
SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important
SORT_KEY_LIGHT_INDEX_UNSHADED=uint64_t(0xF) << SORT_KEY_LIGHT_TYPE_SHIFT, //type is most important
SORT_KEY_LIGHT_MASK=(uint64_t(0xFFFFF) << SORT_KEY_LIGHT_INDEX_SHIFT), //type is most important
SORT_KEY_MATERIAL_INDEX_SHIFT=22,
SORT_KEY_GEOMETRY_INDEX_SHIFT=6,
SORT_KEY_GEOMETRY_TYPE_SHIFT=2,
SORT_KEY_DEPTH_LAYER_SHIFT=60,
SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59,
SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58,
SORT_KEY_SHADING_SHIFT=58,
SORT_KEY_SHADING_MASK=3,
SORT_KEY_MATERIAL_INDEX_SHIFT=40,
SORT_KEY_GEOMETRY_INDEX_SHIFT=20,
SORT_KEY_GEOMETRY_TYPE_SHIFT=15,
SORT_KEY_SKELETON_FLAG=2,
SORT_KEY_MIRROR_FLAG=1
@ -302,8 +330,6 @@ public:
RasterizerStorageGLES3::Material *material;
RasterizerStorageGLES3::GeometryOwner *owner;
uint64_t sort_key;
bool *additive_ptr;
bool additive;
};
@ -314,6 +340,7 @@ public:
int element_count;
int alpha_element_count;
void clear() {
element_count=0;
@ -399,12 +426,10 @@ public:
};
LightInstance *directional_light;
LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
LightInstance *directional_light_instances[RenderList::MAX_DIRECTIONAL_LIGHTS];
int directional_light_instance_count;
LightInstance *light_instances[RenderList::MAX_LIGHTS];
int light_instance_count;
RenderList render_list;
@ -414,9 +439,9 @@ public:
_FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light);
_FORCE_INLINE_ void _setup_light(RenderList::Element *e);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add);
_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow);
@ -424,6 +449,7 @@ public:
void _draw_skybox(RID p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform);
void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas);
void _copy_screen();
void _copy_to_front_buffer(Environment *env);
@ -439,6 +465,7 @@ public:
virtual void set_scene_pass(uint64_t p_pass);
void iteration();
void initialize();
void finalize();
RasterizerSceneGLES3();

View file

@ -3169,7 +3169,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
light->param[VS::LIGHT_PARAM_RANGE]=1.0;
light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0;
light->param[VS::LIGHT_PARAM_SHADOW_DARKNESS]=0;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6;
@ -3184,6 +3183,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
light->directional_blend_splits=false;
light->version=0;
@ -3207,7 +3207,6 @@ void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,
case VS::LIGHT_PARAM_RANGE:
case VS::LIGHT_PARAM_SPOT_ANGLE:
case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
case VS::LIGHT_PARAM_SHADOW_DARKNESS:
case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
@ -3230,20 +3229,22 @@ void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){
light->version++;
light->instance_change_notify();
}
void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) {
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->shadow_color=p_color;
}
void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
}
void RasterizerStorageGLES3::light_set_attenuation_texure(RID p_light,RID p_texture){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->projector=p_texture;
}
void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){
@ -3263,12 +3264,6 @@ void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){
light->version++;
light->instance_change_notify();
}
void RasterizerStorageGLES3::light_set_shader(RID p_light,RID p_shader){
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
}
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
@ -3315,6 +3310,26 @@ void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::L
}
void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) {
Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_blend_splits=p_enable;
light->version++;
light->instance_change_notify();
}
bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
const Light * light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light,false);
return light->directional_blend_splits;
}
VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
const Light * light = light_owner.getornull(p_light);

View file

@ -634,12 +634,15 @@ public:
VS::LightType type;
float param[VS::LIGHT_PARAM_MAX];
Color color;
Color shadow_color;
RID projector;
bool shadow;
bool negative;
uint32_t cull_mask;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
VS::LightDirectionalShadowMode directional_shadow_mode;
bool directional_blend_splits;
uint64_t version;
};
@ -650,17 +653,19 @@ public:
virtual void light_set_color(RID p_light,const Color& p_color);
virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value);
virtual void light_set_shadow(RID p_light,bool p_enabled);
virtual void light_set_shadow_color(RID p_light,const Color& p_color);
virtual void light_set_projector(RID p_light,RID p_texture);
virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
virtual void light_set_negative(RID p_light,bool p_enable);
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
virtual void light_set_shader(RID p_light,RID p_shader);
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail);
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
virtual void light_directional_set_blend_splits(RID p_light,bool p_enable);
virtual bool light_directional_get_blend_splits(RID p_light) const;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);

