mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-30 16:15:31 +00:00
Brighter point lights and light fade
This commit is contained in:
parent
7370acdf54
commit
05a5cee132
4 changed files with 55 additions and 19 deletions
|
@ -56,7 +56,15 @@ namespace SceneUtil
|
||||||
|
|
||||||
void setDiffuse(int index, const osg::Vec4& value)
|
void setDiffuse(int index, const osg::Vec4& value)
|
||||||
{
|
{
|
||||||
*(unsigned int*)(&(*mData)[3*index][0]) = asRGBA(value);
|
auto signedValue = value;
|
||||||
|
float signBit = 1.0;
|
||||||
|
if (value[0] < 0)
|
||||||
|
{
|
||||||
|
signedValue *= -1.0;
|
||||||
|
signBit = -1.0;
|
||||||
|
}
|
||||||
|
*(unsigned int*)(&(*mData)[3*index][0]) = asRGBA(signedValue);
|
||||||
|
*(int*)(&(*mData)[3*index][3]) = signBit;
|
||||||
}
|
}
|
||||||
|
|
||||||
void setAmbient(int index, const osg::Vec4& value)
|
void setAmbient(int index, const osg::Vec4& value)
|
||||||
|
@ -587,8 +595,16 @@ namespace SceneUtil
|
||||||
: mStartLight(0)
|
: mStartLight(0)
|
||||||
, mLightingMask(~0u)
|
, mLightingMask(~0u)
|
||||||
, mSun(nullptr)
|
, mSun(nullptr)
|
||||||
, mPointLightRadiusMultiplier(std::max(0.0f, Settings::Manager::getFloat("light bounds multiplier", "Shaders")))
|
, mPointLightRadiusMultiplier(std::max(0.f, Settings::Manager::getFloat("light bounds multiplier", "Shaders")))
|
||||||
|
, mPointLightFadeStart(0.f)
|
||||||
{
|
{
|
||||||
|
mPointLightFadeEnd = std::max(0.f, Settings::Manager::getFloat("maximum light distance", "Shaders"));
|
||||||
|
if (mPointLightFadeEnd > 0)
|
||||||
|
{
|
||||||
|
mPointLightFadeStart = std::clamp(Settings::Manager::getFloat("light fade start", "Shaders"), 0.f, 1.f);
|
||||||
|
mPointLightFadeStart = mPointLightFadeEnd * mPointLightFadeStart;
|
||||||
|
}
|
||||||
|
|
||||||
auto lightingModelString = Settings::Manager::getString("lighting method", "Shaders");
|
auto lightingModelString = Settings::Manager::getString("lighting method", "Shaders");
|
||||||
bool validLightingModel = isValidLightingModelString(lightingModelString);
|
bool validLightingModel = isValidLightingModelString(lightingModelString);
|
||||||
if (!validLightingModel)
|
if (!validLightingModel)
|
||||||
|
@ -869,6 +885,19 @@ namespace SceneUtil
|
||||||
osg::BoundingSphere viewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), radius * mPointLightRadiusMultiplier);
|
osg::BoundingSphere viewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), radius * mPointLightRadiusMultiplier);
|
||||||
transformBoundingSphere(worldViewMat, viewBound);
|
transformBoundingSphere(worldViewMat, viewBound);
|
||||||
|
|
||||||
|
static const float fadeDelta = mPointLightFadeEnd - mPointLightFadeStart;
|
||||||
|
|
||||||
|
if (mPointLightFadeEnd != 0.f)
|
||||||
|
{
|
||||||
|
float fade = 1 - std::clamp((viewBound.center().length() - mPointLightFadeStart) / fadeDelta, 0.f, 1.f);
|
||||||
|
|
||||||
|
if (fade == 0.f)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
auto* light = transform.mLightSource->getLight(frameNum);
|
||||||
|
light->setDiffuse(light->getDiffuse() * fade);
|
||||||
|
}
|
||||||
|
|
||||||
LightSourceViewBound l;
|
LightSourceViewBound l;
|
||||||
l.mLightSource = transform.mLightSource;
|
l.mLightSource = transform.mLightSource;
|
||||||
l.mViewBound = viewBound;
|
l.mViewBound = viewBound;
|
||||||
|
@ -896,7 +925,7 @@ namespace SceneUtil
|
||||||
auto* light = lightSource->getLight(frameNum);
|
auto* light = lightSource->getLight(frameNum);
|
||||||
auto& buf = getLightBuffer(frameNum);
|
auto& buf = getLightBuffer(frameNum);
|
||||||
buf->setDiffuse(index, light->getDiffuse());
|
buf->setDiffuse(index, light->getDiffuse());
|
||||||
buf->setAmbient(index, light->getSpecular());
|
buf->setAmbient(index, light->getAmbient());
|
||||||
buf->setAttenuation(index, light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation());
|
buf->setAttenuation(index, light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation());
|
||||||
buf->setRadius(index, lightSource->getRadius());
|
buf->setRadius(index, lightSource->getRadius());
|
||||||
buf->setPosition(index, light->getPosition() * (*viewMatrix));
|
buf->setPosition(index, light->getPosition() * (*viewMatrix));
|
||||||
|
|
|
@ -215,6 +215,8 @@ namespace SceneUtil
|
||||||
LightingMethod mLightingMethod;
|
LightingMethod mLightingMethod;
|
||||||
|
|
||||||
float mPointLightRadiusMultiplier;
|
float mPointLightRadiusMultiplier;
|
||||||
|
float mPointLightFadeEnd;
|
||||||
|
float mPointLightFadeStart;
|
||||||
|
|
||||||
int mMaxLights;
|
int mMaxLights;
|
||||||
|
|
||||||
|
|
|
@ -448,7 +448,13 @@ lighting method = experimental
|
||||||
# Sets the bounding sphere multiplier of light sources, which are used to determine if an object should
|
# Sets the bounding sphere multiplier of light sources, which are used to determine if an object should
|
||||||
# receive lighting. Higher values will allow for smoother transitions of light sources, but may have a performance cost and
|
# receive lighting. Higher values will allow for smoother transitions of light sources, but may have a performance cost and
