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Merge pull request #5 from zzmp/fix/skybox-light-orange
Fix skybox global color shader
This commit is contained in:
commit
483f9a4ee3
6 changed files with 63 additions and 79 deletions
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@ -34,8 +34,9 @@ uniform sampler2D lightingMap;
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struct DeferredTransform {
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mat4 projection;
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mat4 viewInverse;
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vec4 stereoSide_spareABC;
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float stereoSide;
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float skyboxMipmapLevels;
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vec2 _spareAB;
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};
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layout(std140) uniform deferredTransformBuffer {
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@ -46,10 +47,10 @@ DeferredTransform getDeferredTransform() {
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}
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bool getStereoMode(DeferredTransform deferredTransform) {
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return (deferredTransform.stereoSide_spareABC.x != 0.0);
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return (deferredTransform.stereoSide != 0.0);
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}
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float getStereoSide(DeferredTransform deferredTransform) {
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return (deferredTransform.stereoSide_spareABC.x);
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return (deferredTransform.stereoSide);
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}
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vec4 evalEyePositionFromZ(DeferredTransform deferredTransform, float depthVal, vec2 texcoord) {
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@ -11,88 +11,61 @@
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<@if not DEFERRED_GLOBAL_LIGHT_SLH@>
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<@def DEFERRED_GLOBAL_LIGHT_SLH@>
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<@include model/Light.slh@>
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<@include DeferredLighting.slh@>
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<@func declareSkyboxMap()@>
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// declareSkyboxMap
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uniform samplerCube skyboxMap;
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vec4 evalSkyboxLight(vec3 direction, float lod) {
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// FIXME
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//vec4 skytexel = textureLod(skyboxMap, direction, lod * textureQueryLevels(skyboxMap));
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vec4 skytexel = texture(skyboxMap, direction);
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return skytexel;
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// textureQueryLevels is not available until #430, so we require explicit lod
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// float mipmapLevel = lod * textureQueryLevels(skyboxMap);
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return textureLod(skyboxMap, direction, lod);
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}
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<@endfunc@>
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// Everything about light
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<@include model/Light.slh@>
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<@func prepareGlobalLight()@>
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// prepareGlobalLight
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// Transform directions to worldspace
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
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vec3 fragEyeVector = vec3(invViewMat * vec4(-position, 0.0));
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vec3 fragEyeDir = normalize(fragEyeVector);
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// Get light
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Light light = getLight();
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, vec3(metallic), roughness);
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color = vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += emissive;
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<@endfunc@>
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<@func declareEvalAmbientGlobalColor()@>
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vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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// Need the light now
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Light light = getLight();
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 color = albedo * getLightColor(light) * obscurance * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, vec3(metallic), roughness);
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color += vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += emissive;
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<$prepareGlobalLight()$>
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color += albedo * getLightColor(light) * obscurance * getLightAmbientIntensity(light);
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return color;
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}
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<@endfunc@>
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<@func declareEvalAmbientSphereGlobalColor()@>
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vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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// Need the light now
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Light light = getLight();
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vec3 fragNormal = normalize(vec3(invViewMat * vec4(normal, 0.0)));
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 ambientNormal = fragNormal.xyz;
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vec3 color = albedo * evalSphericalLight(getLightAmbientSphere(light), ambientNormal).xyz * obscurance * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, vec3(metallic), roughness);
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color += vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += emissive;
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<$prepareGlobalLight()$>
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color += albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
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return color;
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}
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<@endfunc@>
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<@func declareEvalSkyboxGlobalColor()@>
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<$declareSkyboxMap()$>
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 emissive, float roughness) {
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// Need the light now
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Light light = getLight();
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vec3 fragNormal = normalize(vec3(invViewMat * vec4(normal, 0.0)));
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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<$prepareGlobalLight()$>
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vec3 color = albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, vec3(metallic), roughness);
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color += vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += emissive;
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vec3 direction = -reflect(fragEyeDir, fragNormal);
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float lod = min(1.0 + floor((1.0 - gloss) * levels), levels);
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vec4 skyboxLight = evalSkyboxLight(direction, lod);
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color += albedo * skyboxLight.rgb * skyboxLight.a * obscurance * getLightAmbientIntensity(light);
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return color;
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}
