Shader cleanup, fix indicies

pull/593/head
glassmancody.info 4 years ago
parent 16f80ec6f3
commit eecb9886a9

@ -751,16 +751,16 @@ namespace SceneUtil
std::string generateDummyShader(int maxLightsInScene)
{
return "#version 120\n"
"#extension GL_ARB_uniform_buffer_object : require\n"
"struct LightData {\n"
" ivec4 packedColors;\n"
" vec4 position;\n"
" vec4 attenuation;\n"
"};\n"
"uniform LightBufferBinding {\n"
"#extension GL_ARB_uniform_buffer_object : require \n"
"struct LightData { \n"
" ivec4 packedColors; \n"
" vec4 position; \n"
" vec4 attenuation; \n"
"}; \n"
"uniform LightBufferBinding { \n"
" LightData LightBuffer[" + std::to_string(mLightManager->getMaxLightsInScene()) + "];\n"
"};\n"
"void main() { gl_Position = vec4(0.0); }\n";
"}; \n"
"void main() { gl_Position = vec4(0.0); } \n";
}
LightManager* mLightManager;
@ -917,9 +917,9 @@ namespace SceneUtil
if (getLightingMethod() == LightingMethod::PerObjectUniform)
{
auto* prevUniform = getStateSet()->getUniform("LightBuffer");
osg::ref_ptr<osg::Uniform> newUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights() + 1);
osg::ref_ptr<osg::Uniform> newUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights());
for (int i = 0; i < getMaxLights() + 1; ++i)
for (int i = 0; i < getMaxLights(); ++i)
{
osg::Matrixf prevLightData;
prevUniform->getElement(i, prevLightData);
@ -993,7 +993,7 @@ namespace SceneUtil
setLightingMethod(LightingMethod::PerObjectUniform);
setMaxLights(std::clamp(targetLights, mMaxLightsLowerLimit, LightManager::mMaxLightsUpperLimit));
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights() + 1));
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights()));
}
void LightManager::initSingleUBO(int targetLights)
@ -1047,14 +1047,14 @@ namespace SceneUtil
void LightManager::setStartLight(int start)
{
if (!usingFFP()) return;
mStartLight = start;
if (!usingFFP()) return;
// Set default light state to zero
// This is necessary because shaders don't respect glDisable(GL_LIGHTX) so in addition to disabling
// we'll have to set a light state that has no visible effect
for (int i = start; i < getMaxLights(); ++i)
for (int i = start; i < getMaxLights(); ++i)
{
osg::ref_ptr<DisableLight> defaultLight (new DisableLight(i));
getOrCreateStateSet()->setAttributeAndModes(defaultLight, osg::StateAttribute::OFF);
@ -1156,18 +1156,15 @@ namespace SceneUtil
osg::BoundingSphere viewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), radius * mPointLightRadiusMultiplier);
transformBoundingSphere(worldViewMat, viewBound);
if (!isReflectionCamera)
if (!isReflectionCamera && mPointLightFadeEnd != 0.f)
{
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;
const float fadeDelta = mPointLightFadeEnd - mPointLightFadeStart;
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);
}
auto* light = transform.mLightSource->getLight(frameNum);
light->setDiffuse(light->getDiffuse() * fade);
}
LightSourceViewBound l;

@ -228,6 +228,7 @@ namespace SceneUtil
float mPointLightRadiusMultiplier;
float mPointLightFadeEnd;
float mPointLightFadeStart;
float mPointLightFadeDelta;
int mMaxLights;

@ -75,25 +75,26 @@ uniform int PointLightCount;
void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
{
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
vec3 lightDir = normalize(getLight[0][0].xyz);
#else
vec3 lightDir = normalize(getLight[0].position.xyz);
#endif
#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);
#else
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
float lambert = dot(viewNormal.xyz, lightDir);
#ifndef GROUNDCOVER
lambert = max(lambert, 0.0);
#else
@ -105,6 +106,7 @@ void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 vi
}
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
diffuseOut = sunDiffuse * lambert;
}
@ -118,6 +120,7 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
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];
@ -181,53 +184,54 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
#endif
{
vec3 ambientOut, diffuseOut;
// This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
perLightSun(ambientOut, diffuseOut, viewPos, viewNormal);
ambientLight = gl_LightModel.ambient.xyz;
// sun light
perLightSun(ambientOut, diffuseOut, viewPos, viewNormal);
ambientLight += ambientOut;
#if PER_PIXEL_LIGHTING
diffuseLight = diffuseOut * shadowing - diffuseOut;
diffuseLight = diffuseOut * shadowing;
#else
shadowDiffuse = diffuseOut;
diffuseLight = -diffuseOut;
diffuseLight = diffuseOut;
#endif
ambientLight = gl_LightModel.ambient.xyz;
perLightSun(ambientOut, diffuseOut, viewPos, viewNormal);
ambientLight += ambientOut;
diffuseLight += diffuseOut;
// 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)
{
perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
#endif
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
#endif
}
vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
{
#if @lightingModel == LIGHTING_MODEL_PER_OBJECT_UNIFORM
vec3 sunDir = getLight[0][0].xyz;
#else
vec3 sunDir = getLight[0].position.xyz;
#endif
#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 lightDir = normalize(sunDir);

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