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