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@ -100,26 +73,26 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 diffuse, vec3 lightmap) {
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Light light = getLight();
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
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float diffuseDot = dot(fragNormal, -getLightDirection(light));
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// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
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// it should be just 0, but we have innacurracy so we need to overshoot
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// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
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// It should be just 0, but we have inaccuracy so we overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0)); // transform to worldspace
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float diffuseDot = dot(fragNormal, -getLightDirection(light));
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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//float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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// evaluate the shadow test but only relevant for light facing fragments
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// Reevaluate the shadow attenuation for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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// Diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * lightmap;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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// Ambient light is the lightmap when in shadow
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vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
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return obscurance * albedo * (ambientLight + diffuseLight);
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return obscurance * albedo * (diffuseLight + ambientLight);
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}
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<@endfunc@>
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@ -94,7 +94,7 @@ void DeferredLightingEffect::init() {
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lp->setColor(glm::vec3(1.0f));
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lp->setIntensity(1.0f);
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lp->setType(model::Light::SUN);
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lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
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lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset::OLD_TOWN_SQUARE);
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}
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void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color,
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@ -321,7 +321,7 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
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if (_skyboxTexture) {
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program = _directionalSkyboxLightShadow;
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locations = _directionalSkyboxLightShadowLocations;
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} else if (_ambientLightMode > -1) {
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} else {
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program = _directionalAmbientSphereLightShadow;
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locations = _directionalAmbientSphereLightShadowLocations;
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}
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@ -329,7 +329,7 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
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if (_skyboxTexture) {
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program = _directionalSkyboxLight;
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locations = _directionalSkyboxLightLocations;
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} else if (_ambientLightMode > -1) {
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} else {
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program = _directionalAmbientSphereLight;
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locations = _directionalAmbientSphereLightLocations;
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}
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@ -562,6 +562,14 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light, const gpu::TexturePointer& skyboxTexture) {
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_allocatedLights.front() = light;
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_skyboxTexture = skyboxTexture;
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// Update the available mipmap levels
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if (_skyboxTexture) {
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float dim = glm::max(_skyboxTexture->getHeight(), _skyboxTexture->getWidth(), _skyboxTexture->getDepth());
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auto skyboxMipmapLevels = 1 + glm::floor(glm::log2(dim));
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_deferredTransformBuffer[0].edit<DeferredTransform>().skyboxMipmapLevels = skyboxMipmapLevels;
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_deferredTransformBuffer[1].edit<DeferredTransform>().skyboxMipmapLevels = skyboxMipmapLevels;
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}
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}
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model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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@ -96,7 +96,6 @@ private:
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std::vector<int> _pointLights;
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std::vector<int> _spotLights;
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int _ambientLightMode = 0;
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gpu::TexturePointer _skyboxTexture;
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// Class describing the uniform buffer with all the parameters common to the deferred shaders
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@ -104,8 +103,9 @@ private:
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public:
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glm::mat4 projection;
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glm::mat4 viewInverse;
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float stereoSide{ 0.f };
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float spareA, spareB, spareC;
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float stereoSide { 0.f };
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float skyboxMipmapLevels { 1.0f };
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float spareA, spareB;
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DeferredTransform() {}
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};
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@ -47,7 +47,8 @@ void main(void) {
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frag.diffuse,
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frag.metallic,
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frag.emissive,
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frag.roughness);
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frag.roughness,
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deferredTransform.skyboxMipmapLevels);
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_fragColor = vec4(color, frag.normalVal.a);
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}
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@ -49,7 +49,8 @@ void main(void) {
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frag.diffuse,
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frag.metallic,
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frag.emissive,
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frag.roughness);
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frag.roughness,
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deferredTransform.skyboxMipmapLevels);
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_fragColor = vec4(color, frag.normalVal.a);
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}
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