Make life not suck for whoever wants to edit lighting shaders

pull/593/head
glassmancody.info 4 years ago
parent eecb9886a9
commit d4e7d25d14

@ -1,5 +1,7 @@
#include "advancedpage.hpp"
#include <unordered_map>
#include <components/config/gamesettings.hpp>
#include <components/config/launchersettings.hpp>
#include <QFileDialog>
@ -7,7 +9,6 @@
#include <QProxyStyle>
#include <components/contentselector/view/contentselector.hpp>
#include <components/contentselector/model/esmfile.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <cmath>
@ -126,10 +127,12 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
viewingDistanceComboBox->setValue(convertToCells(mEngineSettings.getInt("viewing distance", "Camera")));
auto lightingMethod = SceneUtil::LightManager::getLightingMethodFromString(mEngineSettings.getString("lighting method", "Shaders"));
if (lightingMethod == SceneUtil::LightingMethod::Undefined)
lightingMethod = SceneUtil::LightingMethod::PerObjectUniform;
lightingMethodComboBox->setCurrentIndex(static_cast<int>(lightingMethod));
int lightingMethod = 1;
if (mEngineSettings.getString("lighting method", "Shaders") == "legacy")
lightingMethod = 0;
else if (mEngineSettings.getString("lighting method", "Shaders") == "shaders")
lightingMethod = 2;
lightingMethodComboBox->setCurrentIndex(lightingMethod);
}
// Camera
@ -253,8 +256,8 @@ void Launcher::AdvancedPage::saveSettings()
mEngineSettings.setInt("viewing distance", "Camera", convertToUnits(viewingDistance));
}
auto lightingMethodStr = SceneUtil::LightManager::getLightingMethodString(static_cast<SceneUtil::LightingMethod>(lightingMethodComboBox->currentIndex()));
mEngineSettings.setString("lighting method", "Shaders", lightingMethodStr);
static std::unordered_map<int, std::string> lightingMethodMap = {{0, "legacy"}, {1, "shaders compatibility"}, {2, "shaders"}};
mEngineSettings.setString("lighting method", "Shaders", lightingMethodMap[lightingMethodComboBox->currentIndex()]);
}
// Camera

@ -551,7 +551,7 @@ namespace SceneUtil
stateset->setAttributeAndModes(new LightStateAttributePerObjectUniform(std::move(lights), mLightManager), osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size())));
stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size() + 1)));
return stateset;
}
@ -894,10 +894,15 @@ namespace SceneUtil
defines["maxLights"] = std::to_string(getMaxLights());
defines["maxLightsInScene"] = std::to_string(getMaxLightsInScene());
defines["lightingModel"] = std::to_string(static_cast<int>(mLightingMethod));
defines["useUBO"] = std::to_string(mLightingMethod == LightingMethod::SingleUBO);
defines["lightingMethodFFP"] = getLightingMethod() == LightingMethod::FFP ? "1" : "0";
defines["lightingMethodPerObjectUniform"] = getLightingMethod() == LightingMethod::PerObjectUniform ? "1" : "0";
defines["lightingMethodUBO"] = getLightingMethod() == LightingMethod::SingleUBO ? "1" : "0";
defines["useUBO"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
// exposes bitwise operators
defines["useGPUShader4"] = std::to_string(mLightingMethod == LightingMethod::SingleUBO);
defines["useGPUShader4"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
defines["getLight"] = getLightingMethod() == LightingMethod::FFP ? "gl_LightSource" : "LightBuffer";
defines["startLight"] = getLightingMethod() == LightingMethod::SingleUBO ? "0" : "1";
defines["endLight"] = getLightingMethod() == LightingMethod::FFP ? defines["maxLights"] : "PointLightCount";
return defines;
}

@ -18,6 +18,7 @@ set(SHADER_FILES
terrain_vertex.glsl
terrain_fragment.glsl
lighting.glsl
lighting_util.glsl
parallax.glsl
s360_fragment.glsl
s360_vertex.glsl

