Merge pull request #50 from dariomanesku/master

Updates and fixes.
This commit is contained in:
Branimir Karadžić 2013-11-06 22:19:38 -08:00
commit 2374ea3a15
13 changed files with 56 additions and 124 deletions

View file

@ -49,7 +49,7 @@ vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
vec4 lc = lit(bln.x, bln.y, u_shininess);
float dist = max(length(toLight), u_lightPosRadius[_idx].w);
float attn = 150.0 * pow(dist, -2.0);
float attn = 250.0 * pow(dist, -2.0);
vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
return rgb;
@ -84,5 +84,5 @@ void main()
vec3 diffuse = toGamma(lightColor * color);
gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
gl_FragColor.w = 1.0;
gl_FragColor.w = u_color.w;
}

View file

@ -50,7 +50,7 @@ vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
vec4 lc = lit(bln.x, bln.y, u_shininess);
float dist = max(length(toLight), u_lightPosRadius[_idx].w);
float attn = 150.0 * pow(dist, -2.0);
float attn = 250.0 * pow(dist, -2.0);
vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
return rgb;
@ -85,5 +85,5 @@ void main()
vec3 diffuse = toGamma(lightColor * color);
gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
gl_FragColor.w = 1.0;
gl_FragColor.w = u_color.w;
}

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@ -335,25 +335,25 @@ struct Uniforms
m_params.m_lightCount = 4.0f;
m_params.m_lightIndex = 4.0f;
m_ambient[0] = 0.05f;
m_ambient[1] = 0.05f;
m_ambient[2] = 0.05f;
m_ambient[0] = 0.02f;
m_ambient[1] = 0.02f;
m_ambient[2] = 0.02f;
m_ambient[3] = 0.0f; //unused
m_diffuse[0] = 0.8f;
m_diffuse[1] = 0.8f;
m_diffuse[2] = 0.8f;
m_diffuse[0] = 0.2f;
m_diffuse[1] = 0.2f;
m_diffuse[2] = 0.2f;
m_diffuse[3] = 0.0f; //unused
m_specular_shininess[0] = 1.0f;
m_specular_shininess[1] = 1.0f;
m_specular_shininess[2] = 1.0f;
m_specular_shininess[3] = 25.0f; //shininess
m_specular_shininess[3] = 10.0f; //shininess
m_color[0] = 1.0f;
m_color[1] = 1.0f;
m_color[2] = 1.0f;
m_color[3] = 1.0;
m_color[3] = 1.0f;
m_time = 0.0f;
@ -409,6 +409,7 @@ struct Uniforms
bgfx::destroyUniform(u_ambient);
bgfx::destroyUniform(u_diffuse);
bgfx::destroyUniform(u_specular_shininess);
bgfx::destroyUniform(u_color);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_lightPosRadius);
bgfx::destroyUniform(u_lightRgbInnerR);
@ -468,7 +469,6 @@ struct RenderState
{
StencilReflection_CraftStencil = 0,
StencilReflection_DrawReflected,
StencilReflection_DarkenReflections,
StencilReflection_BlendPlane,
StencilReflection_DrawScene,
@ -491,7 +491,10 @@ struct RenderState
static RenderState s_renderStates[RenderState::Count] =
{
{ // StencilReflection_CraftStencil
BGFX_STATE_MSAA
BGFX_STATE_RGB_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_TEST_ALWAYS // pass always
| BGFX_STENCIL_FUNC_REF(1) // value = 1
@ -504,6 +507,7 @@ static RenderState s_renderStates[RenderState::Count] =
