Organize imports and work on integrating lighting

This commit is contained in:
schmelczerandras 2020-07-24 23:00:26 +02:00
parent 0cd383794c
commit affb1b4f4f
16 changed files with 170 additions and 155 deletions

View file

@ -3,114 +3,96 @@
precision mediump float;
#define INFINITY 10000.0
#define LIGHTS_SIZE 3
#define LIGHT_PENETRATION 0.95
#define LIGHT_COUNT 3
#define LIGHT_PENETRATION 1000.0
#define ANTIALIASING_RADIUS 1.0
#define AMBIENT_LIGHT vec3(0.075)
struct Light {
vec2 center;
float radius;
vec3 color;
float intensity;
vec3 value;
};
uniform sampler2D distanceTexture;
uniform mat3 worldToDistanceUV;
uniform mat3 lightingScreenToWorld;
uniform vec2 cursorPosition;
Light lights[LIGHTS_SIZE];
float circleDistance(in vec2 position, in Light circle)
{
return length(position - circle.center) - circle.radius;
}
Light lights[LIGHT_COUNT];
float getDistance(in vec2 target, out vec3 color) {
// should avoid this matrix multiplication
vec2 targetUV = (vec3(target.xy, 1.0) * worldToDistanceUV).xy;
vec4 values = texture(distanceTexture, targetUV);
color = values.rgb;
return (values.a - 0.5) * 256.0;
return (values.a - 0.5) * 128.0;
}
float getDistance(in vec2 target) {
// should avoid this matrix multiplication
vec2 targetUV = (vec3(target.xy, 1.0) * worldToDistanceUV).xy;
vec4 values = texture(distanceTexture, targetUV);
return (values.a - 0.5) * 128.0;
}
void createWorld() {
lights[0] = Light(vec2(600, 700), 40.5, vec3(1.0), 25.0);
lights[1] = Light(vec2(100.0, 350.0), 52.5,vec3(2.0, 1.0, 0.25), 20.5);
lights[2] = Light(cursorPosition, 52.5,vec3(0.63, 0.07, 0.19), 200.5);
lights[0] = Light(vec2(600, 700), 40.5, normalize(vec3(1.0)) * 2.0);
lights[1] = Light(vec2(100.0, 350.0), 52.5, normalize(vec3(2.0, 1.0, 0.25)) * 0.5);
lights[2] = Light(cursorPosition, 52.5, normalize(vec3(0.63, 0.25, 0.5)) * 1.0);
}
float escapeFromObject(inout vec2 position, in vec2 direction) {
float fractionOfLightPenetrating = 1.0;
float getFractionOfLightArriving(
in vec2 target,
in vec2 direction,
in float lightDistance,
in float lightRadius
) {
float q = INFINITY;
float rayLength = 0.0;
for (int i = 0; i < 64; i++) {
vec3 color;
float minDistance = getDistance(position, color);
if (minDistance >= 0.0) {
return fractionOfLightPenetrating;
}
fractionOfLightPenetrating *= pow(LIGHT_PENETRATION, -minDistance);
rayLength += max(1.0, -minDistance);
position += direction * rayLength;
}
return 0.0;
}
float getFractionOfLightArriving(in vec2 position, in vec2 direction, in float lightDistance, in float lightRadius) {
float fractionOfLightArriving = 1.0;
vec3 color;
float rayLength = 0.0;
for (int j = 0; j < 64; j++) {
float minDistance = getDistance(position + direction * rayLength, color);
fractionOfLightArriving = min(fractionOfLightArriving, minDistance / rayLength);
rayLength += max(1.0, abs(minDistance));
if (rayLength > lightDistance) {
fractionOfLightArriving = (fractionOfLightArriving * lightDistance + lightRadius) / (2.0 * lightRadius);
return smoothstep(0.0, 1.0, fractionOfLightArriving);
}
float minDistance = getDistance(target + direction * rayLength);
q = min(q, minDistance / rayLength);
rayLength = min(lightDistance, rayLength + max(1.0, minDistance));
}
return 0.0;
return smoothstep(0.0, 1.0, q * (lightDistance + lightRadius) / lightRadius);
}
vec3 getPixelColor(in vec2 targetLighting, in bool startsInside, in vec3 colorBias) {
float square(in float a) {
return a*a;
}
vec3 getPixelColor(in vec2 worldCoordinates) {
vec3 result = vec3(0.0);
vec3 colorAtPosition;
float startingDistance = getDistance(worldCoordinates, colorAtPosition);
float fractionOfLightPenetrating = smoothstep(0.0, 1.0,
1.0 - (min(0.0, startingDistance) / LIGHT_PENETRATION)
);
for (int i = 0; i < LIGHTS_SIZE; i++) {
for (int i = 0; i < LIGHT_COUNT; i++) {
Light light = lights[i];
float lightDistance = circleDistance(targetLighting, light);
vec3 lightColor = normalize(light.color) * light.intensity
/ mix(1.0, lightDistance, clamp(lightDistance, 0.0, 1.0));
float lightDistance = distance(worldCoordinates, light.center) - light.radius;
vec3 lightColorAtPosition = light.value / square(max(0.0, lightDistance / 200.0) + 1.0);
vec2 lightDirection = normalize(light.center - worldCoordinates);
if (lightDistance < 0.0) {
return lightColor;
}
vec2 lightDirection = normalize(light.center - targetLighting);
vec2 rayStart = targetLighting;
float fractionOfLightPenetrating = 1.0;
if (startsInside) {
fractionOfLightPenetrating = escapeFromObject(rayStart, lightDirection);
lightColor *= colorBias;
}
float fractionOfLightArriving = getFractionOfLightArriving(
worldCoordinates, lightDirection, max(0.0, lightDistance), light.radius
);
float fractionOfLightArriving = getFractionOfLightArriving(rayStart, lightDirection, lightDistance, light.radius);
result += lightColor * fractionOfLightArriving * fractionOfLightPenetrating;
result += colorAtPosition * lightColorAtPosition * fractionOfLightArriving * fractionOfLightPenetrating;
}
// Add ambient light
result += colorAtPosition * AMBIENT_LIGHT;
return clamp(result, 0.0, 1.0);
}
/*vec3 getPixelColorAntialiased(in vec2 position) {
Circle nearest;
float minDistance = getDistance(position, nearest);
@ -122,21 +104,11 @@ vec3 getPixelColor(in vec2 targetLighting, in bool startsInside, in vec3 colorBi
return getPixelColor(position, minDistance < 0.0, minDistance < 0.0 ? nearest.color : vec3(1.0));
}*/
in vec2 worldCoordinates;
out vec4 fragmentColor;
void main() {
createWorld();
vec2 pixelWorldCoordinates = (vec3(gl_FragCoord.xy, 1.0) * lightingScreenToWorld).xy;
vec3 color;
float minDistance = getDistance(pixelWorldCoordinates, color);
color = getPixelColor(pixelWorldCoordinates, minDistance < 0.0, minDistance < 0.0 ? color : vec3(1.0));
fragmentColor = vec4(color, 1.0);
if (distance(cursorPosition, pixelWorldCoordinates) < 50.0) {
fragmentColor = vec4(vec3(1.0, 1.0, 0.0), 1.0);
}
// log2 for compenstaion?
fragmentColor = vec4(getPixelColor(worldCoordinates), 1.0);
}