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