File: DecalsFragGL4.glsl

package info (click to toggle)
spring 103.0%2Bdfsg2-1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 43,720 kB
  • ctags: 63,685
  • sloc: cpp: 368,283; ansic: 33,988; python: 12,417; java: 12,203; awk: 5,879; sh: 1,846; xml: 655; perl: 405; php: 211; objc: 194; makefile: 77; sed: 2
file content (307 lines) | stat: -rw-r--r-- 8,309 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
#version 420 compatibility
#extension GL_ARB_uniform_buffer_object : enable
#ifdef USE_SSBO
#extension GL_ARB_shader_storage_buffer_object : require
#endif
//#extension GL_ARB_shading_language_420pack: enable

//#define MAX_DECALS_PER_GROUP 48
//#define MAX_DECALS_GROUPS 300
//#define MAX_DECALS 300
//#define USE_PARALLAX
//#define USE_SSBO
//#define DEBUG

struct SDecal {
	vec3 pos;
	float alpha;
	vec2 invSize;
	vec2 rotMatrixElements;
	vec4 texCoords;
	vec4 texNormalsCoords;
};


struct SDecalGroup {
	vec4 boundAABB[2];
	int ids[MAX_DECALS_PER_GROUP];
};

//FIXME layout(std140)
layout(packed) uniform decalGroupsUBO
{
	SDecalGroup groups[MAX_DECALS_GROUPS];
};

#ifdef USE_SSBO
layout(std140) readonly buffer decalsUBO
#else
layout(std140) uniform decalsUBO
#endif
{
	SDecal decals[MAX_DECALS];
};


SDecal GetDecalInfo(int id) {
	return decals[id];
}

layout(binding=0) uniform sampler2D decalAtlasTex;
layout(binding=1) uniform sampler2D groundNormalsTex;
layout(binding=3) uniform sampler2D infoTex;
layout(binding=4) uniform sampler2D depthTex;

//FIXME make UBO?
uniform vec3 camPos;
uniform vec2 invScreenSize;
uniform mat4 viewProjMatrixInv;
uniform vec2 invMapSize;
uniform vec2 invMapSizePO2;

layout(std140) uniform SGroundLighting
{
	uniform vec3 ambientColor;
	uniform vec3 diffuseColor;
	uniform vec3 specularColor;
	uniform vec3 dir;

	uniform vec3 fogColor;
	uniform float fogEnd;
	uniform float fogScale;
} groundLighting;

#ifdef HAVE_SHADOWS
uniform mat4 shadowMatrix;
uniform float shadowDensity;
layout(binding=2) uniform sampler2DShadow shadowTex;
#endif

flat in int decalGroupId;


vec3 ReconstructWorldPos() {
	vec2 screenCoord = (gl_FragCoord.st - vec2(0.5)) * invScreenSize;
	float z = texture2D(depthTex, screenCoord).x;
	vec4 worldPos4 = viewProjMatrixInv * vec4(screenCoord, z, 1.0);
	return worldPos4.xyz / worldPos4.w;
}


vec3 GroundNormal(vec3 worldPos, vec3 normal) {
	vec3 groundNormal;
	groundNormal.xz = texture2D(groundNormalsTex, worldPos.xz * invMapSize).ra;
	groundNormal.y  = sqrt(1.0 - dot(groundNormal.xz, groundNormal.xz));

	//normal = groundNormal;
	vec3 front = normalize(cross(groundNormal, vec3(1.,0.,0.)));
	vec3 right = cross(groundNormal, front);
	normal = mat3x3(right, groundNormal, front) * normal;

	return normal;
}


vec3 GetDiffuseLighting(vec3 worldPos, vec3 normal) {
	float normalSunCos = max(0.0, dot(normal, groundLighting.dir));
	vec3 diffuse = groundLighting.diffuseColor * normalSunCos;

