X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_position.h;h=9736d9441d62a8a964e95d85502034671ef4204f;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=b6d51eb6b973da2c1735f4b1c05e601040abcd5a;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_position.h b/shaders/scene_position.h index b6d51eb..9736d94 100644 --- a/shaders/scene_position.h +++ b/shaders/scene_position.h @@ -12,7 +12,6 @@ static struct vg_shader _shader_scene_position = { "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec4 a_norm;\n" "layout (location=2) in vec2 a_uv;\n" -"layout (location=3) in ivec4 a_lights;\n" "\n" "#line 1 1 \n" "const float k_motion_lerp_amount = 0.01;\n" @@ -32,7 +31,7 @@ static struct vg_shader _shader_scene_position = { " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" "}\n" "\n" -"#line 7 0 \n" +"#line 6 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat4 uPv;\n" @@ -43,8 +42,6 @@ static struct vg_shader _shader_scene_position = { "out vec3 aCo;\n" "out vec3 aWorldCo;\n" "\n" -"flat out ivec4 light_indices;\n" -"\n" "void main()\n" "{\n" " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" @@ -59,8 +56,6 @@ static struct vg_shader _shader_scene_position = { " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" -"\n" -" light_indices = a_lights;\n" "}\n" ""}, .fs = @@ -75,210 +70,126 @@ static struct vg_shader _shader_scene_position = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 8 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" "in vec3 aCo;\n" "in vec3 aWorldCo;\n" -"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" +"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\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" -"\n" " vec4 g_water_plane;\n" " vec4 g_depth_bounds;\n" +"\n" +" vec4 g_daysky_colour;\n" +" vec4 g_nightsky_colour;\n" +" vec4 g_sunset_colour;\n" +" vec4 g_ambient_colour;\n" +" vec4 g_sunset_ambient;\n" +" vec4 g_sun_colour;\n" +" vec4 g_sun_dir;\n" +" vec4 g_board_0;\n" +" vec4 g_board_1;\n" +"\n" " float g_water_fog;\n" " float g_time;\n" -" int g_light_count;\n" +" float g_realtime;\n" +" float g_shadow_length;\n" +" float g_shadow_spread;\n" +"\n" +" float g_time_of_day;\n" +" float g_day_phase;\n" +" float g_sunset_phase;\n" +"\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" -" //vec4 g_point_light_colours[32];\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" +"uniform samplerBuffer uLightsArray;\n" +"uniform usampler3D uLightsIndex;\n" "\n" -"float world_depth_sample( vec3 pos )\n" -"{\n" -" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" -" 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" -" float height_sample = world_depth_sample( sample_pos );\n" -"\n" -" float fdelta = height_sample - sample_pos.y;\n" -" return clamp( fdelta, 0.1, 0.2 )-0.1;\n" -"}\n" -"\n" -"vec3 apply_fog( vec3 vfrag, float fdist )\n" -"{\n" -" float dist = pow(fdist*0.0008,1.2);\n" -" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" -"}\n" -"\n" -"\n" -"// New lighting model\n" -"\n" -"vec3 newlight_compute_ambient()\n" -"{\n" -" return g_ambient_colour.rgb;\n" -"}\n" -"\n" -"float newlight_compute_sun_shadow( vec3 dir )\n" -"{\n" -" if( g_shadow_samples == 0 )\n" -" {\n" -" return 1.0;\n" -" }\n" -"\n" -" float fspread = g_light_colours[0].w;\n" -" vec3 vdir = dir;\n" -" float flength = g_light_directions[0].w;\n" -"\n" -" float famt = 0.0;\n" -" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n" -" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n" -" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n" -" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n" -" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" -" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" -" 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" -" return 1.0 - famt;\n" -"}\n" -"\n" -"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n" -"{\n" -" vec3 vtotal = g_ambient_colour.rgb;\n" -"\n" -" for( int i=0; i 0.001 ){\n" +" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n" +" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n" +" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n" +" }\n" +" }\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" +" vec3 composite = sky_colour + sun_colour + star*star_blend;\n" +" return composite;\n" "}\n" "\n" -"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n" +"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\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" +" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n" +" g_sunset_phase );\n" "\n" -" float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n" +" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" +" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n" +" dot(normal,g_sun_dir.xyz)*0.75+0.25\n" +" ) * g_sun_colour.rgb * g_day_phase;\n" "\n" -" vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n" +" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" +" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" +" g_sunset_phase );\n" "\n" " return ambient + (light_sun + sky_reflection) * shadow;\n" +"}\n" "\n" +"#line 44 0 \n" "\n" +"float world_depth_sample( vec3 pos )\n" +"{\n" +" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" +" return texture( g_world_depth, depth_coord ).r;\n" +"}\n" "\n" +"float world_water_depth( vec3 pos )\n" +"{\n" +" float ref_depth = g_water_plane.y*g_water_plane.w;\n" +" return world_depth_sample( pos ) - ref_depth;\n" +"}\n" "\n" +"float