ioq3quest/code/renderergl2/glsl/lightall_vp.glsl
Zack Middleton 11337c9fa2 OpenGL2: Add GPU vertex skinning for IQM models
Using GPU vertex skinning is significantly faster than CPU vertex
skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and
R_VaoPackTangent() each vertex each frame which causes CPU vertex
skinning to be significantly slower than OpenGL1 renderer.
2018-07-27 17:40:25 -05:00

263 lines
7.2 KiB
GLSL

attribute vec4 attr_TexCoord0;
#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)
attribute vec4 attr_TexCoord1;
#endif
attribute vec4 attr_Color;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
attribute vec4 attr_Tangent;
#if defined(USE_VERTEX_ANIMATION)
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
attribute vec4 attr_Tangent2;
#elif defined(USE_BONE_ANIMATION)
attribute vec4 attr_BoneIndexes;
attribute vec4 attr_BoneWeights;
#endif
#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
attribute vec3 attr_LightDirection;
#endif
#if defined(USE_DELUXEMAP)
uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
uniform vec3 u_ViewOrigin;
#endif
#if defined(USE_TCGEN)
uniform int u_TCGen0;
uniform vec3 u_TCGen0Vector0;
uniform vec3 u_TCGen0Vector1;
uniform vec3 u_LocalViewOrigin;
#endif
#if defined(USE_TCMOD)
uniform vec4 u_DiffuseTexMatrix;
uniform vec4 u_DiffuseTexOffTurb;
#endif
uniform mat4 u_ModelViewProjectionMatrix;
uniform vec4 u_BaseColor;
uniform vec4 u_VertColor;
#if defined(USE_MODELMATRIX)
uniform mat4 u_ModelMatrix;
#endif
#if defined(USE_VERTEX_ANIMATION)
uniform float u_VertexLerp;
#elif defined(USE_BONE_ANIMATION)
uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
#endif
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform float u_LightRadius;
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
uniform vec4 u_PrimaryLightOrigin;
uniform float u_PrimaryLightRadius;
#endif
varying vec4 var_TexCoords;
varying vec4 var_Color;
#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
varying vec4 var_ColorAmbient;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
varying vec4 var_PrimaryLightDir;
#endif
#if defined(USE_TCGEN)
vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)
{
vec2 tex = attr_TexCoord0.st;
if (TCGen == TCGEN_LIGHTMAP)
{
tex = attr_TexCoord1.st;
}
else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
{
vec3 viewer = normalize(u_LocalViewOrigin - position);
vec2 ref = reflect(viewer, normal).yz;
tex.s = ref.x * -0.5 + 0.5;
tex.t = ref.y * 0.5 + 0.5;
}
else if (TCGen == TCGEN_VECTOR)
{
tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1));
}
return tex;
}
#endif
#if defined(USE_TCMOD)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
{
float amplitude = offTurb.z;
float phase = offTurb.w * 2.0 * M_PI;
vec2 st2;
st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
vec2 offsetPos = vec2(position.x + position.z, position.y);
vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
return st2 + texOffset * amplitude;
}
#endif
float CalcLightAttenuation(float point, float normDist)
{
// zero light at 1.0, approximating q3 style
// also don't attenuate directional light
float attenuation = (0.5 * normDist - 1.5) * point + 1.0;
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation = max(attenuation, 0.0);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
return attenuation;
}
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp);
#endif
#elif defined(USE_BONE_ANIMATION)
mat4 vtxMat = u_BoneMatrix[int(attr_BoneIndexes.x)] * attr_BoneWeights.x;
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.y)] * attr_BoneWeights.y;
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.z)] * attr_BoneWeights.z;
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.w)] * attr_BoneWeights.w;
mat3 nrmMat = mat3(cross(vtxMat[1].xyz, vtxMat[2].xyz), cross(vtxMat[2].xyz, vtxMat[0].xyz), cross(vtxMat[0].xyz, vtxMat[1].xyz));
vec3 position = vec3(vtxMat * vec4(attr_Position, 1.0));
vec3 normal = normalize(nrmMat * attr_Normal);
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = normalize(nrmMat * attr_Tangent.xyz);
#endif
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal;
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = attr_Tangent.xyz;
#endif
#endif
#if defined(USE_TCGEN)
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
vec2 texCoords = attr_TexCoord0.st;
#endif
#if defined(USE_TCMOD)
var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
#else
var_TexCoords.xy = texCoords;
#endif
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
#if defined(USE_MODELMATRIX)
position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 bitangent = cross(normal, tangent) * attr_Tangent.w;
#endif
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif
#endif
#if defined(USE_LIGHTMAP)
var_TexCoords.zw = attr_TexCoord1.st;
#endif
var_Color = u_VertColor * attr_Color + u_BaseColor;
#if defined(USE_LIGHT_VECTOR)
#if defined(USE_FAST_LIGHT)
float sqrLightDist = dot(L, L);
float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0);
float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight;
#else
var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb;
var_Color.rgb *= u_DirectedLight;
#if defined(USE_PBR)
var_ColorAmbient.rgb *= var_ColorAmbient.rgb;
#endif
#endif
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR)
var_Color.rgb *= var_Color.rgb;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w);
var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT_VECTOR)
var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
#else
var_LightDir = vec4(L, 0.0);
#endif
#if defined(USE_DELUXEMAP)
var_LightDir -= u_EnableTextures.y * var_LightDir;
#endif
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 viewDir = u_ViewOrigin - position;
// store view direction in tangent space to save on varyings
var_Normal = vec4(normal, viewDir.x);
var_Tangent = vec4(tangent, viewDir.y);
var_Bitangent = vec4(bitangent, viewDir.z);
#endif
}