add support for soft shadows to the lightmapper

This commit is contained in:
Priyansh Rathi
2022-06-15 04:25:53 +05:30
parent 307dfa9fe9
commit e995764e50
6 changed files with 104 additions and 51 deletions

View File

@ -316,19 +316,24 @@ void main() {
for (uint i = 0; i < params.light_count; i++) {
vec3 light_pos;
float dist;
float attenuation;
float soft_shadowing_disk_size;
if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) {
vec3 light_vec = lights.data[i].direction;
light_pos = position - light_vec * length(params.world_size);
dist = length(params.world_size);
attenuation = 1.0;
soft_shadowing_disk_size = lights.data[i].size;
} else {
light_pos = lights.data[i].position;
float d = distance(position, light_pos);
if (d > lights.data[i].range) {
dist = distance(position, light_pos);
if (dist > lights.data[i].range) {
continue;
}
soft_shadowing_disk_size = lights.data[i].size / dist;
attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
attenuation = get_omni_attenuation(dist, 1.0 / lights.data[i].range, lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(position - light_pos);
@ -352,27 +357,70 @@ void main() {
continue; //no need to do anything
}
if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) {
vec3 light = lights.data[i].color * lights.data[i].energy * attenuation;
if (lights.data[i].static_bake) {
static_light += light;
float penumbra = 0.0;
if (lights.data[i].size > 0.0) {
vec3 light_to_point = -light_dir;
vec3 aux = light_to_point.y < 0.777 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
vec3 light_to_point_tan = normalize(cross(light_to_point, aux));
vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan));
const uint shadowing_rays_check_penumbra_denom = 2;
uint shadowing_ray_count = params.ray_count;
uint hits = 0;
uint noise = random_seed(ivec3(atlas_pos, 43573547 /* some prime */));
vec3 light_disk_to_point = light_to_point;
for (uint j = 0; j < shadowing_ray_count; j++) {
// Optimization:
// Once already traced an important proportion of rays, if all are hits or misses,
// assume we're not in the penumbra so we can infer the rest would have the same result
if (j == shadowing_ray_count / shadowing_rays_check_penumbra_denom) {
if (hits == j) {
// Assume totally lit
hits = shadowing_ray_count;
break;
} else if (hits == 0) {
// Assume totally dark
hits = 0;
break;
}
}
float r = randomize(noise);
float a = randomize(noise) * 2.0 * PI;
vec2 disk_sample = (r * vec2(cos(a), sin(a))) * soft_shadowing_disk_size * lights.data[i].shadow_blur;
light_disk_to_point = normalize(light_to_point + disk_sample.x * light_to_point_tan + disk_sample.y * light_to_point_bitan);
if (trace_ray(position - light_disk_to_point * params.bias, position - light_disk_to_point * dist) == RAY_MISS) {
hits++;
}
}
penumbra = float(hits) / float(shadowing_ray_count);
} else {
if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) {
penumbra = 1.0;
}
}
vec3 light = lights.data[i].color * lights.data[i].energy * attenuation * penumbra;
if (lights.data[i].static_bake) {
static_light += light;
#ifdef USE_SH_LIGHTMAPS
float c[4] = float[](
0.282095, //l0
0.488603 * light_dir.y, //l1n1
0.488603 * light_dir.z, //l1n0
0.488603 * light_dir.x //l1p1
);
float c[4] = float[](
0.282095, //l0
0.488603 * light_dir.y, //l1n1
0.488603 * light_dir.z, //l1n0
0.488603 * light_dir.x //l1p1
);
for (uint j = 0; j < 4; j++) {
sh_accum[j].rgb += light * c[j] * (1.0 / 3.0);
}
for (uint j = 0; j < 4; j++) {
sh_accum[j].rgb += light * c[j] * (1.0 / 3.0);
}
#endif
} else {
dynamic_light += light;
}
} else {
dynamic_light += light;
}
}