Do some more refactoring

This commit is contained in:
schmelczerandras 2020-07-30 20:59:37 +02:00
parent c892ca2d01
commit 24cc572e47
29 changed files with 191 additions and 152 deletions

View file

@ -7,58 +7,43 @@ precision mediump float;
#define MIN_STEP 1.0
#define AMBIENT_LIGHT vec3(0.15)
#define LIGHT_COUNT {lightCount}
#define CIRCLE_LIGHT_COUNT {circleLightCount}
#define POINT_LIGHT_COUNT {pointLightCount}
#define DISTANCE_SCALE {distanceScale}
#define DISTANCE_OFFSET {distanceOffset}
#define EDGE_SMOOTHING {edgeSmoothing}
#if LIGHT_COUNT > 0
uniform struct Light {
uniform sampler2D distanceTexture;
uniform vec2 viewBoxSize;
float getDistance(in vec2 target, out vec3 color) {
vec4 values = texture(distanceTexture, target);
color = values.rgb;
return (values.w - DISTANCE_OFFSET) * DISTANCE_SCALE;
}
float getDistance(in vec2 target) {
return (texture(distanceTexture, target).w - DISTANCE_OFFSET) * DISTANCE_SCALE;
}
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float radius;
vec3 value;
}[LIGHT_COUNT] lights;
}[CIRCLE_LIGHT_COUNT] circleLights;
uniform sampler2D distanceTexture;
uniform vec2 viewBoxSize;
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
#endif
in vec2[LIGHT_COUNT] directions;
#if POINT_LIGHT_COUNT > 0
uniform struct PointLight {
vec2 center;
float radius;
vec3 value;
}[POINT_LIGHT_COUNT] pointLights;
float getDistance(in vec2 target, out vec3 color) {
vec4 values = texture(distanceTexture, target);
color = values.rgb;
return values.w * DISTANCE_SCALE;
}
float getDistance(in vec2 target) {
return texture(distanceTexture, target).w * DISTANCE_SCALE;
}
float getFractionOfLightArriving(
in vec2 target,
in vec2 direction,
in float startingDistance,
in float lightDistance,
in float lightRadius
) {
float q = 1.0;
float rayLength = startingDistance;
float movingAverageMeanDistance = startingDistance;
direction /= viewBoxSize;
for (int j = 0; j < 48; j++) {
float minDistance = getDistance(target + direction * rayLength);
movingAverageMeanDistance = movingAverageMeanDistance / 2.0 + minDistance / 2.0;
q = min(q, movingAverageMeanDistance / rayLength);
rayLength += max(MIN_STEP, minDistance);
if (rayLength > lightDistance) {
return clamp(q * (lightDistance + lightRadius) / lightRadius, 0.0, 1.0);
}
}
return 0.0;
}
in vec2[POINT_LIGHT_COUNT] pointLightDirections;
#endif
in vec2 worldCoordinates;
@ -66,35 +51,65 @@ in vec2 uvCoordinates;
out vec4 fragmentColor;
void main() {
#if LIGHT_COUNT > 0
vec3 colorAtPosition;
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
vec3 ligthing = AMBIENT_LIGHT;
vec3 colorAtPosition;
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
float lightCenterDistance = distance(circleLights[i].center, worldCoordinates);
vec3 lightColorAtPosition = circleLights[i].value / pow(lightCenterDistance / LIGHT_DROP + 1.0, 2.0);
vec3 ligthing = vec3(0.0);
for (int i = 0; i < LIGHT_COUNT; i++) {
Light light = lights[i];
float lightDistance = distance(light.center, worldCoordinates);
float q = INFINITY;
float rayLength = startingDistance;
float exponentialDecayDistance = rayLength;
vec2 direction = normalize(circleLightDirections[i]) / viewBoxSize;
float r = (lightDistance + light.radius) / LIGHT_DROP + 1.0;
vec3 lightColorAtPosition = light.value / (r * r);
for (int j = 0; j < 48; j++) {
if (rayLength > lightCenterDistance) {
ligthing += lightColorAtPosition * clamp(
q / circleLights[i].radius * (lightCenterDistance + 1.0), 0.0, 1.0
) * step(circleLights[i].radius, getDistance(uvCoordinates + direction * lightCenterDistance));
break;
}
float fractionOfLightArriving = getFractionOfLightArriving(
uvCoordinates, normalize(directions[i]), startingDistance,
lightDistance, light.radius
float minDistance = getDistance(uvCoordinates + direction * rayLength);
exponentialDecayDistance = (exponentialDecayDistance + minDistance) / 2.0;
q = min(q, exponentialDecayDistance / rayLength);
rayLength += max(MIN_STEP, minDistance);
}
}
#endif
#if POINT_LIGHT_COUNT > 0
for (int i = 0; i < POINT_LIGHT_COUNT; i++) {
float lightDistance = distance(pointLights[i].center, worldCoordinates);
vec3 lightColorAtPosition = mix(
pointLights[i].value,
vec3(0.0),
sqrt(clamp(lightDistance / pointLights[i].radius, 0.0, 1.0))
);
ligthing += lightColorAtPosition * fractionOfLightArriving;
float q = INFINITY;
float rayLength = startingDistance;
float exponentialDecayDistance = startingDistance;
vec2 direction = normalize(pointLightDirections[i]) / viewBoxSize;
for (int j = 0; j < 48; j++) {
if (rayLength > lightDistance) {
ligthing += lightColorAtPosition * step(0.0, q);
break;
}
float minDistance = getDistance(uvCoordinates + direction * rayLength);
exponentialDecayDistance = (exponentialDecayDistance + minDistance) / 2.0;
q = min(q, exponentialDecayDistance);
rayLength += max(MIN_STEP, minDistance);
}
}
fragmentColor = vec4(
colorAtPosition * (AMBIENT_LIGHT +
step(EDGE_SMOOTHING / 2.0, clamp(startingDistance, 0.0, EDGE_SMOOTHING)) * ligthing),
1.0
);
#else
fragmentColor = vec4(1.0);
#endif
fragmentColor = vec4(colorAtPosition * ligthing * clamp(startingDistance, 0.0, 1.0), 1.0);
}