f61f98fe6f
currently world-only shadows, and inefficient to compute.
339 lines
10 KiB
GLSL
339 lines
10 KiB
GLSL
!!samps diffuse normalmap specular shadowmap upper lower reflectmask reflectcube projectionmap
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!!cvarf r_glsl_offsetmapping=0
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!!cvarf gl_specular=0
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!!cvarf r_glsl_offsetmapping_scale=0.04
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!!cvari r_glsl_pcf=5
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!!permu BUMP
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!!permu UPPERLOWER
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!!permu REFLECTCUBEMASK
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!!argb pcf=0
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!!argb spot=0
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!!argb cube=0
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!!permu FOG
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!!cvarb r_fog_exp2=true
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//!!permu FRAMEBLEND
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//!!permu SKELETAL
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#include "sys/defs.h"
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//const bool UPPERLOWER = false;
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//const bool REFLECTCUBEMASK = false;
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//const bool BUMP = true;
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//const float cvar_gl_specular = 1.0;
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//const int cvar_r_glsl_pcf = 5;
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//const float cvar_r_glsl_offsetmapping = 0.0;
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//const float cvar_r_glsl_offsetmapping_scale = 0.04;
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//layout(constant_id=1) const bool arg_pcf = true;
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//layout(constant_id=2) const bool arg_spot = false;
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//layout(constant_id=3) const bool arg_cube = false;
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#define USE_ARB_SHADOW
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#ifndef USE_ARB_SHADOW
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//fall back on regular samplers if we must
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#define sampler2DShadow sampler2D
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#else
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#define shadow2D texture
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#endif
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//this is the main shader responsible for realtime dlights.
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//texture units:
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//PCF(shadowmap)
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//CUBEPROJ(projected cubemap)
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//SPOT(projected circle
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//CUBESHADOW
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#if 0 && defined(GL_ARB_texture_gather) && defined(PCF)
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#extension GL_ARB_texture_gather : enable
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#endif
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//if there's no vertex normals known, disable some stuff.
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//FIXME: this results in dupe permutations.
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#ifdef NOBUMP
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#undef SPECULAR
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#undef BUMP
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#undef OFFSETMAPPING
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#endif
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layout(location = 0) varying vec2 tc;
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layout(location = 1) varying vec3 lightvector;
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layout(location = 2) varying vec3 eyevector;
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layout(location = 3) varying vec4 vtexprojcoord;
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layout(location = 4) varying mat3 invsurface;
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#ifdef RAY_QUERY
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layout(location = 7) varying vec3 wcoord;
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#endif
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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void main ()
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{
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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tc = v_texcoord; //pass the texture coords straight through
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vec3 lightminusvertex = (m_modelinv*vec4(l_lightposition,1.0)).xyz - w.xyz;
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if (true)//BUMP || SPECULAR)
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{
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//the light direction relative to the surface normal, for bumpmapping.
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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}
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else
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lightvector = lightminusvertex;
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if (SPECULAR || OFFSETMAPPING || REFLECTCUBEMASK)
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{
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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}
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if (REFLECTCUBEMASK)
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{
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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}
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if (arg_pcf || arg_spot || arg_cube)
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{
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = l_cubematrix*m_model*vec4(w.xyz, 1.0);
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}
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#ifdef RAY_QUERY
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wcoord = vec3(m_model*vec4(w+n*0.1, 1.0)); //push it half a qu away from the face, so we're less likely to get precision errors in the rays.
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#ifdef RAY_QUERY
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float RayQueryFilter(void)
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{
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rayQueryEXT rq;
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//FIXME: no ortho
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#define l_origin e_eyepos
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rayQueryInitializeEXT(rq, toplevelaccel, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, l_lightposition, 0.0, wcoord-l_lightposition, 1.0);
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rayQueryProceedEXT(rq);
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//TODO: filter it through blended stuff, and alpha-tested stuff.
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return float(rayQueryGetIntersectionTypeEXT(rq, true) == gl_RayQueryCommittedIntersectionNoneEXT);
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}
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#else
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//uniform vec4 l_shadowmapproj; //light projection matrix info
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//uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale.
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vec3 ShadowmapCoord(void)
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{
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if (arg_spot)
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{
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//bias it. don't bother figuring out which side or anything, its not needed
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//l_projmatrix contains the light's projection matrix so no other magic needed
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return ((vtexprojcoord.yxz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, -1.0, 1.0)) * vec3(0.5, -0.5, 0.5);
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}
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// else if (CUBESHADOW)
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// {
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// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
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// #define dosamp(x,y) shadowCube(s_shadowmap, shadowcoord + vec2(x,y)*texscale.xy).r
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// }
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//figure out which axis to use
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//texture is arranged thusly:
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//forward left up
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//back right down
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vec3 dir = abs(vtexprojcoord.xyz);
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//assume z is the major axis (ie: forward from the light)
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vec3 t = vtexprojcoord.xyz;
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float ma = dir.z;
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vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5);
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if (dir.x > ma)
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{
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ma = dir.x;
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t = vtexprojcoord.zyx;
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axis.x = 0.5;
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}
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if (dir.y > ma)
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{
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ma = dir.y;
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t = vtexprojcoord.xzy;
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axis.x = 2.5/3.0;
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}
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//if the axis is negative, flip it.