|
||||||
# requires a higher number of 'max lights' set. It is recommended to keep this at 1.0 with 'legacy' lighting enabled.
|
# requires a higher number of 'max lights' set. It is recommended to keep this at 1.0 with 'legacy' lighting enabled.
|
||||||
light bounds multiplier = 1.9
|
light bounds multiplier = 2.0
|
||||||
|
|
||||||
|
# The distance from the camera at which lights fade away completely. Set to 0 to disable fading.
|
||||||
|
maximum light distance = 8192
|
||||||
|
|
||||||
|
# Fraction of the maximum distance at which lights begin to gradually fade away.
|
||||||
|
light fade start = 0.85
|
||||||
|
|
||||||
# Set maximum number of lights per object.
|
# Set maximum number of lights per object.
|
||||||
# Only used when 'lighting method' is not set to 'legacy'
|
# Only used when 'lighting method' is not set to 'legacy'
|
||||||
|
|
|
@ -16,22 +16,21 @@ float quickstep(float x)
|
||||||
#if @useUBO
|
#if @useUBO
|
||||||
|
|
||||||
const uint mask = uint(0xff);
|
const uint mask = uint(0xff);
|
||||||
|
const uvec4 shift = uvec4(uint(0), uint(8), uint(16), uint(24));
|
||||||
|
|
||||||
vec3 unpackRGB(float data)
|
vec3 unpackRGB(uint data)
|
||||||
{
|
{
|
||||||
uint colors = uint(data);
|
return vec3( (float(((data >> shift.x) & mask)) / 255.0)
|
||||||
return vec3( (((colors >> 0) & mask) / 255.0)
|
,(float(((data >> shift.y) & mask)) / 255.0)
|
||||||
,(((colors >> 8) & mask) / 255.0)
|
,(float(((data >> shift.z) & mask)) / 255.0));
|
||||||
,(((colors >> 16) & mask) / 255.0));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 unpackRGBA(float data)
|
vec4 unpackRGBA(uint data)
|
||||||
{
|
{
|
||||||
uint colors = uint(data);
|
return vec4( (float(((data >> shift.x) & mask)) / 255.0)
|
||||||
return vec4( (((colors >> 0) & mask) / 255.0)
|
,(float(((data >> shift.y) & mask)) / 255.0)
|
||||||
,(((colors >> 8) & mask) / 255.0)
|
,(float(((data >> shift.z) & mask)) / 255.0)
|
||||||
,(((colors >> 16) & mask) / 255.0)
|
,(float(((data >> shift.w) & mask)) / 255.0));
|
||||||
,(((colors >> 24) & mask) / 255.0));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
struct LightData
|
struct LightData
|
||||||
|
@ -74,7 +73,7 @@ void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 vi
|
||||||
vec3 lightDir = normalize(getLight[0].position.xyz);
|
vec3 lightDir = normalize(getLight[0].position.xyz);
|
||||||
|
|
||||||
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
|
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
|
||||||
vec4 data = getLight[0].packedColors;
|
uvec4 data = getLight[0].packedColors;
|
||||||
ambientOut = unpackRGB(data.y);
|
ambientOut = unpackRGB(data.y);
|
||||||
vec3 sunDiffuse = unpackRGB(data.x);
|
vec3 sunDiffuse = unpackRGB(data.x);
|
||||||
#else
|
#else
|
||||||
|
@ -108,11 +107,11 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
|
||||||
float illumination = clamp(1.0 / (getLight[lightIndex].constantAttenuation + getLight[lightIndex].linearAttenuation * lightDistance + getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
|
float illumination = clamp(1.0 / (getLight[lightIndex].constantAttenuation + getLight[lightIndex].linearAttenuation * lightDistance + getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
|
||||||
#else
|
#else
|
||||||
float illumination = clamp(1.0 / (getLight[lightIndex].attenuation.x + getLight[lightIndex].attenuation.y * lightDistance + getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0);
|
float illumination = clamp(1.0 / (getLight[lightIndex].attenuation.x + getLight[lightIndex].attenuation.y * lightDistance + getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0);
|
||||||
illumination *= 1.0 - quickstep((lightDistance * 0.887 / getLight[lightIndex].attenuation.w) - 0.887);
|
illumination *= 1.0 - quickstep((lightDistance / (getLight[lightIndex].attenuation.w)) - 1.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if @useUBO
|
#if @useUBO
|
||||||
vec4 data = getLight[lightIndex].packedColors;
|
uvec4 data = getLight[lightIndex].packedColors;
|
||||||
ambientOut = unpackRGB(data.y) * illumination;
|
ambientOut = unpackRGB(data.y) * illumination;
|
||||||
#else
|
#else
|
||||||
ambientOut = getLight[lightIndex].ambient.xyz * illumination;
|
ambientOut = getLight[lightIndex].ambient.xyz * illumination;
|
||||||
|
@ -133,7 +132,7 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if @useUBO
|
#if @useUBO
|
||||||
diffuseOut = unpackRGB(data.x) * lambert;
|
diffuseOut = unpackRGB(data.x) * lambert * float(int(data.w));
|
||||||
#else
|
#else
|
||||||
diffuseOut = getLight[lightIndex].diffuse.xyz * lambert;
|
diffuseOut = getLight[lightIndex].diffuse.xyz * lambert;
|
||||||
#endif
|
#endif
|
||||||
|
|
Loading…
Reference in a new issue