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https://github.com/ZDoom/gzdoom-gles.git
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- clean up the main.fp light handling code so that a single ApplyDynLights function applies all dynamic light
This commit is contained in:
parent
e2cab652d0
commit
eb39e88682
1 changed files with 210 additions and 165 deletions
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@ -221,39 +221,26 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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#endif
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}
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#endif
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//===========================================================================
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//
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// Standard lambertian diffuse light calculation
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//
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//===========================================================================
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float diffuseContribution(vec3 lightDirection, vec3 normal)
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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return max(dot(normal, lightDirection), 0.0f);
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float shadowIndex = abs(lightcolorA) - 1.0;
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return shadowmapAttenuation(lightpos, shadowIndex);
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}
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//===========================================================================
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//
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// Blinn specular light calculation
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//
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//===========================================================================
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#else
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float blinnSpecularContribution(float diffuseContribution, vec3 lightDirection, vec3 faceNormal, float glossiness, float specularLevel)
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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if (diffuseContribution > 0.0f)
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{
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vec3 viewDir = normalize(uCameraPos.xyz - pixelpos.xyz);
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vec3 halfDir = normalize(lightDirection + viewDir);
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float specAngle = max(dot(halfDir, faceNormal), 0.0f);
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float phExp = glossiness * 4.0f;
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return specularLevel * pow(specAngle, phExp);
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}
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else
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{
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return 0.0f;
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}
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return 1.0;
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}
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#endif
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float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float cosDir = dot(lightDirection, spotdir);
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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}
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//===========================================================================
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@ -262,7 +249,7 @@ float blinnSpecularContribution(float diffuseContribution, vec3 lightDirection,
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//
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//===========================================================================
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#if defined(SPECULAR) || defined(PBR)
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#if defined(SPECULAR) || defined(PBR) // To do: create define for when normal map is present
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mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
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{
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// get edge vectors of the pixel triangle
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@ -313,46 +300,118 @@ vec3 ApplyNormalMap()
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#endif
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//===========================================================================
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// Dynamic light material modes begin
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//
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// Calculates the brightness of a dynamic point light
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//
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// To do: move each of the following #if blocks needs to its own file
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//===========================================================================
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vec2 pointLightAttenuation(vec4 lightpos, float lightcolorA)
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#if !defined(NUM_UBO_LIGHTS) && !defined(SHADER_STORAGE_LIGHTS) // Legacy light mode (no lights[] array)
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vec3 ApplyDynLights(vec3 material, vec3 color)
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{
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float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
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if (attenuation == 0.0) return vec2(0.0);
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowIndex = abs(lightcolorA) - 1.0;
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attenuation *= shadowmapAttenuation(lightpos, shadowIndex);
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#endif
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if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag
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return material * clamp(color + desaturate(uDynLightColor).rgb, 0.0, 1.4);
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}
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#elif defined(SPECULAR) // Specular light mode
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vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
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{
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vec4 lightpos = lights[i];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
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if (lightpos.w < lightdistance)
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return vec2(0.0); // Early out lights touching surface but not this fragment
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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if (lightcolorA < 0.0) // Sign bit is the attenuated light flag
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attenuation *= clamp(dot(normal, lightdir), 0.0, 1.0);
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if (attenuation > 0.0) // Skip shadow map test if possible
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attenuation *= shadowAttenuation(lightpos, lightcolorA);
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if (attenuation <= 0.0)
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return vec2(0.0);
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float glossiness = uSpecularMaterial.x;
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float specularLevel = uSpecularMaterial.y;
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vec3 halfdir = normalize(viewdir + lightdir);
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float specAngle = clamp(dot(halfdir, normal), 0.0f, 1.0f);
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float phExp = glossiness * 4.0f;
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return vec2(attenuation, attenuation * specularLevel * pow(specAngle, phExp));
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}
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vec3 ApplyDynLights(vec3 material, vec3 color)
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{
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if (uLightIndex >= 0)
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{
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return vec2(attenuation, 0.0);
