mirror of
https://github.com/overte-org/overte.git
synced 2025-04-16 21:02:17 +02:00
Merge pull request #7995 from samcake/blue
Fix the jittering reflection bug and more Normal improvments
This commit is contained in:
commit
326aa639fc
19 changed files with 133 additions and 56 deletions
|
@ -25,24 +25,43 @@ layout(location = 2) out vec4 _fragColor2;
|
|||
|
||||
// the alpha threshold
|
||||
uniform float alphaThreshold;
|
||||
uniform sampler2D normalFittingMap;
|
||||
|
||||
vec3 bestFitNormal(vec3 normal) {
|
||||
vec3 absNorm = abs(normal);
|
||||
float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
|
||||
vec2 signNotZero(vec2 v) {
|
||||
return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
|
||||
}
|
||||
|
||||
vec2 texcoord = (absNorm.z < maxNAbs ?
|
||||
(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
|
||||
absNorm.xy);
|
||||
texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
|
||||
texcoord.y /= texcoord.x;
|
||||
vec3 cN = normal / maxNAbs;
|
||||
float fittingScale = texture(normalFittingMap, texcoord).a;
|
||||
cN *= fittingScale;
|
||||
return (cN * 0.5 + 0.5);
|
||||
vec2 float32x3_to_oct(in vec3 v) {
|
||||
vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
|
||||
return ((v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p);
|
||||
}
|
||||
|
||||
|
||||
vec3 oct_to_float32x3(in vec2 e) {
|
||||
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
|
||||
if (v.z < 0) {
|
||||
v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
|
||||
}
|
||||
return normalize(v);
|
||||
}
|
||||
|
||||
vec3 snorm12x2_to_unorm8x3(vec2 f) {
|
||||
vec2 u = vec2(round(clamp(f, -1.0, 1.0) * 2047.0 + 2047.0));
|
||||
float t = floor(u.y / 256.0);
|
||||
|
||||
return floor(vec3(
|
||||
u.x / 16.0,
|
||||
fract(u.x / 16.0) * 256.0 + t,
|
||||
u.y - t * 256.0
|
||||
)) / 255.0;
|
||||
}
|
||||
|
||||
vec2 unorm8x3_to_snorm12x2(vec3 u) {
|
||||
u *= 255.0;
|
||||
u.y *= (1.0 / 16.0);
|
||||
vec2 s = vec2( u.x * 16.0 + floor(u.y),
|
||||
fract(u.y) * (16.0 * 256.0) + u.z);
|
||||
return clamp(s * (1.0 / 2047.0) - 1.0, vec2(-1.0), vec2(1.0));
|
||||
}
|
||||
|
||||
float mod289(float x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
|
@ -322,7 +341,7 @@ void main(void) {
|
|||
}
|
||||
|
||||
vec4 diffuse = vec4(_color.rgb, alpha);
|
||||
vec4 normal = vec4(normalize(bestFitNormal(_normal)), 0.5);
|
||||
vec4 normal = vec4(packNormal(normalize(_normal)), 0.5);
|
||||
|
||||
_fragColor0 = diffuse;
|
||||
_fragColor1 = normal;
|
||||
|
@ -355,7 +374,7 @@ void main(void) {
|
|||
float emissiveAmount = getProceduralColors(diffuse, specular, shininess);
|
||||
|
||||
_fragColor0 = vec4(diffuse.rgb, 1.0);
|
||||
_fragColor1 = vec4(bestFitNormal(normalize(_normal.xyz)), 1.0 - (emissiveAmount / 2.0));
|
||||
_fragColor1 = vec4(packNormal(normalize(_normal.xyz)), 1.0 - (emissiveAmount / 2.0));
|
||||
_fragColor2 = vec4(specular, shininess / 128.0);
|
||||
}
|
||||
)SCRIBE";
|
||||
|
|
|
@ -119,6 +119,15 @@ TransformObject getTransformObject() {
|
|||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToWorldDir(cameraTransform, objectTransform, modelDir, worldDir)@>
|
||||
{ // transformModelToEyeDir
|
||||
vec3 mr0 = <$objectTransform$>._modelInverse[0].xyz;
|
||||