View file

@ -228,8 +228,15 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
#endif
int define_line_ofs=1;
for(int i=0;i<custom_defines.size();i++) {
strings.push_back(custom_defines[i].get_data());
define_line_ofs++;
}
for(int j=0;j<conditional_count;j++) {
bool enable=((1<<j)&conditional_version.version);
@ -242,6 +249,8 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
}
}
//keep them around during the function
CharString code_string;

View file

@ -175,6 +175,8 @@ private:
CharString vertex_code2;
CharString vertex_code3;
Vector<CharString> custom_defines;
int base_material_tex_index;
Version * get_current_version();
@ -357,6 +359,10 @@ public:
void set_base_material_tex_index(int p_idx);
void add_custom_define(const String& p_define) {
custom_defines.push_back(p_define.utf8());
}
virtual ~ShaderGLES3();
};

View file

@ -68,24 +68,26 @@ layout(std140) uniform SceneData { //ubo:0
uniform highp mat4 world_transform;
#ifdef USE_FORWARD_LIGHTING
#ifdef USE_LIGHT_DIRECTIONAL
layout(std140) uniform LightData { //ubo:3
layout(std140) uniform DirectionalLightData { //ubo:3
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, specular, shadow darkening,
mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_split_offsets;
mediump vec4 shadow_color;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_split_offsets;
};
#endif
/* Varyings */
out highp vec3 vertex_interp;
@ -343,30 +345,71 @@ layout(std140) uniform SceneData {
};
//directional light data
#ifdef USE_FORWARD_LIGHTING
#ifdef USE_LIGHT_DIRECTIONAL
layout(std140) uniform LightData {
layout(std140) uniform DirectionalLightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, specular, shadow darkening, shadow enabled
mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_split_offsets;
mediump vec4 shadow_color;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_split_offsets;
};
#endif
uniform highp sampler2DShadow directional_shadow; //texunit:-4
#endif
//omni and spot
struct LightData {
highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
mediump vec4 shadow_color;
highp mat4 shadow_matrix;
};
layout(std140) uniform OmniLightData { //ubo:4
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
layout(std140) uniform SpotLightData { //ubo:5
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform highp sampler2DShadow shadow_atlas; //texunit:-3
#ifdef USE_FORWARD_LIGHTING
uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
uniform int omni_light_count;
uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
uniform int spot_light_count;
#endif
#ifdef USE_MULTIPLE_RENDER_TARGETS
layout(location=0) out vec4 diffuse_buffer;
@ -415,18 +458,51 @@ float specularGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
return dotNL * D * F * vis;
}
void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 diffuse_color, vec3 specular_color, float roughness, float attenuation, inout vec3 diffuse, inout vec3 specular) {
void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
diffuse += max(0.0,dot(normal,light_vec)) * diffuse_color * attenuation;
diffuse += max(0.0,dot(normal,light_vec)) * light_color * diffuse_color;
//specular += specular_ggx( roughness, max(0.0,dot(normal,eye_vec)) ) * specular_color * attenuation;
float s = roughness > 0.0 ? specularGGX(normal,eye_vec,light_vec,roughness,1.0) : 0.0;
specular += s * specular_color * attenuation;
specular += s * light_color * specular_color;
}
float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) {
#ifdef SHADOW_MODE_PCF_13
float avg=textureProj(shadow,vec4(pos,depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x*2.0,0.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x*2.0,0.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y*2.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0));
return avg*(1.0/13.0);
#endif
#ifdef SHADOW_MODE_PCF_5
float avg=textureProj(shadow,vec4(pos,depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0));
avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0));
return avg*(1.0/5.0);
#endif
#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13)
return textureProj(shadow,vec4(pos,depth,1.0));
#endif
}
#ifdef RENDER_SHADOW_DUAL_PARABOLOID
@ -435,6 +511,73 @@ in highp float dp_clip;
#endif
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 albedo, vec3 specular, float roughness, 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;
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) {
//there is a shadowmap
highp vec3 splane=(omni_lights[idx].shadow_matrix * vec4(vertex,1.0)).xyz;
float shadow_len=length(splane);
splane=normalize(splane);
vec4 clamp_rect=omni_lights[idx].light_clamp;
