checkin
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.h
index 365cd044bd213b8edc89cd16b39116ad28001e6e..097046fe397afbb628d7e7472c27d9a35d6caa04 100644 (file)
@@ -7,6 +7,7 @@ static struct vg_shader _shader_scene_vertex_blend = {
    .link = shader_scene_vertex_blend_link,
    .vs = 
 {
+.orig_file = "shaders/scene.vs",
 .static_src = 
 "layout (location=0) in vec3  a_co;\n"
 "layout (location=1) in vec4  a_norm;\n"
@@ -36,14 +37,13 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "uniform mat4x3 uMdl;\n"
 "uniform mat4   uPv;\n"
 "uniform mat4   uPvmPrev;\n"
-"uniform samplerBuffer uLightsArray;\n"
 "\n"
 "out vec2 aUv;\n"
 "out vec4 aNorm;\n"
 "out vec3 aCo;\n"
 "out vec3 aWorldCo;\n"
-"flat out vec4 light_colours[3];\n"
-"flat out vec4 light_positions[3];\n"
+"\n"
+"flat out ivec4 light_indices;\n"
 "\n"
 "void main()\n"
 "{\n"
@@ -60,17 +60,12 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   aCo = a_co;\n"
 "   aWorldCo = world_pos0;\n"
 "\n"
-"   // read lights\n"
-"   light_colours[0] = texelFetch( uLightsArray, a_lights.x*2+0 );\n"
-"   light_colours[1] = texelFetch( uLightsArray, a_lights.y*2+0 );\n"
-"   light_colours[2] = texelFetch( uLightsArray, a_lights.z*2+0 );\n"
-"   light_positions[0] = texelFetch( uLightsArray, a_lights.x*2+1 );\n"
-"   light_positions[1] = texelFetch( uLightsArray, a_lights.y*2+1 );\n"
-"   light_positions[2] = texelFetch( uLightsArray, a_lights.z*2+1 );\n"
+"   light_indices = a_lights;\n"
 "}\n"
 ""},
    .fs = 
 {
+.orig_file = "shaders/scene_vertex_blend.fs",
 .static_src = 
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
@@ -85,8 +80,9 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "in vec4 aNorm;\n"
 "in vec3 aCo;\n"
 "in vec3 aWorldCo;\n"
-"flat in vec4 light_colours[3];\n"
-"flat in vec4 light_positions[3];\n"
+"flat in ivec4 light_indices;\n"
+"\n"
+"uniform samplerBuffer uLightsArray;\n"
 "\n"
 "#line       1        1 \n"
 "layout (location = 0) out vec4 oColour;\n"
@@ -100,10 +96,14 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   vec4 g_water_plane;\n"
 "   vec4 g_depth_bounds;\n"
 "   float g_water_fog;\n"
+"   float g_time;\n"
 "   int g_light_count;\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"
@@ -148,7 +148,7 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   return g_ambient_colour.rgb;\n"
 "}\n"
 "\n"
-"float newlight_compute_sun_shadow()\n"
+"float newlight_compute_sun_shadow( vec3 dir )\n"
 "{\n"
 "   if( g_shadow_samples == 0 )\n"
 "   {\n"
@@ -156,7 +156,7 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   }\n"
 "\n"
 "   float fspread = g_light_colours[0].w;\n"
-"   vec3  vdir = g_light_directions[0].xyz;\n"
+"   vec3  vdir = dir;\n"
 "   float flength = g_light_directions[0].w;\n"
 "\n"
 "   float famt = 0.0;\n"
@@ -198,8 +198,14 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   return vcolour*spec*fintensity;\n"
 "}\n"
 "\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+"   vec3 specdir = reflect( -dir, wnormal );\n"
+"   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
 "vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-"                                 vec3 light_pos, vec3 light_colour )\n"
+"                                 vec3 light_colour, vec3 light_pos )\n"
 "{\n"
 "   vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
 "\n"
@@ -210,7 +216,172 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   return light_colour*attenuation;\n"
 "}\n"
 "\n"
-"#line     11        0 \n"
+"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
+"                            vec3 light_colour, vec3 light_pos,\n"
+"                            vec4 light_dir )\n"
+"{\n"
+"   vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+"\n"
+"   float quadratic = dot(light_delta,light_delta);\n"
+"   float attenuation = 1.0f/( 1.0f + quadratic );\n"
+"\n"
+"   light_delta = normalize( light_delta );\n"
+"   attenuation *= max( 0.0, dot( light_delta, wnormal ) );\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"
+"   return light_colour*attenuation*falloff;\n"
+"}\n"
+"\n"
+"#line     12        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"
+"const vec3  SUNSET_COLOUR   = vec3( 1.00, 0.32, 0.01 );\n"
+"const vec3  AMBIENT_COLOUR  = vec3( 0.13, 0.17, 0.35 );\n"
+"const vec3  SUNSET_AMBIENT  = vec3( 0.25, 0.17, 0.51 );\n"
+"const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
+"\n"
+"const float SUN_ANGLE       = 0.0001;\n"
+"const float TIME_RATE       = 0.025;\n"
+"\n"
+"const float PI              = 3.14159265;\n"
+"\n"
+"struct world_info\n"
+"{\n"
+"   float time,\n"
+"         time_of_day,\n"
+"         day_phase,\n"
+"         sunset_phase;\n"
+"   \n"
+"   vec3 sun_dir;\n"
