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Merge pull request #4093 from samcake/temp0
Factorize the shader code for deferred lighting
This commit is contained in:
commit
b3b43b4c14
7 changed files with 111 additions and 160 deletions
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@ -753,6 +753,7 @@ public:
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float shininess;
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float opacity;
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QString id;
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model::MaterialPointer _material;
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};
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class Cluster {
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@ -1715,6 +1716,14 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
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#endif
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}
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material.id = getID(object.properties);
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material._material = model::MaterialPointer(new model::Material());
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material._material->setEmissive(material.emissive);
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material._material->setDiffuse(material.diffuse);
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material._material->setSpecular(material.specular);
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material._material->setShininess(material.shininess);
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material._material->setOpacity(material.opacity);
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materials.insert(material.id, material);
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} else if (object.name == "NodeAttribute") {
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@ -2138,6 +2147,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
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for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
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if (extracted.partMaterialTextures.at(j).first == materialIndex) {
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FBXMeshPart& part = extracted.mesh.parts[j];
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part._material = material._material;
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part.diffuseColor = material.diffuse;
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part.specularColor = material.specular;
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part.emissiveColor = material.emissive;
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65
libraries/render-utils/src/DeferredBuffer.slh
Executable file
65
libraries/render-utils/src/DeferredBuffer.slh
Executable file
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@ -0,0 +1,65 @@
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<!
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// DeferredBuffer.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 1/12/15.
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// Copyright 2013 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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<@if not DEFERRED_BUFFER_SLH@>
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<@def DEFERRED_BUFFER_SLH@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// the distance to the near clip plane
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uniform float near;
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// scale factor for depth: (far - near) / far
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uniform float depthScale;
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// offset for depth texture coordinates
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uniform vec2 depthTexCoordOffset;
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// scale for depth texture coordinates
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uniform vec2 depthTexCoordScale;
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struct DeferredFragment {
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float depthVal;
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vec4 normalVal;
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vec4 diffuseVal;
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vec4 specularVal;
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vec4 position;
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vec3 normal;
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};
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DeferredFragment unpackDeferredFragment(vec2 texcoord) {
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DeferredFragment frag;
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frag.depthVal = texture2D(depthMap, texcoord).r;
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frag.normalVal = texture2D(normalMap, texcoord);
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frag.diffuseVal = texture2D(diffuseMap, texcoord);
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frag.specularVal = texture2D(specularMap, texcoord);
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// compute the view space position using the depth
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float z = near / (frag.depthVal * depthScale - 1.0);
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frag.position = vec4((depthTexCoordOffset + texcoord * depthTexCoordScale) * z, z, 1.0);
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// Unpack the normal from the map
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frag.normal = normalize(frag.normalVal.xyz * 2.0 - vec3(1.0));
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return frag;
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}
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<@endif@>
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@ -12,56 +12,29 @@
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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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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// the distance to the near clip plane
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uniform float near;
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// scale factor for depth: (far - near) / far
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uniform float depthScale;
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// offset for depth texture coordinates
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uniform vec2 depthTexCoordOffset;
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// scale for depth texture coordinates
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uniform vec2 depthTexCoordScale;
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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void main(void) {
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float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
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vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
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vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
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DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
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vec4 normalVal = frag.normalVal;
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vec4 diffuseVal = frag.diffuseVal;
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vec4 specularVal = frag.specularVal;
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// compute the view space position using the depth
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float z = near / (depthVal * depthScale - 1.0);
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vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 0.0);
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// Light mapped or not ?
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if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
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gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
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} else {
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// get the normal from the map
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vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
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// compute the base color based on OpenGL lighting model
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
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float facingLight = step(0.0, diffuse);
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
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// compute the specular multiplier (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
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normalizedNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
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frag.normal));
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// add specular contribution
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vec4 specularColor = specularVal;
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@ -12,52 +12,24 @@
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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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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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// Everything about shadow
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<@include Shadow.slh@>
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// the distance to the near clip plane
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uniform float near;
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// scale factor for depth: (far - near) / far
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uniform float depthScale;
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// offset for depth texture coordinates
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uniform vec2 depthTexCoordOffset;
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// scale for depth texture coordinates
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uniform vec2 depthTexCoordScale;
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void main(void) {
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float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
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vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
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vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
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// compute the view space position using the depth
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float z = near / (depthVal * depthScale - 1.0);
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vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
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DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
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vec4 normalVal = frag.normalVal;
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vec4 diffuseVal = frag.diffuseVal;
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vec4 specularVal = frag.specularVal;
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// Eval shadow Texcoord and then Attenuation
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vec4 shadowTexcoord = evalCascadedShadowTexcoord(position);
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vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
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float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
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// get the normal from the map
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vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
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// how much this fragment faces the light direction
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
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// Light mapped or not ?
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if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
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@ -83,12 +55,12 @@ void main(void) {
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float facingLight = step(0.0, diffuse) * shadowAttenuation;
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// compute the base color based on OpenGL lighting model
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
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// compute the specular multiplier (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
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normalizedNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
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frag.normal));
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// add specular contribution
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vec4 specularColor = specularVal;
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@ -12,52 +12,24 @@
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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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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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// Everything about shadow
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<@include Shadow.slh@>
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// the distance to the near clip plane
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uniform float near;
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// scale factor for depth: (far - near) / far
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uniform float depthScale;
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// offset for depth texture coordinates
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uniform vec2 depthTexCoordOffset;
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// scale for depth texture coordinates
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uniform vec2 depthTexCoordScale;
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void main(void) {
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float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
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vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
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vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
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// compute the view space position using the depth
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float z = near / (depthVal * depthScale - 1.0);
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vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
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DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
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vec4 normalVal = frag.normalVal;
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vec4 diffuseVal = frag.diffuseVal;
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vec4 specularVal = frag.specularVal;
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// Eval shadow Texcoord and then Attenuation
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vec4 shadowTexcoord = evalShadowTexcoord(position);
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vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
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float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
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// get the normal from the map
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vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
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// how much this fragment faces the light direction
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
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// Light mapped or not ?
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if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
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@ -86,8 +58,8 @@ void main(void) {
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gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
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// compute the specular multiplier (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
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normalizedNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
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frag.normal));
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// add specular contribution
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vec4 specularColor = specularVal;
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@ -12,29 +12,8 @@
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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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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// the distance to the near clip plane
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uniform float near;
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// scale factor for depth: (far - near) / far
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uniform float depthScale;
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// offset for depth texture coordinates
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uniform vec2 depthTexCoordOffset;
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// scale for depth texture coordinates
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uniform vec2 depthTexCoordScale;
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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// the radius (hard cutoff) of the light effect
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uniform float radius;
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@ -12,29 +12,8 @@
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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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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal texture
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uniform sampler2D normalMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// the distance to the near clip plane
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uniform float near;
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// scale factor for depth: (far - near) / far
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uniform float depthScale;
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// offset for depth texture coordinates
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uniform vec2 depthTexCoordOffset;
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// scale for depth texture coordinates
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uniform vec2 depthTexCoordScale;
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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// the radius (hard cutoff) of the light effect
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uniform float radius;
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