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if (t.z > 0.0)
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{
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axis.y = 1.5/2.0;
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t.z = -t.z;
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}
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//we also need to pass the result through the light's projection matrix too
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//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
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//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
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//the resulting z is prescaled to result in a value between -0.5 and 0.5.
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//also make sure we're in the right quadrant type thing
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return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);
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}
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float ShadowmapFilter(void)
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{
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vec3 shadowcoord = ShadowmapCoord();
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#if 0//def GL_ARB_texture_gather
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vec2 ipart, fpart;
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#define dosamp(x,y) textureGatherOffset(s_shadowmap, ipart.xy, vec2(x,y)))
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vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));
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vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));
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vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));
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vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));
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//we now have 4*4 results, woo
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//we can just average them for 1/16th precision, but that's still limited graduations
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//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
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vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + //middle two rows are full strength
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mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); //top+bottom rows
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return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0)); //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds.
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#else
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#ifdef USE_ARB_SHADOW
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//with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows
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#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
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#else
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//this will probably be a bit blocky.
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#define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z)
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#endif
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float s = 0.0;
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if (cvar_r_glsl_pcf < 5)
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{
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s += dosamp(0.0, 0.0);
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return s;
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}
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else if (cvar_r_glsl_pcf < 9)
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{
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s += dosamp(-1.0, 0.0);
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s += dosamp(0.0, -1.0);
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s += dosamp(0.0, 0.0);
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s += dosamp(0.0, 1.0);
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s += dosamp(1.0, 0.0);
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return s/5.0;
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}
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else
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{
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s += dosamp(-1.0, -1.0);
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s += dosamp(-1.0, 0.0);
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s += dosamp(-1.0, 1.0);
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s += dosamp(0.0, -1.0);
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s += dosamp(0.0, 0.0);
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s += dosamp(0.0, 1.0);
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s += dosamp(1.0, -1.0);
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s += dosamp(1.0, 0.0);
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s += dosamp(1.0, 1.0);
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return s/9.0;
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}
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#endif
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}
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#endif
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#include "sys/offsetmapping.h"
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void main ()
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{
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//read raw texture samples (offsetmapping munges the tex coords first)
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vec2 tcbase;
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if (OFFSETMAPPING)
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tcbase = offsetmap(s_normalmap, tc, eyevector);
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else
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tcbase = tc;
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#if defined(FLAT)
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vec3 bases = vec3(1.0);
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#else
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vec3 bases = vec3(texture2D(s_diffuse, tcbase));
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#endif
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if (UPPERLOWER)
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{
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vec4 uc = texture2D(s_upper, tcbase);
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bases.rgb += uc.rgb*e_uppercolour*uc.a;
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vec4 lc = texture2D(s_lower, tcbase);
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bases.rgb += lc.rgb*e_lowercolour*lc.a;
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}
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vec3 bumps;
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if (BUMP)
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bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5);
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else
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bumps = vec3(0.0,0.0,1.0);
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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vec3 diff;
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#ifdef NOBUMP
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//surface can only support ambient lighting, even for lights that try to avoid it.
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diff = bases * (l_lightcolourscale.x+l_lightcolourscale.y);
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#else
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vec3 nl = normalize(lightvector);
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if (BUMP)
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
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else
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{
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//we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too.
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
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}
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#endif
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if (SPECULAR)
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{
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vec4 specs = texture2D(s_specular, tcbase);
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vec3 halfdir = normalize(normalize(eyevector) + nl);
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float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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diff += l_lightcolourscale.z * spec * specs.rgb;
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}
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if (REFLECTCUBEMASK)
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{
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vec3 rtc = reflect(-eyevector, bumps);
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rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
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rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
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diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;
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}
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if (arg_cube)
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{
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/*filter the colour by the cubemap projection*/
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diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
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}
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if (arg_spot)
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{
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/*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/
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if (vtexprojcoord.w < 0.0) discard;
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vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
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colorscale*=1.0-(dot(spot,spot));
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}
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#ifdef RAY_QUERY
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colorscale *= RayQueryFilter();
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#else
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if (arg_pcf)
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{
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/*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/
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//diff.rgb = (vtexprojcoord.xyz/vtexprojcoord.w) * 0.5 + 0.5;
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colorscale *= ShadowmapFilter();
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// diff = ShadowmapCoord();
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}
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#endif
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#if defined(PROJECTION)
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/*2d projection, not used*/
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// diff *= texture2d(s_projectionmap, shadowcoord);
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#endif
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gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);
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gl_FragColor.a = 1.0;
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}
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#endif
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