X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=57b45411a1e924f7f581cd75b96c8784c3bfed1e;hb=0ca7f5ca2560908de1a03db112df67e52b476107;hp=329226a65a971340bcdd6092147fadfe34c02eb8;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index 329226a..57b4541 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -1,57 +1,223 @@ +layout (location = 0) out vec4 oColour; + +// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s... layout (std140) uniform ub_world_lighting { - vec3 g_directional; - vec3 g_sun_colour; - vec3 g_shadow_colour; + vec4 g_cube_min; + vec4 g_cube_inv_range; + vec4 g_water_plane; vec4 g_depth_bounds; + + vec4 g_daysky_colour; + vec4 g_nightsky_colour; + vec4 g_sunset_colour; + vec4 g_ambient_colour; + vec4 g_sunset_ambient; + vec4 g_sun_colour; + vec4 g_sun_dir; + float g_water_fog; + float g_time; + float g_shadow_length; + float g_shadow_spread; + + float g_time_of_day; + float g_day_phase; + float g_sunset_phase; + + int g_light_preview; + int g_shadow_samples; + + int g_debug_indices; + int g_debug_complexity; }; uniform sampler2D g_world_depth; +uniform samplerBuffer uLightsArray; +uniform usampler3D uLightsIndex; -// Standard diffuse + spec models -// ============================== +#include "light_clearskies.glsl" -vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal ) -{ - float flight = dot( g_directional, wnormal )*0.5+0.5; - return vfrag * mix( g_shadow_colour, g_sun_colour, flight ); -} - -vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity ) +float world_depth_sample( vec3 pos ) { - vec3 specdir = reflect( -g_directional, wnormal ); - float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0); - return vfrag + g_sun_colour*spec*fintensity; + vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; + return texture( g_world_depth, depth_coord ).r; } -float world_depth_sample( vec3 pos ) +float world_water_depth( vec3 pos ) { vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; - return texture( g_world_depth, depth_coord ).r; + float ref_depth = g_water_plane.y*g_water_plane.w; + return texture( g_world_depth, depth_coord ).g - ref_depth; } float shadow_sample( vec3 vdir ) { - vec3 sample_pos = aCo + vdir; + vec3 sample_pos = aWorldCo + vdir; float height_sample = world_depth_sample( sample_pos ); float fdelta = height_sample - sample_pos.y; - return clamp( fdelta, 0.1, 0.2 )-0.1; + return clamp( fdelta, 0.2, 0.4 )-0.2; +} + +float newlight_compute_sun_shadow( vec3 dir ) +{ + if( g_shadow_samples == 0 ) + { + return 1.0; + } + + float fspread = g_shadow_spread; + float flength = g_shadow_length; + + float famt = 0.0; + famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1); + famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2); + famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3); + famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4); + + //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5); + //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6); + //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); + //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); + + return 1.0 - famt; +} + +float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent ) +{ + vec3 specdir = reflect( -dir, wnormal ); + return pow(max(dot( halfview, specdir ), 0.0), exponent); +} + +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 do_light_shadowing( vec3 vfrag ) +vec3 scene_calculate_light( int light_index, + vec3 halfview, vec3 co, vec3 normal ) { - float faccum = 0.0; - faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )); - faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )); - faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )); - faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )); - faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5); - faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5); - faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5); - faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5); - return mix( vfrag, g_shadow_colour, faccum ); + 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 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co, + float light_mask ) +{ + if( g_light_preview == 1 ) + diffuse = vec3(0.75); + + // Lighting + vec3 halfview = uCamera - co; + float fdist = length(halfview); + halfview /= fdist; + + float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz + * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); + + vec3 total_light = clearskies_lighting( + normal, min( light_mask, world_shadow ), halfview ); + + vec3 cube_coord = (co - 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 coord should absolutely must be clamped! + + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); + + total_light += + scene_calculate_packed_light_patch( index_sample.x, + halfview, co, normal ) + * light_mask; + total_light += + scene_calculate_packed_light_patch( index_sample.y, + halfview, co, normal ) + * light_mask; + + // Take a section of the sky function to give us a matching fog colour + + vec3 fog_colour = clearskies_ambient( -halfview ); + float sun_theta = dot( -halfview, g_sun_dir.xyz ); + float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 ); + float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5; + + vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); + sun_colour *= sun_shape; + + fog_colour += sun_colour; + return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); +}