shadow_sample( vec3 co ){\n" +" float height_sample = world_depth_sample( co );\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" +" float fdelta = height_sample - co.y;\n" +" return clamp( fdelta, 0.2, 0.4 )-0.2;\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" +"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n" +" if( g_shadow_samples == 0 ){\n" +" return 1.0;\n" +" }\n" "\n" +" float fspread = g_shadow_spread;\n" +" float flength = g_shadow_length;\n" "\n" -"#line 14 0 \n" +" float famt = 0.0;\n" +" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" +" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" +" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" +" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" "\n" -"float sdLine( vec3 p, vec3 a, vec3 b )\n" -"{\n" -" vec3 pa = p - a;\n" -" vec3 ba = b - a;\n" +" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" "\n" -" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" -" return length( pa - ba*h );\n" +" return 1.0 - famt;\n" "}\n" "\n" -"float compute_board_shadow()\n" +"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\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" +" vec3 specdir = reflect( -dir, wnormal );\n" +" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n" -"{\n" +"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n" " float dist = pow(fdist*0.0010,0.78);\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" @@ -435,18 +312,18 @@ static struct vg_shader _shader_scene_position = { " light_delta = normalize( light_delta );\n" "\n" " float quadratic = dist2*100.0;\n" -" float attenuation = 1.0f/( 1.0f + quadratic );\n" +" float attenuation = 1.0/( 1.0 + 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" +" if( light_dir.w < 0.999999 ){\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" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -456,20 +333,17 @@ static struct vg_shader _shader_scene_position = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\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" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" @@ -478,25 +352,24 @@ static struct vg_shader _shader_scene_position = { " return l;\n" "}\n" "\n" -"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n" +"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n" +" float light_mask )\n" "{\n" -" world_info world;\n" -" scene_state( g_time, world );\n" +" if( g_light_preview == 1 )\n" +" diffuse = vec3(0.75);\n" "\n" " // Lighting\n" -" vec3 halfview = uCamera - aWorldCo;\n" +" vec3 halfview = uCamera - co;\n" " float fdist = length(halfview);\n" " halfview /= fdist;\n" "\n" -" vec3 total_light = vec3(0.0);\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" +" float world_shadow = newlight_compute_sun_shadow( \n" +" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" "\n" -" total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n" -" halfview, world );\n" +" vec3 total_light = clearskies_lighting( \n" +" normal, min( light_mask, world_shadow ), halfview );\n" "\n" -" vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz;\n" +" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n" " cube_coord = floor( cube_coord );\n" "\n" " if( g_debug_indices == 1 )\n" @@ -513,25 +386,62 @@ static struct vg_shader _shader_scene_position = { " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n" " }\n" "\n" -" // FIXME: this should absolutely must be clamped!\n" +" // FIXME: this coord 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" +" halfview, co, normal ) \n" +" * light_mask;\n" " total_light += \n" " scene_calculate_packed_light_patch( index_sample.y,\n" -" halfview, aWorldCo, wnormal )\n" -" * board_shadow;\n" +" halfview, co, normal )\n" +" * light_mask;\n" +"\n" +" // Take a section of the sky function to give us a matching fog colour\n" +"\n" +" vec3 fog_colour = clearskies_ambient( -halfview );\n" +" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n" +" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n" +" \n" +" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" +" sun_colour *= sun_shape;\n" "\n" -" vec3 fog_colour = scene_sky( -halfview, world );\n" +" fog_colour += sun_colour;\n" " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" "}\n" "\n" -"#line 8 0 \n" +"#line 9 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, g_board_0.xyz,\n" +" g_board_1.xyz )-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_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n" +"{\n" +" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" +"}\n" +"\n" +"#line 9 0 \n" "\n" "void main()\n" "{\n" @@ -552,9 +462,9 @@ static GLuint _uniform_scene_position_uPvmPrev; static GLuint _uniform_scene_position_uCamera; static GLuint _uniform_scene_position_uBoard0; static GLuint _uniform_scene_position_uBoard1; +static GLuint _uniform_scene_position_g_world_depth; 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); } @@ -587,8 +497,8 @@ static void shader_scene_position_link(void){ _uniform_scene_position_uCamera = glGetUniformLocation( _shader_scene_position.id, "uCamera" ); _uniform_scene_position_uBoard0 = glGetUniformLocation( _shader_scene_position.id, "uBoard0" ); _uniform_scene_position_uBoard1 = glGetUniformLocation( _shader_scene_position.id, "uBoard1" ); + _uniform_scene_position_g_world_depth = glGetUniformLocation( _shader_scene_position.id, "g_world_depth" ); _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 */