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vec4 dynlight = uDynLightColor;
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vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 normal = ApplyNormalMap();
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vec3 viewdir = normalize(uCameraPos.xyz - pixelpos.xyz);
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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// modulated lights
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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vec4 lightcolor = lights[i+1];
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vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
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dynlight.rgb += lightcolor.rgb * attenuation.x;
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specular.rgb += lightcolor.rgb * attenuation.y;
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}
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// subtractive lights
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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vec4 lightcolor = lights[i+1];
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vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
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dynlight.rgb -= lightcolor.rgb * attenuation.x;
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specular.rgb -= lightcolor.rgb * attenuation.y;
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}
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}
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dynlight.rgb = clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
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specular.rgb = clamp(desaturate(specular).rgb, 0.0, 1.4);
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vec4 materialSpec = texture(speculartexture, vTexCoord.st);
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vec3 frag = material * dynlight.rgb + materialSpec.rgb * specular.rgb;
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if (lightRange.w > lightRange.z)
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{
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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// additive lights
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for(int i=lightRange.z; i<lightRange.w; i+=4)
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{
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vec4 lightcolor = lights[i+1];
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vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
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addlight.rgb += lightcolor.rgb * attenuation.x;
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}
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frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
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}
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return frag;
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}
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else
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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vec3 pixelnormal = ApplyNormalMap();
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float diffuseAmount = diffuseContribution(lightDirection, pixelnormal);
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#if defined(SPECULAR)
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float specularAmount = blinnSpecularContribution(diffuseAmount, lightDirection, pixelnormal, uSpecularMaterial.x, uSpecularMaterial.y);
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return vec2(diffuseAmount, specularAmount) * attenuation;
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#else
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return vec2(attenuation * diffuseAmount, 0.0);
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#endif
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return material * clamp(color + desaturate(uDynLightColor).rgb, 0.0, 1.4);
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}
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}
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float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float cosDir = dot(lightDirection, spotdir);
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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}
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#if defined(PBR)
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#elif defined(PBR) // Physically-based-rendering light mode
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const float PI = 3.14159265359;
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@ -411,17 +470,7 @@ float quadraticDistanceAttenuation(vec4 lightpos)
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return attenuation;
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}
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowIndex = abs(lightcolorA) - 1.0;
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return shadowmapAttenuation(lightpos, shadowIndex);
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#else
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return 1.0;
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#endif
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}
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vec3 applyLight(vec3 albedo, vec3 ambientLight)
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vec3 ApplyDynLights(vec3 albedo, vec3 ambientLight)
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{
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vec3 worldpos = pixelpos.xyz;
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@ -439,7 +488,6 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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vec3 Lo = uDynLightColor.rgb;
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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@ -458,7 +506,7 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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float attenuation = quadraticDistanceAttenuation(lightpos) * shadowAttenuation(lightpos, lightcolor.a);
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float attenuation = quadraticDistanceAttenuation(lightpos);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0)
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@ -498,7 +546,7 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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vec3 L = normalize(lightpos.xyz - worldpos);
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vec3 H = normalize(V + L);
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float attenuation = quadraticDistanceAttenuation(lightpos) * shadowAttenuation(lightpos, lightcolor.a);
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float attenuation = quadraticDistanceAttenuation(lightpos);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0)
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@ -527,7 +575,6 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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}
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}
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}
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#endif
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// Pretend we sampled the sector light level from an irradiance map
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@ -555,8 +602,94 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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return pow(color, vec3(1.0 / 2.2));
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}
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#else // Normal dynlight mode
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vec3 lightContribution(int i, vec3 normal)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
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if (lightpos.w < lightdistance)
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return vec3(0.0); // Early out lights touching surface but not this fragment
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
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{
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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attenuation *= clamp(dot(normal, lightdir), 0.0, 1.0);
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}
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if (attenuation > 0.0) // Skip shadow map test if possible
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{
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attenuation *= shadowAttenuation(lightpos, lightcolor.a);
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return lightcolor.rgb * attenuation;
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}
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else
