vertex lit improvements

main
Dominik Madarász 2024-08-23 17:57:19 +02:00
parent 27392301ee
commit 89a09f127a
10 changed files with 186 additions and 5 deletions

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@ -1323,6 +1323,7 @@ enum MODEL_FLAGS {
enum SHADING_MODE { enum SHADING_MODE {
SHADING_NONE, SHADING_NONE,
SHADING_PHONG, SHADING_PHONG,
SHADING_VERTEXLIT,
SHADING_PBR, SHADING_PBR,
}; };
enum RENDER_PASS { enum RENDER_PASS {
@ -1575,6 +1576,7 @@ typedef struct light_t {
struct { struct {
float constant, linear, quadratic; float constant, linear, quadratic;
} falloff; } falloff;
float radius;
float specularPower; float specularPower;
float innerCone, outerCone; float innerCone, outerCone;
bool cached; bool cached;
@ -1587,6 +1589,7 @@ typedef struct light_t {
void light_teleport(light_t* l, vec3 pos); void light_teleport(light_t* l, vec3 pos);
void light_dir(light_t* l, vec3 dir); void light_dir(light_t* l, vec3 dir);
void light_power(light_t* l, float power); void light_power(light_t* l, float power);
void light_radius(light_t* l, float radius);
void light_falloff(light_t* l, float constant, float linear, float quadratic); void light_falloff(light_t* l, float constant, float linear, float quadratic);
void light_cone(light_t* l, float innerCone, float outerCone); void light_cone(light_t* l, float innerCone, float outerCone);
void light_update(unsigned num_lights, light_t *lv); void light_update(unsigned num_lights, light_t *lv);

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@ -29,6 +29,7 @@ in vec4 v_color;
in vec3 v_tangent; in vec3 v_tangent;
in vec3 v_binormal; in vec3 v_binormal;
in vec3 v_to_camera; in vec3 v_to_camera;
in vec3 v_vertcolor;
out vec4 fragcolor; out vec4 fragcolor;
@ -53,6 +54,7 @@ struct light_t {
vec3 pos; vec3 pos;
vec3 dir; vec3 dir;
float power; float power;
float radius;
float innerCone; float innerCone;
float outerCone; float outerCone;
@ -80,6 +82,11 @@ vec3 shading_phong(light_t l) {
vec3 toLight = l.pos - v_position_ws; vec3 toLight = l.pos - v_position_ws;
lightDir = normalize(toLight); lightDir = normalize(toLight);
float distance = length(toLight); float distance = length(toLight);
/* fast-reject based on radius */
if (l.radius != 0.0 && distance > l.radius) {
return vec3(0,0,0);
}
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance)); attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
if (l.type == LIGHT_SPOT) { if (l.type == LIGHT_SPOT) {
@ -452,6 +459,67 @@ void main() {
#endif #endif
} }
#endif #endif
#ifdef SHADING_VERTEXLIT
void main() {
vec3 n = normalize(v_normal_ws);
vec4 lit = vec4(1.0, 1.0, 1.0, 1.0);
// SH lighting
if (!u_texlit) {
vec3 result = sh_lighting(n);
if( (result.x*result.x+result.y*result.y+result.z*result.z) > 0.0 ) lit = vec4(result, 1.0);
}
lit += vec4(v_vertcolor, 0.0);
// base
vec4 diffuse;
if(u_matcaps) {
vec2 muv = vec2(view * vec4(v_normal_ws, 0))*0.5+vec2(0.5,0.5); // normal (model space) to view space
diffuse = texture(u_texture2d, vec2(muv.x, 1.0-muv.y));
} else if(u_textured) {
diffuse = texture(u_texture2d, v_texcoord);
} else {
diffuse = u_diffuse; // * v_color;
}
// vec4 vertcolor4 = vec4(v_vertcolor, 1.0);
// if (length(diffuse*v_color) > length(vertcolor4)) {
diffuse *= v_color;
// }
if (u_texlit) {
vec4 litsample = texture(u_lightmap, v_texcoord);
if (u_texmod) {
diffuse *= litsample;
} else {
diffuse += litsample;
}
diffuse.rgb += sh_lighting(n);
}
// lighting mix
fragcolor = diffuse * lit * shadowing();
// rimlight
#ifdef RIM
{
vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space
vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space
vec3 v = vec3(0,-1,0);
if (!u_rimambient) {
v = normalize(u_rimpivot-p);
}
float rim = 1.0 - max(dot(v,n), 0.0);
vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z));
fragcolor += vec4(col, 0.0);
}
#endif
}
#endif
#ifdef SHADING_PBR #ifdef SHADING_PBR
void main(void) void main(void)
{ {

