1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-29 13:20:35 +00:00

Deduplicate lambert calculations, consolidate doLighting

This commit is contained in:
Alexei Kotov 2023-12-15 09:17:24 +03:00
parent 46dc290b75
commit d1274fd3db

View File

@ -3,15 +3,13 @@
#include "lighting_util.glsl"
void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
float calcLambert(vec3 viewNormal, vec3 lightDir, vec3 viewDir)
{
vec3 lightDir = normalize(lcalcPosition(0));
float lambert = dot(viewNormal.xyz, lightDir);
float lambert = dot(viewNormal, lightDir);
#ifndef GROUNDCOVER
lambert = max(lambert, 0.0);
#else
float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
float eyeCosine = dot(viewNormal, viewDir);
if (lambert < 0.0)
{
lambert = -lambert;
@ -19,46 +17,7 @@ void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
}
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
diffuseOut = lcalcDiffuse(0).xyz * lambert;
}
void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
{
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
float lightDistance = length(lightPos);
// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
#if !@lightingMethodFFP
float radius = lcalcRadius(lightIndex);
if (lightDistance > radius * 2.0)
{
ambientOut = vec3(0.0);
diffuseOut = vec3(0.0);
return;
}
#endif
lightPos = normalize(lightPos);
float illumination = lcalcIllumination(lightIndex, lightDistance);
ambientOut = lcalcAmbient(lightIndex) * illumination;
float lambert = dot(viewNormal.xyz, lightPos) * illumination;
#ifndef GROUNDCOVER
lambert = max(lambert, 0.0);
#else
float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
if (lambert < 0.0)
{
lambert = -lambert;
eyeCosine = -eyeCosine;
}
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
diffuseOut = lcalcDiffuse(lightIndex) * lambert;
return lambert;
}
#if PER_PIXEL_LIGHTING
@ -67,26 +26,38 @@ void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuse
void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
#endif
{
vec3 ambientOut, diffuseOut;
vec3 viewDir = normalize(viewPos);
perLightSun(diffuseOut, viewPos, viewNormal);
diffuseLight = lcalcDiffuse(0).xyz * calcLambert(viewNormal, normalize(lcalcPosition(0)), viewDir);
ambientLight = gl_LightModel.ambient.xyz;
#if PER_PIXEL_LIGHTING
diffuseLight = diffuseOut * shadowing;
diffuseLight *= shadowing;
#else
shadowDiffuse = diffuseOut;
shadowDiffuse = diffuseLight;
diffuseLight = vec3(0.0);
#endif
for (int i = @startLight; i < @endLight; ++i)
{
#if @lightingMethodUBO
perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
int lightIndex = PointLightIndex[i];
#else
perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
int lightIndex = i;
#endif
ambientLight += ambientOut;
diffuseLight += diffuseOut;
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
float lightDistance = length(lightPos);
// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
#if !@lightingMethodFFP
if (lightDistance > lcalcRadius(lightIndex) * 2.0)
continue;
#endif
vec3 lightDir = lightPos / lightDistance;
float illumination = lcalcIllumination(lightIndex, lightDistance);
ambientLight += lcalcAmbient(lightIndex) * illumination;
diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
}
}