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{
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return vec3(0.0);
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}
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}
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vec3 ApplyDynLights(vec3 material, vec3 color)
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{
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if (uLightIndex >= 0)
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{
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vec4 dynlight = uDynLightColor;
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vec3 normal = ApplyNormalMap();
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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// modulated lights
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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dynlight.rgb += lightContribution(i, normal);
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}
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// subtractive lights
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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dynlight.rgb -= lightContribution(i, normal);
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}
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}
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vec3 frag = material * clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
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if (lightRange.w > lightRange.z)
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{
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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// additive lights
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for(int i=lightRange.z; i<lightRange.w; i+=4)
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{
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addlight.rgb += lightContribution(i, normal);
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}
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frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
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}
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return frag;
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}
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else
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{
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return material * clamp(color + desaturate(uDynLightColor).rgb, 0.0, 1.4);
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}
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}
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#endif
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//===========================================================================
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// Dynamic light material modes end
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//===========================================================================
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//===========================================================================
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//
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// Calculate light
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@ -571,7 +704,7 @@ vec3 applyLight(vec3 albedo, vec3 ambientLight)
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//
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//===========================================================================
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vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfactor)
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vec4 getLightColor(vec4 material, float fogdist, float fogfactor)
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{
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vec4 color = vColor;
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@ -612,63 +745,10 @@ vec4 getLightColor(vec4 material, vec4 materialSpec, float fogdist, float fogfac
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//
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color = ProcessLight(color);
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#if defined(PBR)
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return vec4(applyLight(material.rgb, color.rgb), color.a * vColor.a);
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#else
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//
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// apply dynamic lights (except additive)
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// apply dynamic lights
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//
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vec4 dynlight = uDynLightColor;
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vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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//
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// modulated lights
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//
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec2 attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation.xy *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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dynlight.rgb += lightcolor.rgb * attenuation.x;
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specular.rgb += lightcolor.rgb * attenuation.y;
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}
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//
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// subtractive lights
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//
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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vec2 attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation.xy *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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dynlight.rgb -= lightcolor.rgb * attenuation.x;
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specular.rgb -= lightcolor.rgb * attenuation.y;
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}
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}
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}
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#endif
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color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.0, 1.4);
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specular.rgb = clamp(specular.rgb + desaturate(specular).rgb, 0.0, 1.4);
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// prevent any unintentional messing around with the alpha.
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return vec4(material.rgb * color.rgb + materialSpec.rgb * specular.rgb, material.a * vColor.a);
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#endif
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return vec4(ApplyDynLights(material.rgb, color.rgb), material.a * vColor.a);
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}
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//===========================================================================
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@ -748,42 +828,7 @@ void main()
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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#if defined(SPECULAR)
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vec4 materialSpec = texture(speculartexture, vTexCoord.st);
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#else
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vec4 materialSpec = vec4(0.0);
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#endif
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frag = getLightColor(frag, materialSpec, fogdist, fogfactor);
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#if defined NUM_UBO_LIGHTS || defined SHADER_STORAGE_LIGHTS
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.w > lightRange.z)
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{
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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//
|
||||
// additive lights - these can be done after the alpha test.
|
||||
//
|
||||
for(int i=lightRange.z; i<lightRange.w; i+=4)
|
||||
{
|
||||
vec4 lightpos = lights[i];
|
||||
vec4 lightcolor = lights[i+1];
|
||||
vec4 lightspot1 = lights[i+2];
|
||||
vec4 lightspot2 = lights[i+3];
|
||||
|
||||
float attenuation = pointLightAttenuation(lightpos, lightcolor.a).x;
|
||||
if (lightspot1.w == 1.0)
|
||||
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||
lightcolor.rgb *= attenuation;
|
||||
addlight.rgb += lightcolor.rgb;
|
||||
}
|
||||
frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
frag = getLightColor(frag, fogdist, fogfactor);
|
||||
|
||||
//
|
||||
// colored fog
|
||||
|
|
Loading…
Reference in a new issue