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OpenMW/files/shaders/lib/light/lighting_util.glsl

168 lines
4.2 KiB
GLSL

#ifndef LIB_LIGHTING_UTIL
#define LIB_LIGHTING_UTIL
#include "lib/util/quickstep.glsl"
#if @lightingMethodUBO
const int mask = int(0xff);
const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
vec3 unpackRGB(int data)
{
return vec3( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0));
}
vec4 unpackRGBA(int data)
{
return vec4( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0)
,(float(((data >> shift.w) & mask)) / 255.0));
}
/* Layout:
packedColors: 8-bit unsigned RGB packed as (diffuse, ambient, specular).
sign bit is stored in unused alpha component
attenuation: constant, linear, quadratic, light radius (as defined in content)
*/
struct LightData
{
ivec4 packedColors;
vec4 position;
vec4 attenuation;
};
uniform int PointLightIndex[@maxLights];
uniform int PointLightCount;
// Defaults to shared layout. If we ever move to GLSL 140, std140 layout should be considered
uniform LightBufferBinding
{
LightData LightBuffer[@maxLightsInScene];
};
#elif @lightingMethodPerObjectUniform
/* Layout:
--------------------------------------- -----------
| pos_x | ambi_r | diff_r | spec_r |
| pos_y | ambi_g | diff_g | spec_g |
| pos_z | ambi_b | diff_b | spec_b |
| att_c | att_l | att_q | radius/spec_a |
--------------------------------------------------
*/
uniform mat4 LightBuffer[@maxLights];
uniform int PointLightCount;
#endif
float lcalcConstantAttenuation(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][0].w;
#elif @lightingMethodUBO
return @getLight[lightIndex].attenuation.x;
#else
return @getLight[lightIndex].constantAttenuation;
#endif
}
float lcalcLinearAttenuation(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][1].w;
#elif @lightingMethodUBO
return @getLight[lightIndex].attenuation.y;
#else
return @getLight[lightIndex].linearAttenuation;
#endif
}
float lcalcQuadraticAttenuation(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][2].w;
#elif @lightingMethodUBO
return @getLight[lightIndex].attenuation.z;
#else
return @getLight[lightIndex].quadraticAttenuation;
#endif
}
#if !@lightingMethodFFP
float lcalcRadius(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][3].w;
#else
return @getLight[lightIndex].attenuation.w;
#endif
}
#endif
float lcalcIllumination(int lightIndex, float dist)
{
float illumination = 1.0 / (lcalcConstantAttenuation(lightIndex) + lcalcLinearAttenuation(lightIndex) * dist + lcalcQuadraticAttenuation(lightIndex) * dist * dist);
#if @lightingMethodPerObjectUniform || @lightingMethodUBO
// Fade illumination between the radius and the radius doubled to diminish pop-in
illumination *= 1.0 - quickstep((dist / lcalcRadius(lightIndex)) - 1.0);
#endif
return illumination;
}
vec3 lcalcPosition(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][0].xyz;
#else
return @getLight[lightIndex].position.xyz;
#endif
}
vec3 lcalcDiffuse(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][2].xyz;
#elif @lightingMethodUBO
return unpackRGB(@getLight[lightIndex].packedColors.x) * float(@getLight[lightIndex].packedColors.w);
#else
return @getLight[lightIndex].diffuse.xyz;
#endif
}
vec3 lcalcAmbient(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][1].xyz;
#elif @lightingMethodUBO
return unpackRGB(@getLight[lightIndex].packedColors.y);
#else
return @getLight[lightIndex].ambient.xyz;
#endif
}
vec4 lcalcSpecular(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][3];
#elif @lightingMethodUBO
return unpackRGBA(@getLight[lightIndex].packedColors.z);
#else
return @getLight[lightIndex].specular;
#endif
}
void clampLightingResult(inout vec3 lighting)
{
#if @clamp
lighting = clamp(lighting, vec3(0.0), vec3(1.0));
#else
lighting = max(lighting, 0.0);
#endif
}
#endif