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@ -46,7 +46,6 @@ uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me
uniform float f_num_blend_shapes; // @todo: implement me uniform float f_num_blend_shapes; // @todo: implement me
uniform MEDIUMP sampler2DArray blend_shapes; // @todo: implement me uniform MEDIUMP sampler2DArray blend_shapes; // @todo: implement me
in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead
in vec2 att_texcoord; in vec2 att_texcoord;
in vec3 att_normal; in vec3 att_normal;
@ -66,9 +65,92 @@ out vec3 v_tangent;
out vec3 v_binormal; out vec3 v_binormal;
out vec3 v_viewpos; out vec3 v_viewpos;
out vec3 v_to_camera; out vec3 v_to_camera;
out vec3 v_vertcolor;
// lights
#ifdef SHADING_VERTEXLIT
uniform int u_num_lights;
struct light_t {
int type;
vec3 diffuse;
vec3 specular;
vec3 ambient;
vec3 pos;
vec3 dir;
float radius;
float power;
float innerCone;
float outerCone;
// falloff
float constant;
float linear;
float quadratic;
};
#define MAX_LIGHTS 16
const int LIGHT_DIRECTIONAL = 0;
const int LIGHT_POINT = 1;
const int LIGHT_SPOT = 2;
uniform light_t u_lights[MAX_LIGHTS];
uniform vec3 u_cam_dir;
vec3 shading_vertexlit(light_t l) {
vec3 lightDir;
float attenuation = 1.0;
if (l.type == LIGHT_DIRECTIONAL) {
lightDir = normalize(-l.dir);
} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
vec3 toLight = l.pos - v_position_ws;
lightDir = normalize(toLight);
float distance = length(toLight);
/* fast-reject based on radius */
if (l.radius != 0.0 && distance > l.radius) {
return vec3(0,0,0);
}
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
if (l.type == LIGHT_SPOT) {
float angle = dot(l.dir, -lightDir);
if (angle > l.outerCone) {
float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
attenuation *= clamp(intensity, 0.0, 1.0);
} else {
attenuation = 0.0;
}
}
}
// fast-rejection for faraway vertices
if (attenuation <= 0.01) {
return vec3(0,0,0);
}
vec3 n = normalize(v_normal_ws);
float diffuse = max(dot(n, lightDir), 0.0);
vec3 halfVec = normalize(lightDir + u_cam_dir);
float specular = pow(max(dot(n, halfVec), 0.0), l.power);
return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
}
#endif
vec3 lighting() {
vec3 lit = vec3(0,0,0);
#ifdef SHADING_VERTEXLIT
for (int i=0; i<u_num_lights; i++) {
lit += shading_vertexlit(u_lights[i]);
}
#endif
return lit;
}
// shadow // shadow
uniform mat4 model, view, inv_view; uniform mat4 model, view, inv_view;
@ -175,6 +257,7 @@ void main() {
vec4 finalPos = modelView * vec4( objPos, 1.0 ); vec4 finalPos = modelView * vec4( objPos, 1.0 );
vec3 to_camera = normalize( -finalPos.xyz ); vec3 to_camera = normalize( -finalPos.xyz );
v_to_camera = mat3( inv_view ) * to_camera; v_to_camera = mat3( inv_view ) * to_camera;
v_vertcolor = lighting();
gl_Position = P * finalPos; gl_Position = P * finalPos;
do_shadow(); do_shadow();
} }