@ -1,98 +1,9 @@
#define LIGHTING_MODEL_FFP 0
#define LIGHTING_MODEL_PER_OBJECT_UNIFORM 1
#define LIGHTING_MODEL_SINGLE_UBO 2
#include "lighting_util.glsl"
#if @lightingModel != LIGHTING_MODEL_FFP
#define getLight LightBuffer
float quickstep(float x)
{
x = clamp(x, 0.0, 1.0);
x = 1.0 - x*x;
x = 1.0 - x*x;
return x;
}
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
const int mask = int(0xff);
const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
vec3 unpackRGB(int data)
{
return vec3( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0));
}
vec4 unpackRGBA(int data)
{
return vec4( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0)
,(float(((data >> shift.w) & mask)) / 255.0));
}
/* Layout:
packedColors: 8-bit unsigned RGB packed as (diffuse, ambient, specular).
sign bit is stored in unused alpha component
attenuation: constant, linear, quadratic, light radius (as defined in content)
*/
struct LightData
{
ivec4 packedColors;
vec4 position;
vec4 attenuation;
};
uniform int PointLightIndex[@maxLights];
uniform int PointLightCount;
// Defaults to shared layout. If we ever move to GLSL 140, std140 layout should be considered
uniform LightBufferBinding
void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
{
LightData LightBuffer[@maxLightsInScene];
};
#else
/* Layout:
--------------------------------------- -----------
| pos_x | ambi_r | diff_r | spec_r |
| pos_y | ambi_g | diff_g | spec_g |
| pos_z | ambi_b | diff_b | spec_b |
| att_c | att_l | att_q | radius/spec_a |
--------------------------------------------------
*/
uniform mat4 LightBuffer[@maxLights];
uniform int PointLightCount;
#endif
#else
#define getLight gl_LightSource
#endif
void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
{
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
ambientOut = getLight[0][1].xyz;
vec3 sunDiffuse = getLight[0][2].xyz;
vec3 lightDir = normalize(getLight[0][0].xyz);
#elif @lightingModel == LIGHTING_MODEL_SINGLE_UBO
ivec4 data = getLight[0].packedColors;
ambientOut = unpackRGB(data.y);
vec3 sunDiffuse = unpackRGB(data.x);
vec3 lightDir = normalize(getLight[0].position.xyz);
#else // LIGHTING_MODEL_SINGLE_UBO
ambientOut = getLight[0].ambient.xyz;
vec3 sunDiffuse = getLight[0].diffuse.xyz;
vec3 lightDir = normalize(getLight[0].position.xyz);
#endif
vec3 sunDiffuse = lcalcDiffuse(0).xyz;
vec3 lightDir = normalize(lcalcPosition(0).xyz);
float lambert = dot(viewNormal.xyz, lightDir);
#ifndef GROUNDCOVER
@ -112,21 +23,12 @@ void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 vi
void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
{
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
vec3 lightPos = getLight[lightIndex][0].xyz - viewPos;
#else
vec3 lightPos = getLight[lightIndex].position.xyz - viewPos;
#endif
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
float lightDistance = length(lightPos);
// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
#if @lightingModel != LIGHTING_MODEL_FFP
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
float radius = getLight[lightIndex][3][3];
#else
float radius = getLight[lightIndex].attenuation.w;
#endif
#if !@lightingMethodFFP
float radius = lcalcRadius(lightIndex);
if (lightDistance > radius * 2.0)
{
@ -138,22 +40,8 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
lightPos = normalize(lightPos);
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
float illumination = clamp(1.0 / (getLight[lightIndex][0].w + getLight[lightIndex][1].w * lightDistance + getLight[lightIndex][2].w * lightDistance * lightDistance), 0.0, 1.0);
illumination *= 1.0 - quickstep((lightDistance / radius) - 1.0);
ambientOut = getLight[lightIndex][1].xyz * illumination;
#elif @lightingModel == LIGHTING_MODEL_SINGLE_UBO
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 / radius) - 1.0);
ivec4 data = getLight[lightIndex].packedColors;
ambientOut = unpackRGB(data.y) * illumination;
#else
float illumination = clamp(1.0 / (getLight[lightIndex].constantAttenuation + getLight[lightIndex].linearAttenuation * lightDistance + getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
ambientOut = getLight[lightIndex].ambient.xyz * illumination;
#endif
float illumination = lcalcIllumination(lightIndex, lightDistance);
ambientOut = lcalcAmbient(lightIndex) * illumination;
float lambert = dot(viewNormal.xyz, lightPos) * illumination;
#ifndef GROUNDCOVER
@ -168,13 +56,7 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
diffuseOut = unpackRGB(data.x) * lambert * float(int(data.w));
#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
diffuseOut = getLight[lightIndex][2].xyz * lambert;
#else
diffuseOut = getLight[lightIndex].diffuse.xyz * lambert;
#endif
diffuseOut = lcalcDiffuse(lightIndex) * lambert;
}
#if PER_PIXEL_LIGHTING
@ -186,9 +68,7 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
vec3 ambientOut, diffuseOut;
ambientLight = gl_LightModel.ambient.xyz;
// sun light
perLightSun(ambientOut, diffuseOut, viewPos, viewNormal);
ambientLight += ambientOut;
perLightSun(diffuseOut, viewPos, viewNormal);
#if PER_PIXEL_LIGHTING
diffuseLight = diffuseOut * shadowing;
#else
@ -196,43 +76,22 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
diffuseLight = diffuseOut;
#endif
// point lights
#if @lightingModel == LIGHTING_MODEL_FFP
for (int i=1; i < @maxLights; ++i)
{
perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
for (int i=1; i <= PointLightCount; ++i)
{
perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
#else
for (int i=0; i < PointLightCount; ++i)
for (int i = @startLight; i < @endLight; ++i)
{
#if @lightingMethodUBO
perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
#else
perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
#endif
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
#endif
}
vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
{
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
vec3 sunDir = getLight[0].position.xyz;
vec3 sunSpec = unpackRGB(getLight[0].packedColors.z);
#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
vec3 sunDir = getLight[0][0].xyz;
vec3 sunSpec = getLight[0][3].xyz;
#else
vec3 sunSpec = getLight[0].specular.xyz;
vec3 sunDir = getLight[0].position.xyz;
#endif
vec3 sunDir = lcalcPosition(0);
vec3 sunSpec = lcalcSpecular(0).xyz;
vec3 lightDir = normalize(sunDir);
float NdotL = dot(viewNormal, lightDir);

