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Merge branch 'discolighting' into 'master'

Consolidate shader lighting

See merge request OpenMW/openmw!3660
This commit is contained in:
jvoisin 2023-12-17 19:20:15 +00:00
commit fc5f917b1a
8 changed files with 95 additions and 151 deletions

View File

@ -61,34 +61,30 @@ void main()
gl_FragData[0].a *= diffuseColor.a;
gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
vec3 specularColor = getSpecularColor().xyz;
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 viewNormal = normalToView(normalTex.xyz * 2.0 - 1.0);
specularColor *= normalTex.a;
#else
vec3 viewNormal = normalToView(normalize(passNormal));
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
vec3 diffuseLight, ambientLight, specularLight;
doLighting(passViewPos, viewNormal, gl_FrontMaterial.shininess, shadowing, diffuseLight, ambientLight, specularLight);
vec3 diffuse = diffuseColor.xyz * diffuseLight;
vec3 ambient = getAmbientColor().xyz * ambientLight;
vec3 emission = getEmissionColor().xyz * emissiveMult;
#if @emissiveMap
emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
vec3 lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
vec3 lighting = diffuse + ambient + emission;
vec3 specular = specularColor * specularLight * specStrength;
clampLightingResult(lighting);
gl_FragData[0].xyz *= lighting;
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = getSpecularColor().xyz * specStrength;
#if @normalMap
matSpec *= normalTex.a;
#endif
if (matSpec != vec3(0.0))
gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);

View File

@ -70,8 +70,8 @@ void main()
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
vec3 diffuseLight, ambientLight, specularLight;
doLighting(passViewPos, viewNormal, gl_FrontMaterial.shininess, shadowing, diffuseLight, ambientLight, specularLight);
lighting = diffuseLight + ambientLight;
#endif

View File

@ -170,8 +170,9 @@ void main(void)
#if PER_PIXEL_LIGHTING
passViewPos = viewPos.xyz;
#else
vec3 diffuseLight, ambientLight;
doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
vec3 diffuseLight, ambientLight, specularLight;
vec3 unusedShadowSpecular;
doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, unusedShadowSpecular);
passLighting = diffuseLight + ambientLight;
clampLightingResult(passLighting);
#endif

View File

@ -67,15 +67,17 @@ uniform float near;
uniform float far;
uniform float alphaRef;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 passSpecular;
centroid varying vec3 shadowDiffuseLighting;
centroid varying vec3 shadowSpecularLighting;
#else
uniform float emissiveMult;
#endif
uniform float specStrength;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
#if @normalMap || @diffuseParallax
@ -200,19 +202,27 @@ void main()
#endif
float shadowing = unshadowedLightRatio(-passViewPos.z);
vec3 lighting;
vec3 lighting, specular;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
specular = passSpecular + shadowSpecularLighting * shadowing;
#else
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
vec3 emission = getEmissionColor().xyz * emissiveMult;
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
#if @specularMap
vec4 specTex = texture2D(specularMap, specularMapUV);
float shininess = specTex.a * 255.0;
vec3 specularColor = specTex.xyz;
#else
float shininess = gl_FrontMaterial.shininess;
vec3 specularColor = getSpecularColor().xyz;
#endif
vec3 diffuseLight, ambientLight, specularLight;
doLighting(passViewPos, viewNormal, shininess, shadowing, diffuseLight, ambientLight, specularLight);
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
specular = specularColor * specularLight * specStrength;
#endif
clampLightingResult(lighting);
gl_FragData[0].xyz *= lighting;
gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
#if @envMap && !@preLightEnv
gl_FragData[0].xyz += envEffect;
@ -222,21 +232,6 @@ void main()
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
#if @specularMap
vec4 specTex = texture2D(specularMap, specularMapUV);
float shininess = specTex.a * 255.0;
vec3 matSpec = specTex.xyz;
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = getSpecularColor().xyz;
#endif
matSpec *= specStrength;
if (matSpec != vec3(0.0))
{
gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
}
gl_FragData[0] = applyFogAtPos(gl_FragData[0], passViewPos, far);
vec2 screenCoords = gl_FragCoord.xy / screenRes;

View File

@ -49,12 +49,15 @@ varying vec2 specularMapUV;
varying vec2 glossMapUV;
#endif
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 passSpecular;
centroid varying vec3 shadowDiffuseLighting;
centroid varying vec3 shadowSpecularLighting;
uniform float emissiveMult;
uniform float specStrength;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
@ -145,12 +148,13 @@ void main(void)
#endif
#if !PER_PIXEL_LIGHTING
vec3 diffuseLight, ambientLight;
doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
vec3 emission = getEmissionColor().xyz * emissiveMult;
passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
vec3 diffuseLight, ambientLight, specularLight;
doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
passSpecular = getSpecularColor().xyz * specularLight * specStrength;
clampLightingResult(passLighting);
shadowDiffuseLighting *= getDiffuseColor().xyz;
shadowSpecularLighting *= getSpecularColor().xyz * specStrength;
#endif
#if (@shadows_enabled)