{ // StencilReflection_DrawReflected
BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW //reflection matrix has inverted normals. using CCW instead of CW.
@ -517,22 +521,11 @@ static RenderState s_renderStates[RenderState::Count] =
| BGFX_STENCIL_OP_PASS_Z_KEEP
, BGFX_STENCIL_NONE
},
{ // StencilReflection_DarkenReflections
BGFX_STATE_RGB_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_FACTOR)
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // StencilReflection_BlendPlane
BGFX_STATE_RGB_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_BLEND_LIGHTEN
| BGFX_STATE_DEPTH_TEST_EQUAL
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_SRC_COLOR)
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
, UINT32_MAX
@ -1090,6 +1083,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
s_uniforms.m_params.m_lightningPass = 1.0f;
s_uniforms.m_params.m_lightCount = settings_numLights;
s_uniforms.m_params.m_lightIndex = 0.0f;
s_uniforms.m_color[3] = settings_reflectionValue;
s_uniforms.submitPerFrameUniforms();
// Time.
@ -1238,6 +1232,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
// Second pass - Draw reflected objects.
// Clear depth from previous pass.
clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH_BIT, clearValues);
// Compute reflected matrix.
float reflectMtx[16];
float plane_pos[3] = { 0.0f, 0.01f, 0.0f };
@ -1277,37 +1274,20 @@ int _main_(int /*_argc*/, char** /*_argv*/)
// Set lights back.
memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float));
// Third pass - Darken reflected objects.
uint8_t val = uint8_t(settings_reflectionValue * UINT8_MAX);
uint32_t factor = (val << 24)
| (val << 16)
| (val << 8 )
| (val << 0 )
;
s_renderStates[RenderState::StencilReflection_DarkenReflections].m_blendFactorRgba = factor;
// Third pass - Blend plane.
// Floor.
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_2
, floorMtx
, programColorBlack
, s_renderStates[RenderState::StencilReflection_DarkenReflections]
);
// Fourth pass - Draw plane. (blend plane with what's behind it)
// Floor.
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, floorMtx
, programTextureLightning
, s_renderStates[RenderState::StencilReflection_BlendPlane]
, fieldstoneTex
);
// Fifth pass - Draw everything else but the plane.
// Fourth pass - Draw everything else but the plane.
// Bunny.
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_4
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, bunnyMtx
, programColorLightning
, s_renderStates[RenderState::StencilReflection_DrawScene]
@ -1316,7 +1296,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
// Columns.
for (uint8_t ii = 0; ii < 4; ++ii)
{
columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_4
columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, columnMtx[ii]
, programColorLightning
, s_renderStates[RenderState::StencilReflection_DrawScene]