if (splane.z>=0.0) {
splane.z+=1.0;
clamp_rect.y+=clamp_rect.w;
} else {
splane.z=1.0 - splane.z;
//if (clamp_rect.z<clamp_rect.w) {
// clamp_rect.x+=clamp_rect.z;
//} else {
// clamp_rect.y+=clamp_rect.w;
//}
}
splane.xy/=splane.z;
splane.xy=splane.xy * 0.5 + 0.5;
splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w;
splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
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_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,roughness,diffuse_light,specular_light);
}
void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, vec3 specular, float roughness, 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;
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;
float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
float rim = (1.0 - scos) / (1.0 - spot_cutoff);
light_attenuation *= 1.0 - pow( rim, spot_lights[idx].light_params.x);
if (spot_lights[idx].light_params.w>0.5) {
//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));
}
light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,roughness,diffuse_light,specular_light);
}
void main() {
#ifdef RENDER_SHADOW_DUAL_PARABOLOID
@ -561,9 +704,9 @@ FRAGMENT_SHADER_CODE
#endif
#ifdef USE_FORWARD_DIRECTIONAL
#ifdef USE_LIGHT_DIRECTIONAL
float light_attenuation=1.0;
vec3 light_attenuation=vec3(1.0);
#ifdef LIGHT_DIRECTIONAL_SHADOW
@ -589,7 +732,6 @@ FRAGMENT_SHADER_CODE
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
ambient_light=vec3(1.0,0.4,0.4);
#if defined(LIGHT_USE_PSSM_BLEND)
@ -603,7 +745,6 @@ FRAGMENT_SHADER_CODE
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
ambient_light=vec3(0.4,1.0,0.4);
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix3 * vec4(vertex,1.0));
@ -619,7 +760,6 @@ FRAGMENT_SHADER_CODE
highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
ambient_light=vec3(0.4,0.4,1.0);
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix4 * vec4(vertex,1.0));
@ -678,12 +818,12 @@ FRAGMENT_SHADER_CODE
//one one sample
light_attenuation=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp);
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));
#if defined(LIGHT_USE_PSSM_BLEND)
if (use_blend) {
float light_attenuation2=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp);
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);
}
#endif
@ -692,84 +832,24 @@ FRAGMENT_SHADER_CODE
#endif //LIGHT_DIRECTIONAL_SHADOW
light_compute(normal,-light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
light_compute(normal,-light_direction_attenuation.xyz,eye_vec,light_color_energy.rgb*light_attenuation,albedo,specular,roughness,diffuse_light,specular_light);
#endif //USE_FORWARD_DIRECTIONAL
#endif //#USE_LIGHT_DIRECTIONAL
#ifdef USE_FORWARD_OMNI
#ifdef USE_FORWARD_LIGHTING
vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
if (light_params.w>0.5) {
//there is a shadowmap
highp vec3 splane=(shadow_matrix1 * vec4(vertex,1.0)).xyz;
float shadow_len=length(splane);
splane=normalize(splane);
vec4 clamp_rect=light_clamp;
if (splane.z>=0.0) {
splane.z+=1.0;
clamp_rect.y+=clamp_rect.w;
} else {
splane.z=1.0 - splane.z;
//if (clamp_rect.z<clamp_rect.w) {
// clamp_rect.x+=clamp_rect.z;
//} else {
// clamp_rect.y+=clamp_rect.w;
//}
}
splane.xy/=splane.z;
splane.xy=splane.xy * 0.5 + 0.5;
splane.z = shadow_len * light_pos_inv_radius.w;
splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect);
for(int i=0;i<omni_light_count;i++) {
light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,albedo,specular,roughness,diffuse_light,specular_light);
}
light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
#endif //USE_FORWARD_OMNI
#ifdef USE_FORWARD_SPOT
vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex;
float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w;
float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w );
vec3 spot_dir = light_direction_attenuation.xyz;
float spot_cutoff=light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
float rim = (1.0 - scos) / (1.0 - spot_cutoff);
light_attenuation *= 1.0 - pow( rim, light_params.x);
if (light_params.w>0.5) {
//there is a shadowmap
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
splane.xyz/=splane.w;
// splane.xy=splane.xy*0.5+0.5;
//splane.xy=light_clamp.xy+splane.xy*light_clamp.zw;
light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,light_clamp);
for(int i=0;i<spot_light_count;i++) {
light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,albedo,specular,roughness,diffuse_light,specular_light);
}
light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light);
#endif
#endif //USE_FORWARD_SPOT

