More consistent lighting across ALM/non-ALM/deferred/forward rendering.

meow-7.2.2
Graham Linden 2019-03-26 10:28:25 -07:00
parent 446afe2d1a
commit fb7c887a5e
7 changed files with 41 additions and 31 deletions

View File

@ -100,12 +100,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
vec3 norm = normalize(n);
da = max(0.0, dot(norm, lv));
//da = min(da, shadow);
da = clamp(da, 0.0, 1.0);
//distance attenuation
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
@ -113,12 +115,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
// to match spotLight (but not multiSpotLight) *sigh*
float lit = max(da * dist_atten,0.0);
// the shadowmap is wrong for alpha objects
// since we only have 2 maps but N spots
//col = lit * light_col * diffuse * shadow;
col = lit * light_col * diffuse;
float amb_da = ambiance;
amb_da += (da*0.5) * (1.0 - shadow) * ambiance;
amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
amb_da *= dist_atten;
amb_da += (da*0.5) * ambiance;
amb_da += (da*da*0.5 + 0.25) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@ -189,6 +195,7 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
vec4 color = vec4(0,0,0,0);

View File

@ -104,23 +104,28 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da = dot(n, lv);
//da = min(da, shadow);
da *= clamp(da, 0.0, 1.0);
float lit = max(da * dist_atten, 0.0);
// shadowmap is wrong for alpha-blended objs
// since we created shadowmaps for 2 but render N
//col = light_col*lit*diffuse*shadow;
col = light_col*lit*diffuse;
float amb_da = ambiance;
amb_da += (da*0.5) * (1.0 - shadow) * ambiance;
amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
amb_da *= dist_atten;
amb_da += (da*0.5) * ambiance;
amb_da += (da*da*0.5 + 0.25) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@ -135,10 +140,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = abs(2 * nh);
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (gtdenom > 0.0)
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;

View File

@ -28,7 +28,7 @@
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
float a = max(dot(n,normalize(l)),0.0);
return a;
}

View File

@ -143,11 +143,11 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist = length(lv);
dist /= size;
if (dist > 1.0)
{
discard;
}
if ((size > 0) && ((dist / size) > 1.0))
{
discard;
}
float shadow = 1.0;
@ -225,11 +225,8 @@ void main()
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}

View File

@ -143,11 +143,11 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
dist /= size;
if (dist > 1.0)
{
discard;
}
if ((size > 0) && ((dist / size) > 1.0))
{
discard;
}
float shadow = 1.0;
@ -224,9 +224,7 @@ void main()
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;

View File

@ -3275,12 +3275,13 @@ F32 LLVOVolume::getSpotLightPriority() const
void LLVOVolume::updateSpotLightPriority()
{
F32 r = getLightRadius();
LLVector3 pos = mDrawable->getPositionAgent();
LLVector3 agent_pos = gAgent.getPositionAgent();
LLVector3 at(0,0,-1);
at *= getRenderRotation();
F32 r = getLightRadius()*0.5f;
pos += at * r;
at = LLViewerCamera::getInstance()->getAtAxis();
@ -3289,6 +3290,8 @@ void LLVOVolume::updateSpotLightPriority()
mSpotLightPriority = gPipeline.calcPixelArea(pos, LLVector3(r,r,r), *LLViewerCamera::getInstance());
//mSpotLightPriority = (agent_pos - pos).length() + r;
if (mLightTexture.notNull())
{
mLightTexture->addTextureStats(mSpotLightPriority);

View File

@ -8750,7 +8750,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff());
gGL.syncMatrices();
mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
@ -8809,7 +8809,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff());
gGL.syncMatrices();
mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
@ -8906,7 +8906,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff());
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}