Sync light state, bound shader, and various gl context states similarly to render matrices. Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this) Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions. Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.) Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame. There's probably other stuff I forgot that is in this changeset, too. Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
59 lines
2.0 KiB
GLSL
59 lines
2.0 KiB
GLSL
/**
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* @file sumLightsV.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2005, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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{
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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// Collect normal lights
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col.rgb += light_diffuse[1].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[1], light_direction[1], light_attenuation[1].x, light_attenuation[1].z);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseLight.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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return col;
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}
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