#ifdef HAVE_INFOTEX
	diffuse += texture2D(infoTex, worldPos.xz * invMapSizePO2).rgb;
	diffuse -= vec3(0.5);
#endif
	return diffuse;
}


float GetShadowOcclusion(vec3 worldPos) {
	float shadowInt = 1.0;
#ifdef HAVE_SHADOWS
	vec4 vertexShadowPos = shadowMatrix * vec4(worldPos, 1.0);
	shadowInt = shadow2DProj(shadowTex, vertexShadowPos).r;
	shadowInt = mix(1.0, shadowInt, shadowDensity);
#endif
	return shadowInt;
}


float ParallaxMapping(inout vec2 ntx, const SDecal d, const mat2 rotMatrix, const vec3 eyeDir)
{
#ifdef USE_PARALLAX
	const float layerDepth = 1.0 / 5.0;

	vec2 texViewDir = (rotMatrix * eyeDir.xz) * 0.06 * layerDepth;

	vec2 txn = mix(d.texNormalsCoords.st, d.texNormalsCoords.pq, ntx);
	float height = 1.0 - texture2D(decalAtlasTex, txn).a;
	float curHeight  = 0.0;
	float prevHeight = 0.0;

	//FIXME for-loop
	// steep mapping
	while (curHeight < height) {
		ntx -= texViewDir;
		txn = mix(d.texNormalsCoords.st, d.texNormalsCoords.pq, ntx); //FIXME
		prevHeight = height;
		height = 1.0 - texture2D(decalAtlasTex, txn).a;
		curHeight += layerDepth;
	}

	// Parallax Occlusion Mapping
	float nextH = height - curHeight;
	float prevH = prevHeight - curHeight + layerDepth;
	float weight = nextH / (nextH - prevH);
	ntx = mix(ntx, ntx + texViewDir, weight);
	return 1.0;







	// soft self-shadow mapping
	/*height = mix(height, prevHeight + layerDepth, weight);


	float shadowMultiplier = 0.0;

	// calculate initial parameters
	float invNumLayers  = 1.0 / 4.0;
	float layerHeight   = height * invNumLayers;
	vec2 texStep        = (rotMatrix * groundLighting.dir.xz) * 0.06 * invNumLayers;

	// current parameters
	curHeight = height - layerHeight;
	float stepIndex = 1.0;
	vec2 stx = ntx;

	// while point is below depth 0.0 )
	while (curHeight > 0.0) {
		stx += texStep;
		vec2 stxn = mix(d.texNormalsCoords.st, d.texNormalsCoords.pq, stx); //FIXME
		float diffHeight = curHeight - texture(decalAtlasTex, stxn).r;

		// if point is under the surface
		float underSurface = step(diffHeight, 0.0);

		// calculate partial shadowing factor
		float newShadowMultiplier = diffHeight * (1.0 - stepIndex * invNumLayers);
		shadowMultiplier = max(shadowMultiplier, newShadowMultiplier * underSurface);

		// offset to the next layer
		stepIndex += 1.0; //FIXME optimize
		curHeight -= layerHeight;
	}

	// calculate lighting only for surface oriented to the light source
	//if(dot(vec3(0, 0, 1), L) > 0)
	return (1.0 - shadowMultiplier);*/
#else
	return 1.0;
#endif
}


#ifdef DEBUG
const vec4 colors[8] = {
	vec4(1.0, 0.0, 0.0, 0.75),
	vec4(0.0, 1.0, 0.0, 0.75),
	vec4(0.0, 0.0, 1.0, 0.75),
	vec4(1.0, 1.0, 0.0, 0.75),
	vec4(1.0, 0.0, 1.0, 0.75),
	vec4(0.0, 1.0, 1.0, 0.75),
	vec4(1.0, 1.0, 1.0, 0.75),
	vec4(0.0, 0.0, 0.0, 0.75)
};
#endif


void main() {
	gl_FragColor = vec4(0.0);
	SDecalGroup g = groups[decalGroupId];

	// PROJECTION
	vec3 worldPos = ReconstructWorldPos();
	vec3 eyeDir   = (camPos - worldPos);
	float eyeDist = length(eyeDir);
	eyeDir /= eyeDist;