View File

@ -23,11 +23,13 @@ uniform sampler2D blendMap;
varying float euclideanDepth;
varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 passSpecular;
centroid varying vec3 shadowDiffuseLighting;
centroid varying vec3 shadowSpecularLighting;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
@ -67,31 +69,26 @@ void main()
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
vec3 lighting, specular;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
specular = passSpecular + shadowSpecularLighting * shadowing;
#else
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
#if @specularMap
float shininess = 128.0; // TODO: make configurable
vec3 specularColor = vec3(diffuseTex.a);
#else
float shininess = gl_FrontMaterial.shininess;
vec3 specularColor = getSpecularColor().xyz;
#endif
vec3 diffuseLight, ambientLight, specularLight;
doLighting(passViewPos, viewNormal, shininess, shadowing, diffuseLight, ambientLight, specularLight);
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
specular = specularColor * specularLight;
#endif
clampLightingResult(lighting);
gl_FragData[0].xyz *= lighting;
#if @specularMap
float shininess = 128.0; // TODO: make configurable
vec3 matSpec = vec3(diffuseTex.a);
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = getSpecularColor().xyz;
#endif
if (matSpec != vec3(0.0))
{
gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
}
gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);

View File

@ -13,11 +13,13 @@ varying vec2 uv;
varying float euclideanDepth;
varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 passSpecular;
centroid varying vec3 shadowDiffuseLighting;
centroid varying vec3 shadowSpecularLighting;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
@ -54,11 +56,13 @@ void main(void)
#endif
#if !PER_PIXEL_LIGHTING
vec3 diffuseLight, ambientLight;
doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
vec3 diffuseLight, ambientLight, specularLight;
doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
passSpecular = getSpecularColor().xyz * specularLight;
clampLightingResult(passLighting);
shadowDiffuseLighting *= getDiffuseColor().xyz;
shadowSpecularLighting *= getSpecularColor().xyz;
#endif
uv = gl_MultiTexCoord0.xy;

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;
@ -19,75 +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;
}
#if PER_PIXEL_LIGHTING
void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
#else
void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
#endif
{
vec3 ambientOut, diffuseOut;
perLightSun(diffuseOut, viewPos, viewNormal);
ambientLight = gl_LightModel.ambient.xyz;
#if PER_PIXEL_LIGHTING
diffuseLight = diffuseOut * shadowing;
#else
shadowDiffuse = diffuseOut;
diffuseLight = vec3(0.0);
#endif
for (int i = @startLight; i < @endLight; ++i)
{
#if @lightingMethodUBO
perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
#else
perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
#endif
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
return lambert;
}
float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
@ -102,12 +32,28 @@ float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lig
return 0.0;
}
vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, float shadowing)
#if PER_PIXEL_LIGHTING
void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, float shadowing, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight)
#else
void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight, out vec3 shadowDiffuse, out vec3 shadowSpecular)
#endif
{
shininess = max(shininess, 1e-4);
vec3 viewDir = normalize(viewPos);
vec3 specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lcalcPosition(0)));
shininess = max(shininess, 1e-4);
vec3 sunDir = normalize(lcalcPosition(0));
diffuseLight = lcalcDiffuse(0) * calcLambert(viewNormal, sunDir, viewDir);
ambientLight = gl_LightModel.ambient.xyz;
specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, sunDir);
#if PER_PIXEL_LIGHTING
diffuseLight *= shadowing;
specularLight *= shadowing;
#else
shadowDiffuse = diffuseLight;
shadowSpecular = specularLight;
diffuseLight = vec3(0.0);
specularLight = vec3(0.0);
#endif
for (int i = @startLight; i < @endLight; ++i)
{
@ -116,21 +62,22 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, float shadowing
#else
int lightIndex = i;
#endif
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
float illumination = lcalcIllumination(lightIndex, lightDistance);
float intensity = calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lightPos));
specularLight += lcalcSpecular(lightIndex).xyz * intensity * illumination;
}
vec3 lightDir = lightPos / lightDistance;
return specularLight;
float illumination = lcalcIllumination(lightIndex, lightDistance);
diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
ambientLight += lcalcAmbient(lightIndex) * illumination;
specularLight += lcalcSpecular(lightIndex).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, lightDir) * illumination;
}
}
#endif