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Creating a separate shader for the locallighting pass
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3 changed files with 115 additions and 8 deletions
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@ -35,6 +35,7 @@
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#include "directional_ambient_light_shadow_frag.h"
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#include "directional_skybox_light_shadow_frag.h"
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#include "local_lights_shading_frag.h"
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#include "point_light_frag.h"
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#include "spot_light_frag.h"
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@ -96,6 +97,7 @@ void DeferredLightingEffect::init() {
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loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
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loadLightProgram(deferred_light_vert, local_lights_shading_frag, false, _localLight, _localLightLocations);
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loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
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loadLightProgram(deferred_light_vert, spot_light_frag, false, _spotLight, _spotLightLocations);
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@ -570,7 +572,7 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
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}
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RenderDeferredLocals::RenderDeferredLocals() :
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_spotLightsBuffer(std::make_shared<gpu::Buffer>()) {
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_localLightsBuffer(std::make_shared<gpu::Buffer>()) {
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}
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@ -628,16 +630,16 @@ void RenderDeferredLocals::run(const render::SceneContextPointer& sceneContext,
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}
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if (lightIndices[0] > 0) {
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_spotLightsBuffer._buffer->setData(lightIndices.size() * sizeof(int), (const gpu::Byte*) lightIndices.data());
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_spotLightsBuffer._size = lightIndices.size() * sizeof(int);
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_localLightsBuffer._buffer->setData(lightIndices.size() * sizeof(int), (const gpu::Byte*) lightIndices.data());
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_localLightsBuffer._size = lightIndices.size() * sizeof(int);
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// Spot light pipeline
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batch.setPipeline(deferredLightingEffect->_spotLight);
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batch._glUniform4fv(deferredLightingEffect->_spotLightLocations->texcoordFrameTransform, 1, reinterpret_cast<const float*>(&textureFrameTransform));
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batch.setPipeline(deferredLightingEffect->_localLight);
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batch._glUniform4fv(deferredLightingEffect->_localLightLocations->texcoordFrameTransform, 1, reinterpret_cast<const float*>(&textureFrameTransform));
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// Bind the global list of lights and the visible lights this frame
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batch.setUniformBuffer(deferredLightingEffect->_spotLightLocations->lightBufferUnit, deferredLightingEffect->getLightStage()._lightArrayBuffer);
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batch.setUniformBuffer(deferredLightingEffect->_spotLightLocations->lightIndexBufferUnit, _spotLightsBuffer);
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batch.setUniformBuffer(deferredLightingEffect->_localLightLocations->lightBufferUnit, deferredLightingEffect->getLightStage()._lightArrayBuffer);
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batch.setUniformBuffer(deferredLightingEffect->_localLightLocations->lightIndexBufferUnit, _localLightsBuffer);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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}
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}
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@ -86,6 +86,8 @@ private:
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gpu::PipelinePointer _directionalAmbientSphereLightShadow;
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gpu::PipelinePointer _directionalLightShadow;
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gpu::PipelinePointer _localLight;
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gpu::PipelinePointer _pointLight;
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gpu::PipelinePointer _spotLight;
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@ -97,6 +99,7 @@ private:
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LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
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LightLocationsPtr _directionalLightShadowLocations;
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LightLocationsPtr _localLightLocations;
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LightLocationsPtr _pointLightLocations;
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LightLocationsPtr _spotLightLocations;
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@ -159,7 +162,7 @@ public:
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const LightingModelPointer& lightingModel,
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const SurfaceGeometryFramebufferPointer& surfaceGeometryFramebuffer);
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gpu::BufferView _spotLightsBuffer;
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gpu::BufferView _localLightsBuffer;
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RenderDeferredLocals();
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102
libraries/render-utils/src/local_lights_shading.slf
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102
libraries/render-utils/src/local_lights_shading.slf
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@ -0,0 +1,102 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// local_lights_shading.frag
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// fragment shader
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//
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// Created by Sam Gateau on 9/6/2016.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Everything about deferred buffer
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<@include DeferredBufferRead.slh@>
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<$declareDeferredCurvature()$>
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// Everything about light
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<@include model/Light.slh@>
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<$declareLightBuffer(32)$>
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uniform lightIndexBuffer {
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int lightIndex[32];
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};
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<@include LightingModel.slh@>
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<@include LightPoint.slh@>
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<$declareLightingPoint(supportScattering)$>
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<@include LightSpot.slh@>
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<$declareLightingSpot(supportScattering)$>
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in vec4 _texCoord0;
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out vec4 _fragColor;
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void main(void) {
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// Grab the fragment data from the uv
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vec2 texCoord = _texCoord0.st;
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vec4 fragPosition = unpackDeferredPositionFromZeye(texCoord);
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DeferredFragment frag = unpackDeferredFragmentNoPosition(texCoord);
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if (frag.mode == FRAG_MODE_UNLIT) {
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discard;
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}
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frag.position = fragPosition;
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vec4 midNormalCurvature;
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vec4 lowNormalCurvature;
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if (frag.mode == FRAG_MODE_SCATTERING) {
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unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
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}
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// Frag pos in world
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mat4 invViewMat = getViewInverse();
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vec4 fragPos = invViewMat * fragPosition;
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// Frag to eye vec
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vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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int numLights = lightIndex[0];
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for (int i = 0; i < numLights; i++) {
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// Need the light now
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Light light = getLight(lightIndex[i + 1]);
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bool isSpot = light_isSpot(light);
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// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
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vec4 fragLightVecLen2;
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vec4 fragLightDirLen;
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float cosSpotAngle;
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if (isSpot) {
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if (!clipFragToLightVolumeSpot(light, fragPos.xyz, fragLightVecLen2, fragLightDirLen, cosSpotAngle)) {
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continue;
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}
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} else {
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if (!clipFragToLightVolumePoint(light, fragPos.xyz, fragLightVecLen2)) {
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continue;
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}
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}
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vec3 diffuse;
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vec3 specular;
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if (isSpot) {
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evalLightingSpot(diffuse, specular, light,
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fragLightDirLen.xyzw, cosSpotAngle, fragEyeDir, frag.normal, frag.roughness,
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frag.metallic, frag.fresnel, frag.albedo, 1.0,
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frag.scattering, midNormalCurvature, lowNormalCurvature);
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} else {
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evalLightingPoint(diffuse, specular, light,
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fragLightVecLen2.xyz, fragEyeDir, frag.normal, frag.roughness,
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frag.metallic, frag.fresnel, frag.albedo, 1.0,
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frag.scattering, midNormalCurvature, lowNormalCurvature);
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}
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_fragColor.rgb += diffuse;
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_fragColor.rgb += specular;
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}
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}
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