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@ -17569,6 +17569,7 @@ enum MODEL_FLAGS {
enum SHADING_MODE { enum SHADING_MODE {
SHADING_NONE, SHADING_NONE,
SHADING_PHONG, SHADING_PHONG,
SHADING_VERTEXLIT,
SHADING_PBR, SHADING_PBR,
}; };
@ -17912,6 +17913,7 @@ typedef struct light_t {
struct { struct {
float constant, linear, quadratic; float constant, linear, quadratic;
} falloff; } falloff;
float radius;
float specularPower; float specularPower;
float innerCone, outerCone; float innerCone, outerCone;
//@todo: cookie, flare //@todo: cookie, flare
@ -17929,6 +17931,7 @@ API void light_ambient(light_t* l, vec3 color);
API void light_teleport(light_t* l, vec3 pos); API void light_teleport(light_t* l, vec3 pos);
API void light_dir(light_t* l, vec3 dir); API void light_dir(light_t* l, vec3 dir);
API void light_power(light_t* l, float power); API void light_power(light_t* l, float power);
API void light_radius(light_t* l, float radius);
API void light_falloff(light_t* l, float constant, float linear, float quadratic); API void light_falloff(light_t* l, float constant, float linear, float quadratic);
API void light_cone(light_t* l, float innerCone, float outerCone); API void light_cone(light_t* l, float innerCone, float outerCone);
API void light_update(unsigned num_lights, light_t *lv); API void light_update(unsigned num_lights, light_t *lv);
@ -385997,7 +386000,7 @@ void model_shading(model_t *m, int shading) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs, int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor", "att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":"")); va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : shading == SHADING_VERTEXLIT ? "SHADING_VERTEXLIT" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":""));
m->program = shaderprog; m->program = shaderprog;
model_init_uniforms(m); model_init_uniforms(m);
} }
@ -387707,6 +387710,11 @@ void light_falloff(light_t* l, float constant, float linear, float quadratic) {
l->falloff.quadratic = quadratic; l->falloff.quadratic = quadratic;
} }
void light_radius(light_t* l, float radius) {
l->cached = 0;
l->radius = radius;
}
void light_cone(light_t* l, float innerCone, float outerCone) { void light_cone(light_t* l, float innerCone, float outerCone) {
l->cached = 0; l->cached = 0;
l->innerCone = acos(innerCone); l->innerCone = acos(innerCone);
@ -387725,6 +387733,7 @@ void light_update(unsigned num_lights, light_t *lv) {
shader_vec3(va("u_lights[%d].specular", i), lv[i].specular); shader_vec3(va("u_lights[%d].specular", i), lv[i].specular);
shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient); shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient);
shader_float(va("u_lights[%d].power", i), lv[i].specularPower); shader_float(va("u_lights[%d].power", i), lv[i].specularPower);
shader_float(va("u_lights[%d].radius", i), lv[i].radius);
shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant); shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant);
shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear); shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear);
shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic); shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);

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@ -4384,7 +4384,7 @@ void model_shading(model_t *m, int shading) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs, int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor", "att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":"")); va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : shading == SHADING_VERTEXLIT ? "SHADING_VERTEXLIT" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":""));
m->program = shaderprog; m->program = shaderprog;
model_init_uniforms(m); model_init_uniforms(m);
} }

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@ -602,6 +602,7 @@ enum MODEL_FLAGS {
enum SHADING_MODE { enum SHADING_MODE {
SHADING_NONE, SHADING_NONE,
SHADING_PHONG, SHADING_PHONG,
SHADING_VERTEXLIT,
SHADING_PBR, SHADING_PBR,
}; };

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@ -353,6 +353,11 @@ void light_falloff(light_t* l, float constant, float linear, float quadratic) {
l->falloff.quadratic = quadratic; l->falloff.quadratic = quadratic;
} }
void light_radius(light_t* l, float radius) {
l->cached = 0;
l->radius = radius;
}
void light_cone(light_t* l, float innerCone, float outerCone) { void light_cone(light_t* l, float innerCone, float outerCone) {
l->cached = 0; l->cached = 0;
l->innerCone = acos(innerCone); l->innerCone = acos(innerCone);
@ -371,6 +376,7 @@ void light_update(unsigned num_lights, light_t *lv) {
shader_vec3(va("u_lights[%d].specular", i), lv[i].specular); shader_vec3(va("u_lights[%d].specular", i), lv[i].specular);
shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient); shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient);
shader_float(va("u_lights[%d].power", i), lv[i].specularPower); shader_float(va("u_lights[%d].power", i), lv[i].specularPower);
shader_float(va("u_lights[%d].radius", i), lv[i].radius);
shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant); shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant);
shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear); shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear);
shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic); shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);