View file

@ -102,6 +102,17 @@ Color Light::get_color() const{
return color;
}
void Light::set_shadow_color(const Color& p_shadow_color){
shadow_color=p_shadow_color;
VS::get_singleton()->light_set_shadow_color(light,p_shadow_color);
}
Color Light::get_shadow_color() const{
return shadow_color;
}
AABB Light::get_aabb() const {
@ -197,18 +208,18 @@ void Light::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_color","color"), &Light::set_color );
ObjectTypeDB::bind_method(_MD("get_color"), &Light::get_color );
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light/color"), _SCS("set_color"), _SCS("get_color"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/energy"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light/negative"), _SCS("set_negative"), _SCS("is_negative"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask"), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/enabled"), _SCS("set_shadow"), _SCS("has_shadow"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkness"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_DARKNESS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/normal_bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias_split_scale"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/max_distance"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_MAX_DISTANCE);
ObjectTypeDB::bind_method(_MD("set_shadow_color","shadow_color"), &Light::set_shadow_color );
ObjectTypeDB::bind_method(_MD("get_shadow_color"), &Light::get_shadow_color );
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "light/color",PROPERTY_HINT_COLOR_NO_ALPHA), _SCS("set_color"), _SCS("get_color"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/energy",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_ENERGY);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light/negative"), _SCS("set_negative"), _SCS("is_negative"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask",PROPERTY_HINT_ALL_FLAGS), _SCS("set_cull_mask"), _SCS("get_cull_mask"));
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,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS);
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_PROPERTY( PropertyInfo( Variant::BOOL, "editor/editor_only"), _SCS("set_editor_only"), _SCS("is_editor_only"));
BIND_CONSTANT( PARAM_ENERGY );
@ -218,7 +229,6 @@ void Light::_bind_methods() {
BIND_CONSTANT( PARAM_SPOT_ANGLE );
BIND_CONSTANT( PARAM_SPOT_ATTENUATION );
BIND_CONSTANT( PARAM_SHADOW_MAX_DISTANCE );
BIND_CONSTANT( PARAM_SHADOW_DARKNESS );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET );
BIND_CONSTANT( PARAM_SHADOW_SPLIT_3_OFFSET );
@ -250,7 +260,6 @@ Light::Light(VisualServer::LightType p_type) {
set_param(PARAM_SPOT_ANGLE,45);
set_param(PARAM_SPOT_ATTENUATION,1);
set_param(PARAM_SHADOW_MAX_DISTANCE,0);
set_param(PARAM_SHADOW_DARKNESS,0);
set_param(PARAM_SHADOW_SPLIT_1_OFFSET,0.1);
set_param(PARAM_SHADOW_SPLIT_2_OFFSET,0.2);
set_param(PARAM_SHADOW_SPLIT_3_OFFSET,0.5);
@ -291,6 +300,7 @@ DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const {
void DirectionalLight::set_blend_splits(bool p_enable) {
blend_splits=p_enable;
VS::get_singleton()->light_directional_set_blend_splits(light,p_enable);
}
bool DirectionalLight::is_blend_splits_enabled() const {
@ -307,11 +317,13 @@ void DirectionalLight::_bind_methods() {
ObjectTypeDB::bind_method( _MD("set_blend_splits","enabled"),&DirectionalLight::set_blend_splits);
ObjectTypeDB::bind_method( _MD("is_blend_splits_enabled"),&DirectionalLight::is_blend_splits_enabled);
ADD_PROPERTY( PropertyInfo( Variant::INT, "directional/shadow_mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_2"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_3"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional/blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "directional_shadow/mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_1",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_2",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/split_3",PROPERTY_HINT_RANGE,"0,1,0.001"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional_shadow/blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled"));
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/normal_bias",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional_shadow/bias_split_scale",PROPERTY_HINT_RANGE,"0,16,0.01"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS_SPLIT_SCALE);
BIND_CONSTANT( SHADOW_ORTHOGONAL );
BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS );
@ -358,8 +370,8 @@ void OmniLight::_bind_methods() {
ObjectTypeDB::bind_method( _MD("set_shadow_detail","detail"),&OmniLight::set_shadow_detail);
ObjectTypeDB::bind_method( _MD("get_shadow_detail"),&OmniLight::get_shadow_detail);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_mode",PROPERTY_HINT_ENUM,"Dual Paraboloid,Cube"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_detail",PROPERTY_HINT_ENUM,"Vertical,Horizontal"), _SCS("set_shadow_detail"), _SCS("get_shadow_detail"));
@ -374,10 +386,10 @@ OmniLight::OmniLight() : Light( VisualServer::LIGHT_OMNI ) {
void SpotLight::_bind_methods() {
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_angle"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/range",PROPERTY_HINT_RANGE,"0,65536,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_angle",PROPERTY_HINT_RANGE,"0,180,0.1"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE);
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_attenuation",PROPERTY_HINT_EXP_EASING), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION);
}