+"};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+"   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 scene_ambient( vec3 dir, const world_info w )\n"
+"{\n"
+"   float sun_azimuth  = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
+"   float sky_gradient = dir.y;\n"
+"   \n"
+"   /* Blend phase colours */\n"
+"   vec3 ambient  = DAYSKY_COLOUR   * (w.day_phase-w.sunset_phase*0.1);\n"
+"        ambient += SUNSET_COLOUR   * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
+"        ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
+"   \n"
+"   /* Add gradient */\n"
+"        ambient -= sky_gradient * luminance(ambient);\n"
+"        \n"
+"   return ambient;\n"
+"}\n"
+"\n"
+"vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
+"{\n"
+"   ray_dir.y = abs( ray_dir.y );\n"
+"   vec3 sky_colour  = scene_ambient( ray_dir, w );\n"
+"   \n"
+"   /* Sun */\n"
+"   float sun_theta  = dot( ray_dir, w.sun_dir );\n"
+"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+"   float sun_shape  = pow( sun_size, 2000.0 );\n"
+"         sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
+"         \n"
+"   vec3 sun_colour  = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
+"        sun_colour *= sun_shape;\n"
+"   \n"
+"   vec3 composite   = sky_colour + sun_colour;\n"
+"   return composite;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
+"{\n"
+"   return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
+"}\n"
+"\n"
+"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
+"{\n"
+"   vec3 dir3 = vec3\n"
+"   (\n"
+"      cos(dir.y) * cos(dir.x),\n"
+"                   sin(dir.x),\n"
+"      sin(dir.y) * cos(dir.x)\n"
+"   );\n"
+"\n"
+"   float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
+"   \n"
+"   return flight * colour;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
+"{\n"
+"   vec3 SR_COLOUR_SUN  = vec3( 1.36,  1.35, 1.01 );\n"
+"   vec3 SR_COLOUR_FILL = vec3( 0.33,  0.56, 0.64 );\n"
+"   vec3 SR_COLOUR_RIM  = vec3( 0.05,  0.05, 0.23 );\n"
+"   \n"
+"   return SR_LIGHT( normal, vec2(  0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
+"          SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
+"          SR_LIGHT( normal, vec2(  2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
+"{\n"
+"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+"   vec3  sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
+"   vec3  light_sun      = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
+"                           * w.day_phase;\n"
+"\n"
+"   float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
+"\n"
+"   vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"\n"
+"   return ambient + (light_sun + sky_reflection) * shadow;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"   float  sun_theta = dot( normal, w.sun_dir );\n"
+"\n"
+"   float  softness_min = 0.5;\n"
+"   float  softness     = softness_min + w.sunset_phase * (1.0-softness_min);\n"
+"   float  light_min    = 0.0 * w.day_phase;\n"
+"   float  light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
+"          light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
+"   \n"
+"   float  light_bounce  = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
+"          light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
+"          \n"
+"   vec3   light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
+"   vec3   dark_colour  = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"   \n"
+"   float  spec         = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
+"                            * 0.2 * shadow * w.day_phase;\n"
+"   \n"
+"   return mix(dark_colour, light_colour, light_direct) + \n"
+"              spec +\n"
+"              dark_colour * light_bounce;\n"
+"}\n"
+"\n"
+"void scene_state( float world_time, out world_info w )\n"
+"{\n"
+"   w.time         = world_time;\n"
+"   w.time_of_day  = fract( w.time );\n"
+"   w.day_phase    = cos( w.time_of_day * PI * 2.0 )      * 0.5 + 0.5;\n"
+"   w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
+"   w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
+"   \n"
+"   float a        = w.time_of_day * PI * 2.0;\n"
+"   w.sun_dir      = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
+"}\n"
+"\n"
+"\n"
+"#line     13        0 \n"
 "\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
@@ -231,49 +402,103 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   return 1.0 - player_shadow*0.8;\n"
 "}\n"
 "\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\n"
+"   float dist = pow(fdist*0.0010,0.78);\n"
+"   return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
 "vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
 "{\n"
+"   world_info world;\n"
