X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_scene.glsl;h=8be69c1bfa16eb9f4f69009b240ea22f82bc1061;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=c71f5e2dbb4dbbd3359be1afa933eaaf5ba6f1c3;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_scene.glsl b/shaders/common_scene.glsl index c71f5e2..8be69c1 100644 --- a/shaders/common_scene.glsl +++ b/shaders/common_scene.glsl @@ -4,10 +4,13 @@ in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; -flat in vec4 light_colours[3]; -flat in vec4 light_positions[3]; +flat in ivec4 light_indices; + +uniform samplerBuffer uLightsArray; +uniform usampler3D uLightsIndex; #include "common_world.glsl" +#include "light_clearskies.glsl" float sdLine( vec3 p, vec3 a, vec3 b ) { @@ -28,47 +31,124 @@ float compute_board_shadow() return 1.0 - player_shadow*0.8; } +vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) +{ + float dist = pow(fdist*0.0010,0.78); + return mix( vfrag, colour, min( 1.0, dist ) ); +} + +vec3 rand33(vec3 p3) +{ + p3 = fract(p3 * vec3(.1031, .1030, .0973)); + p3 += dot(p3, p3.yxz+33.33); + return fract((p3.xxy + p3.yxx)*p3.zyx); +} + +vec3 scene_calculate_light( int light_index, + vec3 halfview, vec3 co, vec3 normal ) +{ + vec4 light_colour = texelFetch( uLightsArray, light_index+0 ); + vec4 light_co = texelFetch( uLightsArray, light_index+1 ); + vec4 light_dir = texelFetch( uLightsArray, light_index+2 ); + + vec3 light_delta = light_co.xyz-co; + float dist2 = dot(light_delta,light_delta); + + light_delta = normalize( light_delta ); + + float quadratic = dist2*100.0; + float attenuation = 1.0f/( 1.0f + quadratic ); + attenuation *= max( dot( light_delta, normal ), 0.0 ); + + float falloff = max( 0.0, 1.0-(dist2*light_co.w) ); + + if( light_dir.w < 0.999999 ) + { + float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ); + falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) ); + } + + return light_colour.rgb * attenuation * falloff; +} + +vec3 scene_calculate_packed_light_patch( uint packed_index, + vec3 halfview, vec3 co, vec3 normal ) +{ + uint light_count = packed_index & 0x3u; + + vec3 l = vec3(0.0); + + if( light_count >= 1u ) + { + int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u ); + int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u ); + int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u ); + + l += scene_calculate_light( index_0, halfview, co, normal ); + + if( light_count >= 2u ) + { + l += scene_calculate_light( index_1, halfview, co, normal ); + + if( light_count >= 3u ) + { + l += scene_calculate_light( index_2, halfview, co, normal ); + } + } + } + + return l; +} + vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal ) { + world_info world; + scene_state( g_time, world ); + // Lighting vec3 halfview = uCamera - aWorldCo; float fdist = length(halfview); halfview /= fdist; - vec3 total_light = newlight_compute_ambient(); + vec3 total_light = vec3(0.0); + float world_shadow = newlight_compute_sun_shadow( world.sun_dir + * (1.0/(max(world.sun_dir.y,0.0)+0.2)) ); + float board_shadow = compute_board_shadow(); + + total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), + halfview, world ); + + vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz; + cube_coord = floor( cube_coord ); + + if( g_debug_indices == 1 ) + { + return rand33(cube_coord); + } + + if( g_debug_complexity == 1 ) + { + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); + + uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u); + return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 ); + } + + // FIXME: this should absolutely must be clamped! - // Compute world lighting contribution and apply it according to the - // shadow map - // - vec3 world_light = newlight_compute_world_diffuse( wnormal ); - world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 ); + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); - float world_shadow = newlight_compute_sun_shadow(); - float board_shadow = compute_board_shadow(); + total_light += + scene_calculate_packed_light_patch( index_sample.x, + halfview, aWorldCo, wnormal ) + * board_shadow; + total_light += + scene_calculate_packed_light_patch( index_sample.y, + halfview, aWorldCo, wnormal ) + * board_shadow; - total_light += world_light * min( board_shadow, world_shadow ); - - // Compute the other lights that exist in the map, not effected by the sun - // shadow - - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - light_positions[0].xyz, - light_colours[0].rgb - ) * board_shadow; - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - light_positions[1].xyz, - light_colours[1].rgb - ) * board_shadow; - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - light_positions[2].xyz, - light_colours[2].rgb - ) * board_shadow; - - return apply_fog( diffuse * total_light, fdist ); + vec3 fog_colour = scene_sky( -halfview, world ); + return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); }