@ -0,0 +1,131 @@
#if !@lightingMethodFFP
float quickstep(float x)
{
x = clamp(x, 0.0, 1.0);
x = 1.0 - x*x;
x = 1.0 - x*x;
return x;
}
#endif
#if @lightingMethodUBO
const int mask = int(0xff);
const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
vec3 unpackRGB(int data)
{
return vec3( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0));
}
vec4 unpackRGBA(int data)
{
return vec4( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0)
,(float(((data >> shift.w) & mask)) / 255.0));
}
/* Layout:
packedColors: 8-bit unsigned RGB packed as (diffuse, ambient, specular).
sign bit is stored in unused alpha component
attenuation: constant, linear, quadratic, light radius (as defined in content)
*/
struct LightData
{
ivec4 packedColors;
vec4 position;
vec4 attenuation;
};
uniform int PointLightIndex[@maxLights];
uniform int PointLightCount;
// Defaults to shared layout. If we ever move to GLSL 140, std140 layout should be considered
uniform LightBufferBinding
{
LightData LightBuffer[@maxLightsInScene];
};
#elif @lightingMethodPerObjectUniform
/* Layout:
--------------------------------------- -----------
| pos_x | ambi_r | diff_r | spec_r |
| pos_y | ambi_g | diff_g | spec_g |
| pos_z | ambi_b | diff_b | spec_b |
| att_c | att_l | att_q | radius/spec_a |
--------------------------------------------------
*/
uniform mat4 LightBuffer[@maxLights];
uniform int PointLightCount;
#endif
#if !@lightingMethodFFP
float lcalcRadius(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][3].w;
#else
return @getLight[lightIndex].attenuation.w;
#endif
}
#endif
float lcalcIllumination(int lightIndex, float lightDistance)
{
#if @lightingMethodPerObjectUniform
float illumination = clamp(1.0 / (@getLight[lightIndex][0].w + @getLight[lightIndex][1].w * lightDistance + @getLight[lightIndex][2].w * lightDistance * lightDistance), 0.0, 1.0);
return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0)));
#elif @lightingMethodUBO
float illumination = clamp(1.0 / (@getLight[lightIndex].attenuation.x + @getLight[lightIndex].attenuation.y * lightDistance + @getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0);
return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0)));
#else
return clamp(1.0 / (@getLight[lightIndex].constantAttenuation + @getLight[lightIndex].linearAttenuation * lightDistance + @getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
#endif
}
vec3 lcalcPosition(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][0].xyz;
#else
return @getLight[lightIndex].position.xyz;
#endif
}
vec3 lcalcDiffuse(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][2].xyz;
#elif @lightingMethodUBO
return unpackRGB(@getLight[lightIndex].packedColors.x) * float(int(@getLight[lightIndex].packedColors.w));
#else
return @getLight[lightIndex].diffuse.xyz;
#endif
}
vec3 lcalcAmbient(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][1].xyz;
#elif @lightingMethodUBO
return unpackRGB(@getLight[lightIndex].packedColors.y);
#else
return @getLight[lightIndex].ambient.xyz;
#endif
}
vec4 lcalcSpecular(int lightIndex)
{
#if @lightingMethodPerObjectUniform
return @getLight[lightIndex][3];
#elif @lightingMethodUBO
return unpackRGBA(@getLight[lightIndex].packedColors.z);
#else
return @getLight[lightIndex].specular;
#endif
}

@ -203,11 +203,7 @@ void main(void)
normal3 * midWaves.y + normal4 * smallWaves.x + normal5 * smallWaves.y + rippleAdd);
normal = normalize(vec3(-normal.x * bump, -normal.y * bump, normal.z));
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(getLight[0][0].xyz, 0.0)).xyz);
#else
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(getLight[0].position.xyz, 0.0)).xyz);
#endif
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(lcalcPosition(0).xyz, 0.0)).xyz);
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
vec3 vVec = normalize(position.xyz - cameraPos.xyz);
@ -242,13 +238,7 @@ void main(void)
vec3 waterColor = WATER_COLOR * sunFade;
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
vec4 sunSpec = unpackRGBA(getLight[0].packedColors.z);
#elif @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
vec4 sunSpec = getLight[0][3];
#else
vec4 sunSpec = getLight[0].specular;
#endif
vec4 sunSpec = lcalcSpecular(0);
#if REFRACTION
// refraction

Loading…
Cancel
Save