mirror of https://github.com/axmolengine/axmol.git
Light Shader optimization
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3d59aaf86e
commit
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@ -133,7 +133,7 @@ GLProgram* GLProgram::createWithFilenames(const std::string& vShaderFilename, co
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ret->updateUniforms();
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ret->autorelease();
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return ret;
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}
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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@ -464,7 +464,7 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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const GLchar *sources[] = {
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
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(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
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(type == GL_VERTEX_SHADER ? "precision highp float;\n precision highp int;\n" : "precision mediump float;\n precision highp int;\n"),
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#endif
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def,
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lightStruct,
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@ -986,7 +986,8 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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{
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CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
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const Color3B &col = light->getDisplayedColor();
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const Vec3 &dir = light->getWorldDirection();
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Vec3 dir = light->getWorldDirection();
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dir.normalize();
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sprintf(str, "CC_DirLightSource[%d].%s", enabledDirLightNum, "color");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_DirLightSource[%d].%s", enabledDirLightNum, "direction");
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@ -1009,7 +1010,8 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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{
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CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
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const Color3B &col = light->getDisplayedColor();
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const Vec3 &dir = light->getWorldDirection();
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Vec3 dir = light->getWorldDirection();
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dir.normalize();
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Mat4 mat= light->getNodeToWorldTransform();
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sprintf(str, "CC_SpotLightSource[%d].%s", enabledSpotLightNum, "color");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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@ -1018,7 +1020,7 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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sprintf(str, "CC_SpotLightSource[%d].%s", enabledSpotLightNum, "direction");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_SpotLightSource[%d].%s", enabledSpotLightNum, "params");
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setUniformLocationWith3f(glGetUniformLocation(_program, str), light->getInnerAngle(), light->getOuterAngle(), light->getRange());
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setUniformLocationWith3f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()), cosf(light->getOuterAngle()), light->getRange());
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++enabledSpotLightNum;
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}
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}
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@ -28,7 +28,7 @@ void PointLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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void DirectionalLight(int n, vec3 eNormal, inout vec4 intensity)
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{
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(normalize(-CC_DirLightSource[n].direction), eNormal));
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(-CC_DirLightSource[n].direction, eNormal));
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intensity.w = 1.0;
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}
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\n#endif\n
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@ -40,11 +40,11 @@ void SpotLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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{
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vec3 lightDir = CC_SpotLightSource[n].position - ePosition.xyz;
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lightDir = normalize(lightDir);
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float spotDot = dot(lightDir, normalize(-CC_SpotLightSource[n].direction));
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float innerCos = cos(CC_SpotLightSource[n].params.x);
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float outerCos = cos(CC_SpotLightSource[n].params.y);
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float spotDot = dot(normalize(lightDir), -CC_SpotLightSource[n].direction);
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float innerCos = CC_SpotLightSource[n].params.x;
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float outerCos = CC_SpotLightSource[n].params.y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(lightDir, eNormal)) * factor;
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(lightDir, eNormal)) * factor;
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}
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intensity.w = 1.0;
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}
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@ -52,8 +52,10 @@ void SpotLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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void main(void)
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{
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vec3 normal = normalize(eNormal);
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vec4 intensity = vec4(0.0);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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vec3 normal = normalize(eNormal);
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\n#endif\n
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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@ -28,7 +28,7 @@ void PointLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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void DirectionalLight(int n, vec3 eNormal, inout vec4 intensity)
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{
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(normalize(-CC_DirLightSource[n].direction), eNormal));
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intensity.xyz += CC_DirLightSource[n].color * max(0.0, dot(-CC_DirLightSource[n].direction, eNormal));
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intensity.w = 1.0;
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}
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\n#endif\n
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@ -40,21 +40,22 @@ void SpotLight(int n, vec4 ePosition, vec3 eNormal, inout vec4 intensity)
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{
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vec3 lightDir = CC_SpotLightSource[n].position - ePosition.xyz;
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lightDir = normalize(lightDir);
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float spotDot = dot(normalize(lightDir), normalize(-CC_SpotLightSource[n].direction));
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float innerCos = cos(CC_SpotLightSource[n].params.x);
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float outerCos = cos(CC_SpotLightSource[n].params.y);
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float spotDot = dot(normalize(lightDir), -CC_SpotLightSource[n].direction);
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float innerCos = CC_SpotLightSource[n].params.x;
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float outerCos = CC_SpotLightSource[n].params.y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(lightDir, eNormal)) * factor;
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intensity.xyz += CC_SpotLightSource[n].color * max(0.0, dot(lightDir, eNormal)) * factor;
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}
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intensity.w = 1.0;
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}
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\n#endif\n
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void main(void)
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{
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vec3 normal = normalize(eNormal);
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{
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vec4 intensity = vec4(0.0);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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vec3 normal = normalize(eNormal);
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\n#endif\n
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\n#if CC_MAX_DIRECTIONAL_LIGHT_NUM\n
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@ -10,8 +10,10 @@ varying vec3 eNormal;
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void main(void)
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{
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ePosition = CC_MVMatrix * a_position;
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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eNormal = CC_NormalMatrix * a_normal;
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\n#endif\n
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ePosition = CC_MVMatrix * a_position;
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = CC_PMatrix * ePosition;
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@ -83,10 +85,12 @@ void getPositionAndNormal(out vec4 position, out vec3 normal)
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position.z = dot(p, matrixPalette3);
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position.w = p.w;
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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vec4 n = vec4(a_normal, 0.0);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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normal.z = dot(n, matrixPalette3);
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\n#endif\n
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}
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void main()
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@ -95,8 +99,10 @@ void main()
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vec3 normal;
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getPositionAndNormal(position, normal);
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ePosition = CC_MVMatrix * position;
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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eNormal = CC_NormalMatrix * normal;
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\n#endif\n
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ePosition = CC_MVMatrix * position;
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = CC_PMatrix * ePosition;
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