From a21cbb6fa7c62014eb5ffea6c8f096c2b0737c38 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 27 Nov 2022 12:38:26 +0000 Subject: Change pointlight render area definition to a cube --- gfx/gl/shaders/pointLight.fs | 9 ++++++--- gfx/gl/shaders/pointLight.gs | 47 ++++++++++++++++++++++---------------------- gfx/gl/shaders/pointLight.vs | 5 ++--- 3 files changed, 32 insertions(+), 29 deletions(-) (limited to 'gfx/gl/shaders') diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs index 18407fe..bd32c05 100644 --- a/gfx/gl/shaders/pointLight.fs +++ b/gfx/gl/shaders/pointLight.fs @@ -8,16 +8,19 @@ layout(binding = 1) uniform sampler2D gNormal; uniform ivec4 viewPort; uniform vec3 colour; uniform float kq; -in vec3 geo_centre; +in vec4 geo_centre; void main() { const vec2 texCoord = gl_FragCoord.xy / viewPort.zw; const vec3 position = texture(gPosition, texCoord).xyz; - const vec3 normal = texture(gNormal, texCoord).xyz; - const vec3 lightv = position - geo_centre; + const vec3 lightv = position - geo_centre.xyz; const float lightDist = length(lightv); + if (lightDist > geo_centre.w) { + discard; + } + const vec3 normal = texture(gNormal, texCoord).xyz; const vec3 lightDirection = normalize(lightv); const float normalDot = dot(-lightDirection, normal); if (normalDot < 0) { diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs index 2bd71e9..03d131d 100644 --- a/gfx/gl/shaders/pointLight.gs +++ b/gfx/gl/shaders/pointLight.gs @@ -2,43 +2,44 @@ #extension GL_ARB_enhanced_layouts : enable #extension GL_ARB_shading_language_420pack : enable -const int maxv = 128; -const int maxarcs = (maxv / 2) - 1; -const int minarcs = 10; -const float tau = radians(360); -const float scale = 150; -uniform ivec4 viewPort; +const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf + vec3(-1, 1, 1), // Front-top-left + vec3(1, 1, 1), // Front-top-right + vec3(-1, -1, 1), // Front-bottom-left + vec3(1, -1, 1), // Front-bottom-right + vec3(1, -1, -1), // Back-bottom-right + vec3(1, 1, 1), // Front-top-right + vec3(1, 1, -1), // Back-top-right + vec3(-1, 1, 1), // Front-top-left + vec3(-1, 1, -1), // Back-top-left + vec3(-1, -1, 1), // Front-bottom-left + vec3(-1, -1, -1), // Back-bottom-left + vec3(1, -1, -1), // Back-bottom-right + vec3(-1, 1, -1), // Back-top-left + vec3(1, 1, -1) // Back-top-right +); +uniform mat4 viewProjection; in vec3 centre[]; in float size[]; layout(points) in; -layout(triangle_strip, max_vertices = maxv) out; -out vec3 geo_centre; +layout(triangle_strip, max_vertices = cube.length()) out; +out vec4 geo_centre; void -doSeg(float arc, vec2 radius) +doVertex(int idx) { - gl_Position = gl_in[0].gl_Position; - geo_centre = centre[0]; - EmitVertex(); - - const vec2 off = vec2(cos(arc), sin(arc)) * radius; - gl_Position.xy = gl_in[0].gl_Position.xy + off; - geo_centre = centre[0]; + gl_Position = viewProjection * (gl_in[0].gl_Position + vec4(cube[idx] * size[0], 1)); + geo_centre = vec4(centre[0], size[0]); EmitVertex(); } void main() { - const vec2 display = viewPort.zw; - const vec2 ratio = vec2(1, display.x / display.y); - const vec2 radius = (size[0] * ratio * scale) / gl_in[0].gl_Position.w; - const float step = tau / clamp(radius.x, minarcs, maxarcs); - for (float arc = 0; arc < tau; arc += step) { - doSeg(arc, radius); + for (int i = 0; i < cube.length(); ++i) { + doVertex(i); } - doSeg(tau, radius); EndPrimitive(); } diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs index 6236c33..35682fa 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -4,7 +4,6 @@ layout(location = 0) in vec3 position; uniform vec3 colour; uniform float kq; -uniform mat4 viewProjection; out vec3 centre; out float size; @@ -13,6 +12,6 @@ void main() { centre = position; - size = sqrt(256 * max(max(colour.r, colour.g), colour.b) / kq); - gl_Position = viewProjection * vec4(centre, 1); + size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); + gl_Position = vec4(centre, 0); } -- cgit v1.2.3