vec3 mr1 = <$objectTransform$>._modelInverse[1].xyz;
|
||||
vec3 mr2 = <$objectTransform$>._modelInverse[2].xyz;
|
||||
|
||||
<$worldDir$> = vec3(dot(mr0, <$modelDir$>), dot(mr1, <$modelDir$>), dot(mr2, <$modelDir$>));
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
|
||||
{ // transformModelToEyeDir
|
||||
|
|
|
@ -51,4 +51,70 @@ float packUnlit() {
|
|||
return FRAG_PACK_UNLIT;
|
||||
}
|
||||
|
||||
|
||||
vec2 signNotZero(vec2 v) {
|
||||
return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
|
||||
}
|
||||
|
||||
vec2 float32x3_to_oct(in vec3 v) {
|
||||
vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
|
||||
return ((v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p);
|
||||
}
|
||||
|
||||
|
||||
vec3 oct_to_float32x3(in vec2 e) {
|
||||
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
|
||||
if (v.z < 0) {
|
||||
v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
|
||||
}
|
||||
return normalize(v);
|
||||
}
|
||||
|
||||
vec3 snorm12x2_to_unorm8x3(vec2 f) {
|
||||
vec2 u = vec2(round(clamp(f, -1.0, 1.0) * 2047.0 + 2047.0));
|
||||
float t = floor(u.y / 256.0);
|
||||
|
||||
return floor(vec3(
|
||||
u.x / 16.0,
|
||||
fract(u.x / 16.0) * 256.0 + t,
|
||||
u.y - t * 256.0
|
||||
)) / 255.0;
|
||||
}
|
||||
|
||||
vec2 unorm8x3_to_snorm12x2(vec3 u) {
|
||||
u *= 255.0;
|
||||
u.y *= (1.0 / 16.0);
|
||||
vec2 s = vec2( u.x * 16.0 + floor(u.y),
|
||||
fract(u.y) * (16.0 * 256.0) + u.z);
|
||||
return clamp(s * (1.0 / 2047.0) - 1.0, vec2(-1.0), vec2(1.0));
|
||||
}
|
||||
|
||||
uniform sampler2D normalFittingMap;
|
||||
|
||||
vec3 bestFitNormal(vec3 normal) {
|
||||
vec3 absNorm = abs(normal);
|
||||
float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
|
||||
|
||||
vec2 texcoord = (absNorm.z < maxNAbs ?
|
||||
(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
|
||||
absNorm.xy);
|
||||
texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
|
||||
texcoord.y /= texcoord.x;
|
||||
vec3 cN = normal / maxNAbs;
|
||||
|
||||
float fittingScale = texture(normalFittingMap, texcoord).a;
|
||||
cN *= fittingScale;
|
||||
|
||||
return (cN * 0.5 + 0.5);
|
||||
}
|
||||
|
||||
vec3 packNormal(in vec3 n) {
|
||||
return snorm12x2_to_unorm8x3(float32x3_to_oct(n));
|
||||
}
|
||||
|
||||
vec3 unpackNormal(in vec3 p) {
|
||||
return oct_to_float32x3(unorm8x3_to_snorm12x2(p));
|
||||
}
|
||||
|
||||
|
||||
<@endif@>
|
||||
|
|
|
@ -100,7 +100,7 @@ DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
|
|||
frag.obscurance = texture(obscuranceMap, texcoord).x;
|
||||
|
||||
// Unpack the normal from the map
|
||||
frag.normal = normalize(frag.normalVal.xyz * 2.0 - vec3(1.0));
|
||||
frag.normal = unpackNormal(frag.normalVal.xyz);
|
||||
frag.roughness = frag.normalVal.a;
|
||||
|
||||
// Diffuse color and unpack the mode and the metallicness
|
||||
|
|
|
@ -17,24 +17,6 @@ layout(location = 0) out vec4 _fragColor0;
|
|||
layout(location = 1) out vec4 _fragColor1;
|
||||
layout(location = 2) out vec4 _fragColor2;
|
||||
|
||||
uniform sampler2D normalFittingMap;
|
||||
|
||||
vec3 bestFitNormal(vec3 normal) {
|
||||
vec3 absNorm = abs(normal);
|
||||
float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
|
||||
|
||||
vec2 texcoord = (absNorm.z < maxNAbs ?
