mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-30 02:15:34 +00:00
Do all lighting calculations in one place, support per-vertex specularity
Force PPL when specular maps are used
This commit is contained in:
parent
d1274fd3db
commit
93ea9dbc3b
8 changed files with 88 additions and 115 deletions
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@ -61,34 +61,30 @@ void main()
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gl_FragData[0].a *= diffuseColor.a;
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gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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vec3 specularColor = getSpecularColor().xyz;
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#if @normalMap
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vec4 normalTex = texture2D(normalMap, normalMapUV);
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vec3 viewNormal = normalToView(normalTex.xyz * 2.0 - 1.0);
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specularColor *= normalTex.a;
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#else
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vec3 viewNormal = normalToView(normalize(passNormal));
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#endif
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float shadowing = unshadowedLightRatio(linearDepth);
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(passViewPos, viewNormal, gl_FrontMaterial.shininess, shadowing, diffuseLight, ambientLight, specularLight);
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vec3 diffuse = diffuseColor.xyz * diffuseLight;
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vec3 ambient = getAmbientColor().xyz * ambientLight;
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vec3 emission = getEmissionColor().xyz * emissiveMult;
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#if @emissiveMap
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emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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vec3 lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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vec3 lighting = diffuse + ambient + emission;
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vec3 specular = specularColor * specularLight * specStrength;
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
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float shininess = gl_FrontMaterial.shininess;
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vec3 matSpec = getSpecularColor().xyz * specStrength;
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#if @normalMap
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matSpec *= normalTex.a;
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#endif
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if (matSpec != vec3(0.0))
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gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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@ -70,8 +70,8 @@ void main()
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#if !PER_PIXEL_LIGHTING
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lighting = passLighting + shadowDiffuseLighting * shadowing;
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#else
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(passViewPos, viewNormal, gl_FrontMaterial.shininess, shadowing, diffuseLight, ambientLight, specularLight);
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lighting = diffuseLight + ambientLight;
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#endif
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@ -170,8 +170,9 @@ void main(void)
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#if PER_PIXEL_LIGHTING
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passViewPos = viewPos.xyz;
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#else
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vec3 diffuseLight, ambientLight;
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doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
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vec3 diffuseLight, ambientLight, specularLight;
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vec3 unusedShadowSpecular;
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doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, unusedShadowSpecular);
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passLighting = diffuseLight + ambientLight;
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clampLightingResult(passLighting);
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#endif
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@ -67,15 +67,17 @@ uniform float near;
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uniform float far;
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uniform float alphaRef;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 passSpecular;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowSpecularLighting;
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#else
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uniform float emissiveMult;
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#endif
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uniform float specStrength;
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#endif
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#if @normalMap || @diffuseParallax
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@ -200,19 +202,27 @@ void main()
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#endif
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float shadowing = unshadowedLightRatio(-passViewPos.z);
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vec3 lighting;
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vec3 lighting, specular;
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#if !PER_PIXEL_LIGHTING
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lighting = passLighting + shadowDiffuseLighting * shadowing;
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specular = passSpecular + shadowSpecularLighting * shadowing;
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#else
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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vec3 emission = getEmissionColor().xyz * emissiveMult;
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lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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#if @specularMap
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vec4 specTex = texture2D(specularMap, specularMapUV);
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float shininess = specTex.a * 255.0;
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vec3 specularColor = specTex.xyz;
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#else
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float shininess = gl_FrontMaterial.shininess;
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vec3 specularColor = getSpecularColor().xyz;
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#endif
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(passViewPos, viewNormal, shininess, shadowing, diffuseLight, ambientLight, specularLight);
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lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
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specular = specularColor * specularLight * specStrength;
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#endif
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
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gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
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#if @envMap && !@preLightEnv
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gl_FragData[0].xyz += envEffect;
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@ -222,21 +232,6 @@ void main()
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gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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#if @specularMap
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vec4 specTex = texture2D(specularMap, specularMapUV);
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float shininess = specTex.a * 255.0;
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vec3 matSpec = specTex.xyz;
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#else
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float shininess = gl_FrontMaterial.shininess;
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vec3 matSpec = getSpecularColor().xyz;
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#endif
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matSpec *= specStrength;
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if (matSpec != vec3(0.0))
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{
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gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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}
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gl_FragData[0] = applyFogAtPos(gl_FragData[0], passViewPos, far);
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vec2 screenCoords = gl_FragCoord.xy / screenRes;
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@ -49,12 +49,15 @@ varying vec2 specularMapUV;
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varying vec2 glossMapUV;
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#endif
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 passSpecular;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowSpecularLighting;
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uniform float emissiveMult;
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uniform float specStrength;
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#endif
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varying vec3 passViewPos;
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varying vec3 passNormal;
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@ -145,12 +148,13 @@ void main(void)
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#endif
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#if !PER_PIXEL_LIGHTING
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vec3 diffuseLight, ambientLight;
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doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
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vec3 emission = getEmissionColor().xyz * emissiveMult;
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
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passSpecular = getSpecularColor().xyz * specularLight * specStrength;
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clampLightingResult(passLighting);
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shadowDiffuseLighting *= getDiffuseColor().xyz;
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shadowSpecularLighting *= getSpecularColor().xyz * specStrength;
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#endif
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#if (@shadows_enabled)
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@ -23,11 +23,13 @@ uniform sampler2D blendMap;
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varying float euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 passSpecular;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowSpecularLighting;
