Make code less dumb, save 7 fps

This commit is contained in:
FakeShemp
2016-02-27 18:04:33 +01:00
parent ecab5de056
commit 8647267cad
5 changed files with 113 additions and 108 deletions
+55 -32
View File
@@ -1,7 +1,6 @@
#version 430
#define MAX_SPLITS 4
#define SPLIT_WEIGHT 0.7
uniform mat4 M;
uniform mat4 V;
@@ -139,6 +138,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
return vec4(TBN * normalize(NormalMap), 0.0);
}
// Returns a "random" value.
float Random(vec3 seed, int i)
{
vec4 seed4 = vec4(seed, i);
@@ -162,7 +162,7 @@ float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_co
for (int i = 0; i < taps; i++)
{
loop = i;
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * SPLIT_WEIGHT * (1.0 + layer_index));
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
}
@@ -179,7 +179,7 @@ float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection
for (int i = 0; i < taps; i++)
{
loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * SPLIT_WEIGHT * (1.0 + layer_index));
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
}
@@ -196,7 +196,7 @@ float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coor
{
for(int y = -1; y <= 1; y++)
{
shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy, layer_index, projection_coords.z));
shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
}
}
@@ -206,40 +206,56 @@ float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coor
float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
{
float shadowMapDepth;
float bias;
float bias = 0.005;
// Various bias methods.
//bias = 0.005;
//bias = max(0.05 * (1.0 - dot(normal, light_dir)), 0.005);
bias = 0.005 * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
// Calculate coordinates in projection space.
// Calculate coordinates in projection space
vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
projCoords = projCoords * 0.5 + 0.5;
// Various methods for shadow calculation in fastest to slowest order.
shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 1500.0);
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 1500.0);
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS]);
//shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
float shadow = 1.0 - shadowMapDepth;
return shadow;
return 1.0 - shadowMapDepth;
}
int getShadowIndex(float far_distance[MAX_SPLITS])
int getShadowIndex(float far_distance[1])
{
return 0;
}
int getShadowIndex(float far_distance[2])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 1;
if ( depth < far_distance[0] )
{
index = 0;
}
return index;
}
int getShadowIndex(float far_distance[3])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 2;
if( depth < far_distance[0] )
if ( depth < far_distance[0] )
{
index = 0;
}
else if( depth < far_distance[1] && depth > far_distance[0] )
else if ( depth < far_distance[1] && depth > far_distance[0] )
{
index = 1;
}
@@ -247,6 +263,27 @@ int getShadowIndex(float far_distance[MAX_SPLITS])
return index;
}
int getShadowIndex(float far_distance[4])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 3;
if ( depth < far_distance[0] )
{
index = 0;
}
else if ( depth < far_distance[1] && depth > far_distance[0] )
{
index = 1;
}
else if ( depth < far_distance[2] && depth > far_distance[1] )
{
index = 2;
}
return index;
}
void main()
{
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
@@ -282,9 +319,7 @@ void main()
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
}
@@ -298,19 +333,7 @@ void main()
//LightResult getInformation;
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//color_result = (totalLighting.Diffuse + (1.0 - shadowFactor) * (getInformation.Diffuse + (getInformation.Specular * specularTexel))) * color_result;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
+1 -5
View File
@@ -47,11 +47,8 @@ void main()
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
//vec4 lightPos = LightP * LightV * M * vec4(Position, 1.0); // N
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
//gl_Position = lightPos; // N
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.TextureCoordinate = TextureCoords;
@@ -61,7 +58,6 @@ void main()
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
//Output.PositionLightSpace = lightPos; // N
for(int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * vec4(Position, 1.0);