|
||||
(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
|
||||
absNorm.xy);
|
||||
texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
|
||||
texcoord.y /= texcoord.x;
|
||||
vec3 cN = normal / maxNAbs;
|
||||
|
||||
float fittingScale = texture(normalFittingMap, texcoord).a;
|
||||
cN *= fittingScale;
|
||||
return (cN * 0.5 + 0.5);
|
||||
}
|
||||
|
||||
|
||||
// the alpha threshold
|
||||
const float alphaThreshold = 0.5;
|
||||
|
@ -55,7 +37,7 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness
|
|||
discard;
|
||||
}
|
||||
_fragColor0 = vec4(albedo, packShadedMetallic(metallic));
|
||||
_fragColor1 = vec4(bestFitNormal(normal), clamp(roughness, 0.0, 1.0));
|
||||
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
|
||||
_fragColor2 = vec4(emissive, occlusion);
|
||||
}
|
||||
|
||||
|
@ -65,7 +47,7 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float r
|
|||
discard;
|
||||
}
|
||||
_fragColor0 = vec4(albedo, packLightmappedMetallic(metallic));
|
||||
_fragColor1 = vec4(bestFitNormal(normal), clamp(roughness, 0.0, 1.0));
|
||||
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
|
||||
_fragColor2 = vec4(emissive, 1.0);
|
||||
}
|
||||
|
||||
|
@ -74,7 +56,7 @@ void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {
|
|||
discard;
|
||||
}
|
||||
_fragColor0 = vec4(color, packUnlit());
|
||||
_fragColor1 = vec4(bestFitNormal(normal), 1.0);
|
||||
_fragColor1 = vec4(packNormal(normal), 1.0);
|
||||
//_fragColor2 = vec4(vec3(0.0), 1.0); // If unlit, do not worry about the emissive color target
|
||||
}
|
||||
|
||||
|
|
|
@ -66,7 +66,8 @@ vec3 evalGlobalSpecularIrradiance(Light light, vec3 fragEyeDir, vec3 fragNormal,
|
|||
// prepareGlobalLight
|
||||
|
||||
// Transform directions to worldspace
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
|
||||
// vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
|
||||
vec3 fragNormal = vec3((normal));
|
||||
vec3 fragEyeVector = vec3(invViewMat * vec4(-position, 0.0));
|
||||
vec3 fragEyeDir = normalize(fragEyeVector);
|
||||
|
||||
|
|
|
@ -59,8 +59,8 @@ void FramebufferCache::createPrimaryFramebuffer() {
|
|||
_deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
_deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
|
||||
// auto colorFormat = gpu::Element::COLOR_RGBA_32;
|
||||
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
|
||||
auto linearFormat = gpu::Element::COLOR_RGBA_32;
|
||||
auto width = _frameBufferSize.width();
|
||||
auto height = _frameBufferSize.height();
|
||||
|
||||
|
@ -70,7 +70,8 @@ void FramebufferCache::createPrimaryFramebuffer() {
|
|||
_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
|
||||
|
||||
_deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
|
||||
_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));
|
||||
_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
|
||||
_deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
|
||||
|
|
|
@ -36,5 +36,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
||||
|
|
|
@ -39,6 +39,6 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
||||
|
||||
|
|
|
@ -39,6 +39,6 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
}
|
||||
|
|
|
@ -39,6 +39,6 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToEyeDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
}
|
||||
|
|
|
@ -32,5 +32,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
||||
|
|
|
@ -61,7 +61,7 @@ void main(void) {
|
|||
vec3 fragLightDir = fragLightVec / fragLightDistance;
|
||||
|
||||
// Eval shading
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(frag.normal, 0.0));
|
||||
vec3 fragNormal = vec3(frag.normal);
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
vec4 shading = evalFragShading(fragNormal, fragLightDir, fragEyeDir, frag.metallic, frag.specular, frag.roughness);
|
||||
|
|
|
@ -27,5 +27,5 @@ void main() {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal.xyz)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal.xyz)$>
|
||||
}
|
|
@ -34,5 +34,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
|
@ -45,6 +45,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
_normal = interpolatedNormal.xyz;
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
|
||||
}
|
||||
|
|
|
@ -50,8 +50,8 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
|
||||
|
||||
_normal = interpolatedNormal.xyz;
|
||||
_tangent = interpolatedTangent.xyz;
|
||||
|
|
|
@ -68,7 +68,7 @@ void main(void) {
|
|||
}
|
||||
|
||||
// Eval shading
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(frag.normal, 0.0));
|
||||
vec3 fragNormal = vec3(frag.normal);
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
vec4 shading = evalFragShading(fragNormal, fragLightDir, fragEyeDir, frag.metallic, frag.specular, frag.roughness);
|
||||
|
|
|
@ -30,6 +30,6 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, varNormal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, varNormal)$>
|
||||
varPosition = inPosition.xyz;
|
||||
}
|
Loading…
Reference in a new issue