	/*bool outside1 = any(greaterThan(worldPos.xz, g.boundAABB[1].xy)); //FIXME
	bool outside2 = any(lessThan(worldPos.xz, g.boundAABB[0].xy));
	if (any(bvec2(outside1, outside2))) {
		discard;
	}*/

	vec4 albedo = vec4(vec3(0.0), 1.0);
	vec3 normal = vec3(0., 1., 0.);
	for (int i = 0; i<MAX_DECALS_PER_GROUP; ++i) {
		SDecal d = GetDecalInfo(g.ids[i]);
		mat2 rotMatrix = mat2(d.rotMatrixElements.x, -d.rotMatrixElements.y, d.rotMatrixElements.y, d.rotMatrixElements.x);

		// WORLD SPACE -> DECAL OBJECT SPACE
		vec3 relPos = worldPos - d.pos;
		vec2 ntx = (rotMatrix * relPos.xz) * d.invSize.xy; // range: -1 .. 0 .. +1
		ntx = ntx * 0.5 + 0.5; // range: 0..+1

		//
		float shadowMultiplier = ParallaxMapping(ntx, d, rotMatrix, eyeDir);
		bool outside = any(greaterThan(abs(ntx - vec2(0.5)), vec2(0.5)));

		// improves cache hit-rate for non-rendered texels
		ntx = clamp(ntx, vec2(0.0), vec2(1.0));
		//ntx = mix(ntx, vec2(0.5), outside);

		// TEXTURING
		vec2 tx = mix(d.texCoords.st, d.texCoords.pq, ntx);
		vec4 albedoD = texture2D(decalAtlasTex, tx);
		albedoD.rgb *= shadowMultiplier; //FIXME
	#ifdef DEBUG
		albedoD = colors[i];
	#endif
		albedoD.a *= clamp(1.0 - abs(relPos.y) * d.invSize.x, 0.0, 1.0); // make transparent when terrain is higher or lower than the decal's pos
		//albedoC.rgb = mix(albedoC.rgb, vec3(cos(float(i) *1.5), sin(float(i) *1.5), 0.0), 0.5);
		albedoD.a = mix(albedoD.a * d.alpha, 0.0, outside);
		albedo.rgb = mix(albedo.rgb, albedoD.rgb, albedoD.a);
		albedo.a *= (1.0 - albedoD.a);

		// NORMAL MAPPING
		vec2 txn = mix(d.texNormalsCoords.st, d.texNormalsCoords.pq, ntx);
		vec3 normalD = texture2D(decalAtlasTex, txn).rbg;
		normalD = (normalD * 2.0) - 1.0;
		//normalD.y = sqrt(1.0 - dot(normalD.xz, normalD.xz));
		normalD.xz = rotMatrix * normalD.xz;
		normal = mix(normal, normalD, albedoD.a);
	}

	//if (albedo.a == 0.0) {
	//	discard;
	//}

	// transform normal to GroundNormal space
	normal = normalize(normal);
	normal = GroundNormal(worldPos, normal);

	// LIGHTING (albedo & shadow)
	vec3 diffuseTerm = GetDiffuseLighting(worldPos, normal);
	float shadowInt  = GetShadowOcclusion(worldPos);

	// calculate Specular Term:
	//FIXME add glossyMap
	vec3 R = normalize(-reflect(groundLighting.dir, normal));
	vec3 specTerm = groundLighting.specularColor * 2.0 * clamp( pow(max(dot(R, eyeDir),0.0), 5.13), 0.0, 1.0);

	// COMBINE
	vec3 lightCol = (specTerm + diffuseTerm) * shadowInt + groundLighting.ambientColor;
	gl_FragColor.rgb = albedo.rgb * lightCol;
	gl_FragColor.a   = albedo.a;

	// FOG
	float fogFactor = (groundLighting.fogEnd - eyeDist) * groundLighting.fogScale;
	fogFactor = clamp(fogFactor, 0.0, 1.0);
	gl_FragColor.rgb = mix(groundLighting.fogColor * (1.0 - albedo.a), gl_FragColor.rgb, fogFactor); //FIXME

#ifdef DEBUG
	gl_FragColor = mix(gl_FragColor, vec4(1.0,0.0,0.0,0.0), 0.2);
#endif
}