diff options
author | Stanislaw Halik <sthalik@misaki.pl> | 2023-06-10 18:13:56 +0200 |
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committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-06-10 18:13:56 +0200 |
commit | 1baf69083d740f50eba0de13b366977a07dacbf3 (patch) | |
tree | e397e568d972788a8a339432709e2c53be12bd67 /shaders | |
parent | 2204f113710319ae6d735e3d511dd1d75d42a07d (diff) |
wip
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/lightmap.cpp | 28 | ||||
-rw-r--r-- | shaders/lightmap.frag | 11 |
2 files changed, 27 insertions, 12 deletions
diff --git a/shaders/lightmap.cpp b/shaders/lightmap.cpp index 3a2d339a..7fa76d69 100644 --- a/shaders/lightmap.cpp +++ b/shaders/lightmap.cpp @@ -109,8 +109,20 @@ void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light) constexpr auto tile_size = TILE_SIZE2.sum()/2; constexpr auto scale = 2/chunk_size; - auto dist = std::fmax(0.f, light.dist/* * tile_size*/); - auto dist_clip = dist/* * tile_size*/; + float I; + switch (light.falloff) + { + default: + I = 1; + break; + case light_falloff::linear: + I = std::fmax(1.f, light.dist * tile_size); + break; + case light_falloff::quadratic: + I = std::fmax(1.f, light.dist * tile_size * 100); + break; + } + auto I_clip = I * tile_size; auto center = light.center + chunk_offset + Vector2(neighbor_offset)*chunk_size; auto center_clip = Vector2{center} * scale; // clip coordinate constexpr auto image_size_factor = Vector2(image_size) / Vector2(chunk_size); @@ -118,10 +130,10 @@ void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light) _indexes[_count] = quad_indexes(0); _quads[_count] = std::array<Vector2, 4>{{ - { dist_clip + center_clip.x(), -dist_clip + center_clip.y() }, - { dist_clip + center_clip.x(), dist_clip + center_clip.y() }, - { -dist_clip + center_clip.x(), -dist_clip + center_clip.y() }, - { -dist_clip + center_clip.x(), dist_clip + center_clip.y() }, + { I_clip + center_clip.x(), -I_clip + center_clip.y() }, + { I_clip + center_clip.x(), I_clip + center_clip.y() }, + { -I_clip + center_clip.x(), -I_clip + center_clip.y() }, + { -I_clip + center_clip.x(), I_clip + center_clip.y() }, }}; _count++; @@ -129,10 +141,10 @@ void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light) float alpha = light.color.a() / 255.f; auto color = Vector3{light.color.rgb()} / 255.f; - setUniform(ColorIntensityUniform, Vector4{Vector3{color} * alpha, dist}); + setUniform(ColorIntensityUniform, Vector4{Vector3{color} * alpha, I }); setUniform(CenterUniform, center_fragcoord); setUniform(FalloffUniform, (uint32_t)light.falloff); - setUniform(SizeUniform, chunk_size); + setUniform(SizeUniform, 1.f/image_size_factor); } lightmap_shader::~lightmap_shader() = default; diff --git a/shaders/lightmap.frag b/shaders/lightmap.frag index eb7ed789..75815c0f 100644 --- a/shaders/lightmap.frag +++ b/shaders/lightmap.frag @@ -10,9 +10,12 @@ out vec4 color; void main() { vec2 pos = gl_FragCoord.xy; float I = color_intensity.w; - vec2 tmp = pos - center; + float dist = distance(pos, center); //float dist = sqrt(tmp.x*tmp.x + tmp.y*tmp.y); - float dist = sqrt(tmp.x*tmp.x + tmp.y*tmp.y); - float alpha = 1 - min(1, dist / I); - color = vec4(color_intensity.xyz, alpha); + float A = 1; + if (falloff == 0) // linear + A = 1 - min(1, dist / I); + else if (falloff == 2) // quadratic + A = I/(1 + I + dist*dist); + color = vec4(color_intensity.xyz, A); } |