View file

@ -208,38 +208,6 @@ void mtxScaleRotateTranslate(float* _result
mtxMul(_result, mtxScale, mtxRotateTranslate);
}
void mtxShadow(float* __restrict _result
, const float* __restrict _ground
, const float* __restrict _light
)
{
float dot = _ground[0] * _light[0]
+ _ground[1] * _light[1]
+ _ground[2] * _light[2]
+ _ground[3] * _light[3]
;
_result[ 0] = dot - _light[0] * _ground[0];
_result[ 1] = 0.0f - _light[1] * _ground[0];
_result[ 2] = 0.0f - _light[2] * _ground[0];
_result[ 3] = 0.0f - _light[3] * _ground[0];
_result[ 4] = 0.0f - _light[0] * _ground[1];
_result[ 5] = dot - _light[1] * _ground[1];
_result[ 6] = 0.0f - _light[2] * _ground[1];
_result[ 7] = 0.0f - _light[3] * _ground[1];
_result[ 8] = 0.0f - _light[0] * _ground[2];
_result[ 9] = 0.0f - _light[1] * _ground[2];
_result[10] = dot - _light[2] * _ground[2];
_result[11] = 0.0f - _light[3] * _ground[2];
_result[12] = 0.0f - _light[0] * _ground[3];
_result[13] = 0.0f - _light[1] * _ground[3];
_result[14] = 0.0f - _light[2] * _ground[3];
_result[15] = dot - _light[3] * _ground[3];
}
void mtxBillboard(float* __restrict _result
, const float* __restrict _view
, const float* __restrict _pos
@ -651,7 +619,7 @@ static RenderState s_renderStates[RenderState::Count] =
struct ViewState
{
ViewState(uint32_t _width = 1280, uint32_t _height = 720)
ViewState(uint32_t _width = 1280, uint32_t _height = 720)
: m_width(_width)
, m_height(_height)
{
@ -1318,19 +1286,17 @@ struct ShadowVolume
bool m_cap;
};
void shadowVolumeTransform(float* __restrict _outMtx
, float* __restrict _outLightPos
, const float* __restrict _scale
, const float* __restrict _rotate
, const float* __restrict _translate
, const float* __restrict _lightPos // world pos
)
void shadowVolumeLightTransform(float* __restrict _outLightPos
, const float* __restrict _scale
, const float* __restrict _rotate
, const float* __restrict _translate
, const float* __restrict _lightPos // world pos
)
{
/**
* Instead of transforming all the vertices, transform light instead:
* mtx = pivotTranslate -> rotateZYX -> invScale
* light = mtx * origin
* _outMtx = scale -> rotateXYZ -> translate
*/
float pivot[16];
@ -1360,34 +1326,8 @@ void shadowVolumeTransform(float* __restrict _outMtx
float mtx[16];
mtxMul(mtx, tmp0, invScale);
float light[3];
float origin[3] = { 0.0f, 0.0f, 0.0f };
vec3MulMtx(light, origin, mtx);
memcpy(_outLightPos, light, 3*sizeof(float) );
float scale[16];
mtxScale(scale
, _scale[0]
, _scale[1]
, _scale[2]
);
float mxyz[16];
mtxRotateXYZ(mxyz
, _rotate[0]
, _rotate[1]
, _rotate[2]
);
float translate[16];
mtxTranslate(translate
, _translate[0]
, _translate[1]
, _translate[2]
);
mtxMul(tmp0, scale, mxyz);
mtxMul(_outMtx, tmp0, translate);
vec3MulMtx(_outLightPos, origin, mtx);
}
void shadowVolumeCreate(ShadowVolume& _shadowVolume
@ -1548,16 +1488,16 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
const float* v1 = edge.m_v1;
int16_t k = 0;
float s;
for (uint8_t ii = 0; ii < edge.m_faceIndex; ++ii)
{
const Edge::Plane& face = edge.m_faces[ii];
s = fsign(vec3Dot(face.m_plane, _light) + face.m_plane[3]);
int16_t s = (int16_t)fsign(vec3Dot(face.m_plane, _light) + face.m_plane[3]);
if (face.m_reverseVertexOrder)
{
s = -s;
}
k += uint16_t(s);
k += s;
}
if (k == 0)
@ -2593,11 +2533,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
}
s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
// Compute transform for shadow volume.
float shadowVolumeMtx[16];
// Compute virtual light position for shadow volume generation.
float transformedLightPos[3];
shadowVolumeTransform(shadowVolumeMtx
, transformedLightPos
shadowVolumeLightTransform(transformedLightPos
, instance.m_scale
, instance.m_rotation
, instance.m_pos
@ -2608,6 +2546,20 @@ int _main_(int /*_argc*/, char** /*_argv*/)
memcpy(s_uniforms.m_virtualLightPos_extrusionDist, transformedLightPos, 3*sizeof(float) );
s_uniforms.m_virtualLightPos_extrusionDist[3] = instance.m_svExtrusionDistance;
// Compute transform for shadow volume.
float shadowVolumeMtx[16];
mtxScaleRotateTranslate(shadowVolumeMtx
, instance.m_scale[0]
, instance.m_scale[1]
, instance.m_scale[2]
, instance.m_rotation[0]
, instance.m_rotation[1]
, instance.m_rotation[2]
, instance.m_pos[0]
, instance.m_pos[1]
, instance.m_pos[2]
);
GroupArray& groups = model->m_mesh.m_groups;
const uint16_t stride = model->m_mesh.m_decl.getStride();
for (GroupArray::iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)