"flat in ivec4 light_indices;\n"
"\n"
"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
"\n"
"#line 1 1 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"layout (std140) uniform ub_world_lighting\n"
"{\n"
+" vec4 g_cube_min;\n"
+" vec4 g_cube_inv_range;\n"
+"\n"
" vec4 g_light_colours[3];\n"
" vec4 g_light_directions[3];\n"
" vec4 g_ambient_colour;\n"
" int g_light_preview;\n"
" int g_shadow_samples;\n"
"\n"
+" int g_debug_indices;\n"
+" int g_debug_complexity;\n"
+"\n"
" // g_time ?\n"
"\n"
" //vec4 g_point_light_positions[32];\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
+"vec3 newlight_compute_quadratic( vec3 wnormal, float max_dist,\n"
" vec3 light_colour, vec3 light_pos )\n"
"{\n"
-" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+" vec3 light_delta = light_pos-aWorldCo;\n"
"\n"
-" float quadratic = dot(light_delta,light_delta);\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-" attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );\n"
"\n"
-" return light_colour*attenuation;\n"
+" float falloff = max( 0.0, 1.0-(dist2*max_dist) );\n"
+" return light_colour * attenuation * falloff;\n"
"}\n"
"\n"
"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
" return light_colour*attenuation*falloff;\n"
"}\n"
"\n"
-"#line 12 0 \n"
+"#line 13 0 \n"
"#line 1 2 \n"
"const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
"const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
"}\n"
"\n"
"\n"
-"#line 13 0 \n"
+"#line 14 0 \n"
"\n"
"float sdLine( vec3 p, vec3 a, vec3 b )\n"
"{\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 )\n"
+" {\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
+" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
+" }\n"
+"\n"
+" return light_colour.rgb * attenuation * falloff;\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 1u )\n"
+" {\n"
+" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
+" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u )\n"
+" {\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u )\n"
+" {\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
+"\n"
"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
"{\n"
" world_info world;\n"
" halfview /= fdist;\n"
"\n"
" vec3 total_light = vec3(0.0);\n"
-"\n"
-"\n"
" float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
-" * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
+" * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
" float board_shadow = compute_board_shadow();\n"
"\n"
" total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n"
" halfview, world );\n"
"\n"
-" //total_light += scene_lighting_old( wnormal, world );\n"
-"\n"
-" // Compute the other lights that exist in the map, not effected by the sun\n"
-" // shadow\n"
-"\n"
-" // read lights\n"
-" vec4 light_colour_0 = texelFetch( uLightsArray, light_indices.x*3+0 );\n"
-" vec4 light_colour_1 = texelFetch( uLightsArray, light_indices.y*3+0 );\n"
-" vec4 light_colour_2 = texelFetch( uLightsArray, light_indices.z*3+0 );\n"
-" vec4 light_co_0 = texelFetch( uLightsArray, light_indices.x*3+1 );\n"
-" vec4 light_co_1 = texelFetch( uLightsArray, light_indices.y*3+1 );\n"
-" vec4 light_co_2 = texelFetch( uLightsArray, light_indices.z*3+1 );\n"
-" vec4 light_dir_0 = texelFetch( uLightsArray, light_indices.x*3+2 );\n"
-" vec4 light_dir_1 = texelFetch( uLightsArray, light_indices.y*3+2 );\n"
-" vec4 light_dir_2 = texelFetch( uLightsArray, light_indices.z*3+2 );\n"
-"\n"
-" //return vec3(fract(distance(light_co_0.xyz,aWorldCo)),\n"
-" // fract(distance(light_co_1.xyz,aWorldCo)),\n"
-" // fract(distance(light_co_2.xyz,aWorldCo)));\n"
-"\n"
-" // return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125),\n"
-" // fract(light_indices.z * 0.125 ));\n"
-"\n"
-" total_light += newlight_compute_spot\n"
-" ( \n"
-" wnormal, halfview,\n"
-" light_colour_0.rgb,\n"
-" light_co_0.xyz,\n"
-" light_dir_0\n"
-" ) * board_shadow;\n"
-"\n"
-" total_light += newlight_compute_spot\n"
-" ( \n"
-" wnormal, halfview,\n"
-" light_colour_1.rgb,\n"
-" light_co_1.xyz,\n"
-" light_dir_1\n"
-" ) * board_shadow;\n"
-" total_light += newlight_compute_spot\n"
-" ( \n"
-" wnormal, halfview,\n"
-" light_colour_2.rgb,\n"
-" light_co_2.xyz,\n"
-" light_dir_2\n"
-" ) * board_shadow;\n"
+" vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
"\n"
-" vec3 fog_colour = scene_sky( -halfview, world );\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this should absolutely must be clamped!\n"
" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, aWorldCo, wnormal ) \n"
+" * board_shadow;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, aWorldCo, wnormal )\n"
+" * board_shadow;\n"
+"\n"
+" vec3 fog_colour = scene_sky( -halfview, world );\n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
static GLuint _uniform_scene_position_uBoard0;
static GLuint _uniform_scene_position_uBoard1;
static GLuint _uniform_scene_position_uLightsArray;
+static GLuint _uniform_scene_position_uLightsIndex;
static GLuint _uniform_scene_position_g_world_depth;
static void shader_scene_position_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_scene_position_uMdl,1,GL_FALSE,(float*)m);
_uniform_scene_position_uBoard0 = glGetUniformLocation( _shader_scene_position.id, "uBoard0" );
_uniform_scene_position_uBoard1 = glGetUniformLocation( _shader_scene_position.id, "uBoard1" );
_uniform_scene_position_uLightsArray = glGetUniformLocation( _shader_scene_position.id, "uLightsArray" );
+ _uniform_scene_position_uLightsIndex = glGetUniformLocation( _shader_scene_position.id, "uLightsIndex" );
_uniform_scene_position_g_world_depth = glGetUniformLocation( _shader_scene_position.id, "g_world_depth" );
}
#endif /* SHADER_scene_position_H */