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#endif
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varying vec3 passViewPos;
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varying vec3 passNormal;
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@ -67,31 +69,26 @@ void main()
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#endif
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float shadowing = unshadowedLightRatio(linearDepth);
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vec3 lighting;
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vec3 lighting, specular;
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#if !PER_PIXEL_LIGHTING
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lighting = passLighting + shadowDiffuseLighting * shadowing;
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specular = passSpecular + shadowSpecularLighting * shadowing;
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#else
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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#if @specularMap
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float shininess = 128.0; // TODO: make configurable
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vec3 specularColor = vec3(diffuseTex.a);
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#else
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float shininess = gl_FrontMaterial.shininess;
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vec3 specularColor = getSpecularColor().xyz;
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#endif
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(passViewPos, viewNormal, shininess, shadowing, diffuseLight, ambientLight, specularLight);
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lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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specular = specularColor * specularLight;
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#endif
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
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#if @specularMap
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float shininess = 128.0; // TODO: make configurable
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vec3 matSpec = vec3(diffuseTex.a);
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#else
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float shininess = gl_FrontMaterial.shininess;
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vec3 matSpec = getSpecularColor().xyz;
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#endif
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if (matSpec != vec3(0.0))
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{
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gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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}
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gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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@ -13,11 +13,13 @@ varying vec2 uv;
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varying float euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 passSpecular;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowSpecularLighting;
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#endif
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#endif
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#if !PER_PIXEL_LIGHTING
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vec3 diffuseLight, ambientLight;
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doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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passSpecular = getSpecularColor().xyz * specularLight;
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clampLightingResult(passLighting);
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shadowDiffuseLighting *= getDiffuseColor().xyz;
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shadowSpecularLighting *= getSpecularColor().xyz;
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#endif
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uv = gl_MultiTexCoord0.xy;
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@ -20,21 +20,39 @@ float calcLambert(vec3 viewNormal, vec3 lightDir, vec3 viewDir)
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return lambert;
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}
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float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
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{
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if (dot(viewNormal, lightDir) > 0.0)
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{
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vec3 halfVec = normalize(lightDir - viewDir);
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float NdotH = max(dot(viewNormal, halfVec), 0.0);
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return pow(NdotH, shininess);
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}
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return 0.0;
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}
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#if PER_PIXEL_LIGHTING
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void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
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void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, float shadowing, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight)
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#else
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void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
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void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight, out vec3 shadowDiffuse, out vec3 shadowSpecular)
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#endif
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{
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vec3 viewDir = normalize(viewPos);
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shininess = max(shininess, 1e-4);
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diffuseLight = lcalcDiffuse(0).xyz * calcLambert(viewNormal, normalize(lcalcPosition(0)), viewDir);
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vec3 sunDir = normalize(lcalcPosition(0));
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diffuseLight = lcalcDiffuse(0) * calcLambert(viewNormal, sunDir, viewDir);
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ambientLight = gl_LightModel.ambient.xyz;
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specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, sunDir);
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#if PER_PIXEL_LIGHTING
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diffuseLight *= shadowing;
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specularLight *= shadowing;
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#else
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shadowDiffuse = diffuseLight;
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shadowSpecular = specularLight;
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diffuseLight = vec3(0.0);
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specularLight = vec3(0.0);
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#endif
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for (int i = @startLight; i < @endLight; ++i)
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@ -56,52 +74,10 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
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vec3 lightDir = lightPos / lightDistance;
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float illumination = lcalcIllumination(lightIndex, lightDistance);
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ambientLight += lcalcAmbient(lightIndex) * illumination;
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diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
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ambientLight += lcalcAmbient(lightIndex) * illumination;
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specularLight += lcalcSpecular(lightIndex).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, lightDir) * illumination;
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}
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}
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float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
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{
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if (dot(viewNormal, lightDir) > 0.0)
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{
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vec3 halfVec = normalize(lightDir - viewDir);
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float NdotH = max(dot(viewNormal, halfVec), 0.0);
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return pow(NdotH, shininess);
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}
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return 0.0;
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, float shadowing)
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{
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shininess = max(shininess, 1e-4);
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vec3 viewDir = normalize(viewPos);
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vec3 specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lcalcPosition(0)));
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specularLight *= shadowing;
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for (int i = @startLight; i < @endLight; ++i)
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{
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#if @lightingMethodUBO
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int lightIndex = PointLightIndex[i];
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#else
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int lightIndex = i;
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#endif
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vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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float lightDistance = length(lightPos);
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#if !@lightingMethodFFP
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if (lightDistance > lcalcRadius(lightIndex) * 2.0)
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continue;
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#endif
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float illumination = lcalcIllumination(lightIndex, lightDistance);
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float intensity = calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lightPos));
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specularLight += lcalcSpecular(lightIndex).xyz * intensity * illumination;
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}
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return specularLight;
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}
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#endif
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