Restructured deferred lighting/rendering

This commit is contained in:
2020-05-12 15:19:05 -05:00
parent 7c81dd93e3
commit dae950c72a
14 changed files with 152 additions and 225 deletions

View File

@@ -1,108 +0,0 @@
# version 330 core
@include "light_struct"
layout(location = 0) out vec3 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
in vec3 outPosition;
in vec3 outColor;
in vec3 outNormal;
in vec3 outUV;
in float outTextureID;
in Light outLights[MAX_LIGHTS];
flat in int outTotalLights;
in vec3 outFragPos;
in vec3 outCameraPos;
flat in int outHasTexture;
flat in int outDisableLighting;
uniform sampler2D diffuse_texture;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
// https://learnopengl.com/Lighting/Multiple-lights
vec3 calculatePointLight(Light light) {
vec3 viewDir = normalize(outCameraPos - outFragPos);
vec3 lightDir = normalize(light.position - outFragPos);
float diff = max(dot(vec3(outNormal), lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
float distance = length(light.position - outFragPos);
float attenuation = 1.0 / (1.0 + 0.09 * distance +
0.032 * (distance * distance));
vec3 ambient = light.ambient * outColor;
vec3 diffuse = light.diffuse * outColor;
vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// https://learnopengl.com/Lighting/Basic-Lighting
vec3 calculateBasicLight(Light light) {
vec3 lightDir = normalize(light.position - outFragPos);
float ambientStrength = 0.25;
vec3 ambient = ambientStrength * light.ambient;
float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
vec3 diffuse = diff * light.diffuse;
float specularStrength = 0.5;
vec3 viewDir = normalize(outCameraPos - outFragPos);
vec3 reflectDir = reflect(-lightDir, outNormal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.specular;
return vec3(ambient + diffuse + specular);
}
vec3 calculateLighting() {
vec3 result = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < min(outTotalLights, MAX_LIGHTS); i++) {
if (int(outLights[i].type) == 0) {
result += calculateBasicLight(outLights[i]);
} else if (int(outLights[i].type) == 1) {
result += calculateBasicLight(outLights[i]);
}
}
return result;
}
void main() {
lokiVar = vec4(outColor, 1.0) + vec4(outNormal, 1.0) + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
vec3 result;
if (outHasTexture == 0) {
if (outDisableLighting == 1.0) {
result = outColor + 0.25;
} else {
result = calculateLighting() * outColor;
}
} else {
if (outDisableLighting == 1.0) {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
} else {
result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
}
}
fragPosition = outPosition;
fragColor = vec4(result, 1.0);
fragNormal = outNormal;
fragUV = outUV;
}

View File

@@ -0,0 +1,35 @@
#version 330 core
out vec4 FragColor;
@include "light_struct"
const int DIRECTIONAL = 0;
const int POINT = 1;
const int SPOT = 2;
in vec2 outTexCoords;
flat in Light outLight;
uniform sampler2D diffuse, position, texcoord, normal, depth;
vec4 directionalLight(Light light) {
return vec4(0,0,0,0);
}
vec4 calculateLighting(Light light) {
vec4 result = vec4(0,0,0,0);
switch(light.type) {
case DIRECTIONAL: {
result = directionalLight(light);
}
default: {
result = vec4(1,1,1,1);
}
}
return result;
}
void main() {
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight);
}

View File

@@ -0,0 +1,26 @@
# version 330 core
layout(location = 0) out vec3 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
flat in int outHasTexture;
uniform sampler2D diffuse_texture;
void main() {
vec3 result;
if (outHasTexture == 0) {
result = outColor;
} else {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
}
fragPosition = outPosition;
fragColor = vec4(result, 1.0);
fragNormal = outNormal;
fragUV = outUV;
}

View File

@@ -1,10 +0,0 @@
#version 330 core
out vec4 FragColor;
in vec2 outTexCoords;
uniform sampler2D screenTexture;
void main() {
FragColor = texture(screenTexture, outTexCoords);
}

View File

@@ -1,15 +1,11 @@
const int MAX_LIGHTS = 2;
struct Light {
float end;
float type;
int type;
vec3 direction;
vec3 position;
vec3 diffuse;
vec3 ambient;
vec3 specular;
vec3 direction;
float intensity;
};

View File

@@ -1,50 +0,0 @@
# version 330 core
@include "light_struct"
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
layout(location = 4) in float inTextureID;
out vec3 outPosition;
out vec3 outColor;
out vec3 outNormal;
out vec3 outUV;
out float outTextureID;
out Light outLights[MAX_LIGHTS];
flat out int outTotalLights;
out vec3 outFragPos;
out vec3 outViewPos;
out vec3 outCameraPos;
flat out int outHasTexture;
flat out int outDisableLighting;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform int hasTexture;
uniform int totalLights;
uniform Light lights[MAX_LIGHTS];
uniform vec3 cameraPos;
uniform int disableLighting;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
outLights = lights;
outTotalLights = totalLights;
outCameraPos = cameraPos;
outDisableLighting = disableLighting;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}

View File

@@ -1,10 +1,17 @@
#version 330 core
@include "light_struct"
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inTexCoords;
uniform sampler2D diffuse, position, texcoord, normal, depth;
uniform Light light;
out vec2 outTexCoords;
flat out Light outLight;
void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
outTexCoords = inTexCoords;
}
outLight = light;
}

View File

@@ -0,0 +1,28 @@
# version 330 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
uniform mat4 projection, view, model;
uniform int hasTexture;
uniform vec3 cameraPos;
out vec3 outPosition, outColor, outNormal, outUV;
out vec3 outFragPos, outViewPos, outCameraPos;
flat out int outHasTexture;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outHasTexture = hasTexture;
outCameraPos = cameraPos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}