mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 19:13:38 +02:00
clean up the lighting function and put the global specular lighting in a separate function
This commit is contained in:
parent
88f816fab4
commit
257c8c94c3
3 changed files with 56 additions and 35 deletions
|
@ -109,10 +109,15 @@ SphericalHarmonics getLightAmbientSphere(Light l) {
|
|||
return l._ambientSphere;
|
||||
}
|
||||
|
||||
bool getLightHasAmbientMap(Light l) {
|
||||
return l._control.x > 0;
|
||||
}
|
||||
|
||||
float getLightAmbientMapNumMips(Light l) {
|
||||
return l._control.x;
|
||||
}
|
||||
|
||||
|
||||
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
|
||||
uniform lightBuffer {
|
||||
Light light;
|
||||
|
|
|
@ -25,6 +25,43 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
|
|||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func declareEvalGlobalSpecularIrradiance(supportAmbientSphere, supportAmbientMap, supportIfAmbientMapElseAmbientSphere)@>
|
||||
|
||||
vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
|
||||
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5);
|
||||
}
|
||||
|
||||
<@if supportAmbientMap@>
|
||||
<$declareSkyboxMap()$>
|
||||
<@endif@>
|
||||
|
||||
vec3 evalGlobalSpecularIrradiance(Light light, vec3 fragEyeDir, vec3 fragNormal, float roughness, vec3 fresnel, float obscurance) {
|
||||
vec3 direction = -reflect(fragEyeDir, fragNormal);
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
|
||||
vec3 specularLight;
|
||||
<@if supportIfAmbientMapElseAmbientSphere@>
|
||||
if (getLightHasAmbientMap(light))
|
||||
<@endif@>
|
||||
<@if supportAmbientMap@>
|
||||
{
|
||||
float levels = getLightAmbientMapNumMips(light);
|
||||
float lod = min(floor((roughness) * levels), levels);
|
||||
specularLight = evalSkyboxLight(direction, lod).xyz;
|
||||
}
|
||||
<@endif@>
|
||||
<@if supportIfAmbientMapElseAmbientSphere@>
|
||||
else
|
||||
<@endif@>
|
||||
<@if supportAmbientSphere@>
|
||||
{
|
||||
specularLight = evalSphericalLight(getLightAmbientSphere(light), direction).xyz;
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
return specularLight * ambientFresnel * getLightAmbientIntensity(light);
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func prepareGlobalLight()@>
|
||||
// prepareGlobalLight
|
||||
|
||||
|
@ -45,11 +82,6 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
|
|||
color += emissive;
|
||||
<@endfunc@>
|
||||
|
||||
<@func declareAmbientFresnel()@>
|
||||
vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
|
||||
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5);
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func declareEvalAmbientGlobalColor()@>
|
||||
vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
|
||||
|
@ -60,7 +92,8 @@ vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obsc
|
|||
<@endfunc@>
|
||||
|
||||
<@func declareEvalAmbientSphereGlobalColor()@>
|
||||
<$declareAmbientFresnel()$>
|
||||
<$declareEvalGlobalSpecularIrradiance(1, 0, 0)$>
|
||||
|
||||
|
||||
vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
|
||||
<$prepareGlobalLight()$>
|
||||
|
@ -69,18 +102,15 @@ vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, floa
|
|||
color += (1 - metallic) * albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
|
||||
|
||||
// Specular highlight from ambient
|
||||
vec3 direction = -reflect(fragEyeDir, fragNormal);
|
||||
vec3 skyboxLight = evalSphericalLight(getLightAmbientSphere(light), direction).xyz;
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
|
||||
color += ambientFresnel * skyboxLight.rgb * obscurance * getLightAmbientIntensity(light);
|
||||
vec3 specularLighting = evalGlobalSpecularIrradiance(light, fragEyeDir, fragNormal, roughness, fresnel, obscurance);
|
||||
color += specularLighting;
|
||||
|
||||
return color;
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func declareEvalSkyboxGlobalColor()@>
|
||||
<$declareSkyboxMap()$>
|
||||
<$declareAmbientFresnel()$>
|
||||
<$declareEvalGlobalSpecularIrradiance(0, 1, 0)$>
|
||||
|
||||
vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
|
||||
<$prepareGlobalLight()$>
|
||||
|
@ -89,13 +119,8 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
|
|||
color += (1 - metallic) * albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
|
||||
|
||||
// Specular highlight from ambient
|
||||
vec3 direction = -reflect(fragEyeDir, fragNormal);
|
||||
|
||||
float levels = getLightAmbientMapNumMips(light);
|
||||
float lod = min(floor((roughness) * levels), levels);
|
||||
vec4 skyboxLight = evalSkyboxLight(direction, lod);
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
|
||||
color += ambientFresnel * skyboxLight.rgb * obscurance * getLightAmbientIntensity(light);
|
||||
vec3 specularLighting = evalGlobalSpecularIrradiance(light, fragEyeDir, fragNormal, roughness, fresnel, obscurance);
|
||||
color += specularLighting;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
@ -127,32 +152,23 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
|
|||
|
||||
|
||||
|
||||
<@func declareEvalGlobalLightColor()@>
|
||||
<@func declareEvalGlobalLightingAlphaBlended()@>
|
||||
|
||||
<$declareSkyboxMap()$>
|
||||
<$declareAmbientFresnel()$>
|
||||
<$declareEvalGlobalSpecularIrradiance(1, 1, 1)$>
|
||||
|
||||
vec3 evalSkyboxGlobalColorAlpha(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness, float opacity) {
|
||||
vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness, float opacity) {
|
||||
<$prepareGlobalLight()$>
|
||||
|
||||
// Diffuse from ambient
|
||||
color += (1 - metallic) * albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
|
||||
|
||||
// Specular highlight from ambient
|
||||
vec3 direction = -reflect(fragEyeDir, fragNormal);
|
||||
|
||||
float levels = getLightAmbientMapNumMips(light);
|
||||
float lod = min(floor((roughness) * levels), levels);
|
||||
vec4 skyboxLight = evalSkyboxLight(direction, lod);
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
|
||||
color += ambientFresnel * skyboxLight.rgb * obscurance * getLightAmbientIntensity(light) / opacity;
|
||||
vec3 specularLighting = evalGlobalSpecularIrradiance(light, fragEyeDir, fragNormal, roughness, fresnel, obscurance);
|
||||
color += specularLighting / opacity;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 evalGlobalLightColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness, float opacity) {
|
||||
return evalSkyboxGlobalColorAlpha(invViewMat, shadowAttenuation, obscurance, position, normal, albedo, metallic, emissive, roughness, opacity);
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalGlobalLightColor()$>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
@ -59,7 +59,7 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor = vec4(evalGlobalLightColor(
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlended(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
1.0,
|
||||
|
|
Loading…
Reference in a new issue