View file

@ -52,7 +52,6 @@ public:
PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION,
PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE,
PARAM_SHADOW_DARKNESS = VS::LIGHT_PARAM_SHADOW_DARKNESS,
PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
@ -66,6 +65,7 @@ private:
Color color;
float param[PARAM_MAX];
Color shadow_color;
bool shadow;
bool negative;
uint32_t cull_mask;
@ -107,6 +107,9 @@ public:
void set_color(const Color& p_color);
Color get_color() const;
void set_shadow_color(const Color& p_shadow_color);
Color get_shadow_color() const;
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;

View file

@ -78,6 +78,7 @@ public:
Transform transform;
int depth_layer;
uint32_t layer_mask;
//RID sampled_light;
@ -114,6 +115,7 @@ public:
billboard=false;
billboard_y=false;
depth_layer=0;
layer_mask=1;
}
};
@ -295,16 +297,17 @@ public:
virtual void light_set_color(RID p_light,const Color& p_color)=0;
virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value)=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
virtual void light_set_attenuation_texure(RID p_light,RID p_texture)=0;
virtual void light_set_negative(RID p_light,bool p_enable)=0;
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
virtual void light_set_shader(RID p_light,RID p_shader)=0;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail)=0;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
virtual bool light_directional_get_blend_splits(RID p_light) const=0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light)=0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light)=0;

View file

@ -757,16 +757,16 @@ public:
BIND2(light_set_color,RID,const Color&)
BIND3(light_set_param,RID ,LightParam ,float )
BIND2(light_set_shadow,RID ,bool )
BIND2(light_set_shadow_color,RID ,const Color& )
BIND2(light_set_projector,RID,RID )
BIND2(light_set_attenuation_texure,RID,RID )
BIND2(light_set_negative,RID,bool )
BIND2(light_set_cull_mask,RID ,uint32_t )
BIND2(light_set_shader,RID ,RID )
BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode)
BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail)
BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
BIND2(light_directional_set_blend_splits,RID,bool)
/* PROBE API */

View file

@ -1165,7 +1165,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,Camer
float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = false;//rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance);
bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
for (int i=0;i<splits;i++) {

View file

@ -204,7 +204,6 @@ public:
float extra_margin;
uint32_t object_ID;
bool visible;
uint32_t layer_mask;
float lod_begin;
float lod_end;
@ -253,7 +252,6 @@ public:
object_ID=0;
visible=true;
layer_mask=1;
lod_begin=0;
lod_end=0;

View file

@ -357,7 +357,6 @@ public:
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_SHADOW_MAX_DISTANCE,
LIGHT_PARAM_SHADOW_DARKNESS,
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
@ -372,11 +371,10 @@ public:
virtual void light_set_color(RID p_light,const Color& p_color)=0;
virtual void light_set_param(RID p_light,LightParam p_param,float p_value)=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
virtual void light_set_attenuation_texure(RID p_light,RID p_texture)=0;
virtual void light_set_negative(RID p_light,bool p_enable)=0;
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
virtual void light_set_shader(RID p_light,RID p_shader)=0;
// omni light
enum LightOmniShadowMode {
@ -402,6 +400,7 @@ public:
};
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode)=0;
virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
/* PROBE API */