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@ -87,6 +87,7 @@ typedef struct light_t {
struct { struct {
float constant, linear, quadratic; float constant, linear, quadratic;
} falloff; } falloff;
float radius;
float specularPower; float specularPower;
float innerCone, outerCone; float innerCone, outerCone;
//@todo: cookie, flare //@todo: cookie, flare
@ -104,6 +105,7 @@ API void light_ambient(light_t* l, vec3 color);
API void light_teleport(light_t* l, vec3 pos); API void light_teleport(light_t* l, vec3 pos);
API void light_dir(light_t* l, vec3 dir); API void light_dir(light_t* l, vec3 dir);
API void light_power(light_t* l, float power); API void light_power(light_t* l, float power);
API void light_radius(light_t* l, float radius);
API void light_falloff(light_t* l, float constant, float linear, float quadratic); API void light_falloff(light_t* l, float constant, float linear, float quadratic);
API void light_cone(light_t* l, float innerCone, float outerCone); API void light_cone(light_t* l, float innerCone, float outerCone);
API void light_update(unsigned num_lights, light_t *lv); API void light_update(unsigned num_lights, light_t *lv);

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@ -21169,7 +21169,7 @@ void model_shading(model_t *m, int shading) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs, int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor", "att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":"")); va("%s,%s", shading == SHADING_PBR ? "SHADING_PBR" : shading == SHADING_VERTEXLIT ? "SHADING_VERTEXLIT" : "SHADING_PHONG", (flags&MODEL_RIMLIGHT)?"RIM":""));
m->program = shaderprog; m->program = shaderprog;
model_init_uniforms(m); model_init_uniforms(m);
} }
@ -22879,6 +22879,11 @@ void light_falloff(light_t* l, float constant, float linear, float quadratic) {
l->falloff.quadratic = quadratic; l->falloff.quadratic = quadratic;
} }
void light_radius(light_t* l, float radius) {
l->cached = 0;
l->radius = radius;
}
void light_cone(light_t* l, float innerCone, float outerCone) { void light_cone(light_t* l, float innerCone, float outerCone) {
l->cached = 0; l->cached = 0;
l->innerCone = acos(innerCone); l->innerCone = acos(innerCone);
@ -22897,6 +22902,7 @@ void light_update(unsigned num_lights, light_t *lv) {
shader_vec3(va("u_lights[%d].specular", i), lv[i].specular); shader_vec3(va("u_lights[%d].specular", i), lv[i].specular);
shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient); shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient);
shader_float(va("u_lights[%d].power", i), lv[i].specularPower); shader_float(va("u_lights[%d].power", i), lv[i].specularPower);
shader_float(va("u_lights[%d].radius", i), lv[i].radius);
shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant); shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant);
shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear); shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear);
shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic); shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);

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@ -3636,6 +3636,7 @@ enum MODEL_FLAGS {
enum SHADING_MODE { enum SHADING_MODE {
SHADING_NONE, SHADING_NONE,
SHADING_PHONG, SHADING_PHONG,
SHADING_VERTEXLIT,
SHADING_PBR, SHADING_PBR,
}; };
@ -3979,6 +3980,7 @@ typedef struct light_t {
struct { struct {
float constant, linear, quadratic; float constant, linear, quadratic;
} falloff; } falloff;
float radius;
float specularPower; float specularPower;
float innerCone, outerCone; float innerCone, outerCone;
//@todo: cookie, flare //@todo: cookie, flare
@ -3996,6 +3998,7 @@ API void light_ambient(light_t* l, vec3 color);
API void light_teleport(light_t* l, vec3 pos); API void light_teleport(light_t* l, vec3 pos);
API void light_dir(light_t* l, vec3 dir); API void light_dir(light_t* l, vec3 dir);
API void light_power(light_t* l, float power); API void light_power(light_t* l, float power);
API void light_radius(light_t* l, float radius);
API void light_falloff(light_t* l, float constant, float linear, float quadratic); API void light_falloff(light_t* l, float constant, float linear, float quadratic);
API void light_cone(light_t* l, float innerCone, float outerCone); API void light_cone(light_t* l, float innerCone, float outerCone);
API void light_update(unsigned num_lights, light_t *lv); API void light_update(unsigned num_lights, light_t *lv);