X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.h;h=f40c46147dc900a9f1c997f6338310ce962929c0;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=53b2bfafaf22ebf33896abb1e4cc4dbef2050fcf;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.h b/shaders/scene_depth.h index 53b2bfa..f40c461 100644 --- a/shaders/scene_depth.h +++ b/shaders/scene_depth.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_scene_depth = { .link = shader_scene_depth_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" @@ -41,7 +42,8 @@ static struct vg_shader _shader_scene_depth = { "out vec4 aNorm;\n" "out vec3 aCo;\n" "out vec3 aWorldCo;\n" -"flat out ivec4 aLights;\n" +"\n" +"flat out ivec4 light_indices;\n" "\n" "void main()\n" "{\n" @@ -57,11 +59,13 @@ static struct vg_shader _shader_scene_depth = { " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" -" aLights = a_lights;\n" +"\n" +" light_indices = a_lights;\n" "}\n" ""}, .fs = { +.orig_file = "shaders/scene_depth.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -69,11 +73,16 @@ static struct vg_shader _shader_scene_depth = { "uniform vec3 uBoard0;\n" "uniform vec3 uBoard1;\n" "\n" +"#line 1 1 \n" +"// :D\n" +"\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" "in vec3 aCo;\n" "in vec3 aWorldCo;\n" -"flat in ivec4 aLights;\n" +"flat in ivec4 light_indices;\n" +"\n" +"uniform samplerBuffer uLightsArray;\n" "\n" "#line 1 1 \n" "layout (location = 0) out vec4 oColour;\n" @@ -87,12 +96,18 @@ static struct vg_shader _shader_scene_depth = { " 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" -" vec4 g_point_light_positions[32];\n" -" vec4 g_point_light_colours[32];\n" +" int g_debug_indices;\n" +" int g_debug_complexity;\n" +"\n" +" // g_time ?\n" +"\n" +" //vec4 g_point_light_positions[32];\n" +" //vec4 g_point_light_colours[32];\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -103,6 +118,13 @@ static struct vg_shader _shader_scene_depth = { " return texture( g_world_depth, depth_coord ).r;\n" "}\n" "\n" +"float world_water_depth( vec3 pos )\n" +"{\n" +" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" +" float ref_depth = g_water_plane.y*g_water_plane.w;\n" +" return texture( g_world_depth, depth_coord ).g - ref_depth;\n" +"}\n" +"\n" "float shadow_sample( vec3 vdir )\n" "{\n" " vec3 sample_pos = aWorldCo + vdir;\n" @@ -112,15 +134,6 @@ static struct vg_shader _shader_scene_depth = { " return clamp( fdelta, 0.1, 0.2 )-0.1;\n" "}\n" "\n" -"float sdLine( vec3 p, vec3 a, vec3 b )\n" -"{\n" -" vec3 pa = p - a;\n" -" vec3 ba = b - a;\n" -"\n" -" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" -" return length( pa - ba*h );\n" -"}\n" -"\n" "vec3 apply_fog( vec3 vfrag, float fdist )\n" "{\n" " float dist = pow(fdist*0.0008,1.2);\n" @@ -135,7 +148,7 @@ static struct vg_shader _shader_scene_depth = { " 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" @@ -143,7 +156,7 @@ static struct vg_shader _shader_scene_depth = { " }\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" @@ -156,12 +169,7 @@ static struct vg_shader _shader_scene_depth = { " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" "\n" -" // player shadow\n" -" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" -" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" -" player_shadow *= player_shadow*player_shadow*player_shadow;\n" -"\n" -" return 1.0 - max( player_shadow*0.8, famt );\n" +" return 1.0 - famt;\n" "}\n" "\n" "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n" @@ -190,8 +198,14 @@ static struct vg_shader _shader_scene_depth = { " 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" @@ -202,7 +216,292 @@ static struct vg_shader _shader_scene_depth = { " return light_colour*attenuation;\n" "}\n" "\n" -"#line 14 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" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\n" +"}\n" +"\n" +"float compute_board_shadow()\n" +"{\n" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" +" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" 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 = 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" +" 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" +" 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" "\n" "// Water blending\n" "// ==============\n" @@ -219,9 +518,9 @@ static struct vg_shader _shader_scene_depth = { "\n" "void main()\n" "{\n" -" vec3 halfview = normalize( uCamera - aCo );\n" -" vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );\n" -" FragColor = vec4( world_pos, water_depth( aCo, halfview ) );\n" +" vec3 halfview = normalize( uCamera - aWorldCo );\n" +" float depth = water_depth( aWorldCo, halfview );\n" +" FragColor = vec4( depth, 0.0, 0.0, 0.0 );\n" "}\n" ""}, }; @@ -232,6 +531,7 @@ static GLuint _uniform_scene_depth_uPvmPrev; static GLuint _uniform_scene_depth_uCamera; static GLuint _uniform_scene_depth_uBoard0; static GLuint _uniform_scene_depth_uBoard1; +static GLuint _uniform_scene_depth_uLightsArray; static GLuint _uniform_scene_depth_g_world_depth; static void shader_scene_depth_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_scene_depth_uMdl,1,GL_FALSE,(float*)m); @@ -265,6 +565,7 @@ static void shader_scene_depth_link(void){ _uniform_scene_depth_uCamera = glGetUniformLocation( _shader_scene_depth.id, "uCamera" ); _uniform_scene_depth_uBoard0 = glGetUniformLocation( _shader_scene_depth.id, "uBoard0" ); _uniform_scene_depth_uBoard1 = glGetUniformLocation( _shader_scene_depth.id, "uBoard1" ); + _uniform_scene_depth_uLightsArray = glGetUniformLocation( _shader_scene_depth.id, "uLightsArray" ); _uniform_scene_depth_g_world_depth = glGetUniformLocation( _shader_scene_depth.id, "g_world_depth" ); } #endif /* SHADER_scene_depth_H */