+"   scene_state( g_time, world );\n"
+"\n"
 "   // Lighting\n"
 "   vec3 halfview = uCamera - aWorldCo;\n"
 "   float fdist = length(halfview);\n"
 "   halfview /= fdist;\n"
 "\n"
-"   vec3 total_light = newlight_compute_ambient();\n"
-"   \n"
-"   // Compute world lighting contribution and apply it according to the\n"
-"   // shadow map\n"
-"   //\n"
-"   vec3 world_light = newlight_compute_world_diffuse( wnormal );\n"
-"   world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
+"   vec3 total_light = vec3(0.0);\n"
+"\n"
 "\n"
-"   float world_shadow = newlight_compute_sun_shadow();\n"
+"   float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
+"                                          * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
 "   float board_shadow = compute_board_shadow();\n"
 "\n"
-"   total_light += world_light * min( board_shadow, world_shadow );\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"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     light_positions[0].xyz,\n"
-"                     light_colours[0].rgb \n"
-"                  ) * board_shadow;\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     light_positions[1].xyz,\n"
-"                     light_colours[1].rgb \n"
-"                  ) * board_shadow;\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     light_positions[2].xyz,\n"
-"                     light_colours[2].rgb \n"
-"                  ) * board_shadow;\n"
-"\n"
-"   return apply_fog( diffuse * total_light, fdist );\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"
+"   if( g_debug_indices == 1 )\n"
+"   {\n"
+"      float rings = min( fract(distance(light_co_0.xyz,aWorldCo)),\n"
+"                      min( fract(distance(light_co_1.xyz,aWorldCo)),\n"
+"                           fract(distance(light_co_2.xyz,aWorldCo)) ) \n"
+"                        );\n"
+"               \n"
+"      return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125),\n"
+"                  fract(light_indices.z * 0.125 )) + (rings-0.5) * 0.25;\n"
+"   }\n"
+"\n"
+"   if( g_debug_complexity == 1 )\n"
+"   {\n"
+"      return vec3(1.0,0.0,0.0) * ( light_indices.w/3.0 );\n"
+"   }\n"
+"\n"
+"   if( light_indices.w >= 1 )\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"
+"                       * step( world.day_phase, light_colour_0.w );\n"
+"\n"
+"      if( light_indices.w >= 2 )\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"
+"                          * step( world.day_phase, light_colour_1.w );\n"
+"\n"
+"         if( light_indices.w >= 3 )\n"
+"         {\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"
+"                             * step( world.day_phase, light_colour_2.w );\n"
+"         }\n"
+"      }\n"
+"   }\n"
+"\n"
+"   vec3 fog_colour = scene_sky( -halfview, world );\n"
+"   \n"
+"   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
 "}\n"
 "\n"
 "#line      8        0 \n"
@@ -340,12 +565,12 @@ static struct vg_shader _shader_scene_vertex_blend = {
 static GLuint _uniform_scene_vertex_blend_uMdl;
 static GLuint _uniform_scene_vertex_blend_uPv;
 static GLuint _uniform_scene_vertex_blend_uPvmPrev;
-static GLuint _uniform_scene_vertex_blend_uLightsArray;
 static GLuint _uniform_scene_vertex_blend_uTexGarbage;
 static GLuint _uniform_scene_vertex_blend_uTexGradients;
 static GLuint _uniform_scene_vertex_blend_uCamera;
 static GLuint _uniform_scene_vertex_blend_uBoard0;
 static GLuint _uniform_scene_vertex_blend_uBoard1;
+static GLuint _uniform_scene_vertex_blend_uLightsArray;
 static GLuint _uniform_scene_vertex_blend_g_world_depth;
 static void shader_scene_vertex_blend_uMdl(m4x3f m){
    glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(float*)m);
@@ -382,12 +607,12 @@ static void shader_scene_vertex_blend_link(void){
    _uniform_scene_vertex_blend_uMdl = glGetUniformLocation( _shader_scene_vertex_blend.id, "uMdl" );
    _uniform_scene_vertex_blend_uPv = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPv" );
    _uniform_scene_vertex_blend_uPvmPrev = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPvmPrev" );
-   _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" );
    _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" );
    _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" );
    _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" );
    _uniform_scene_vertex_blend_uBoard0 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard0" );
    _uniform_scene_vertex_blend_uBoard1 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard1" );
+   _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" );
    _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" );
 }
 #endif /* SHADER_scene_vertex_blend_H */