tune headlight parameters, refactor config window

This commit is contained in:
milek7
2018-12-09 21:14:31 +01:00
parent bd8c5ed59a
commit c0d824a6bd
6 changed files with 53 additions and 18 deletions

View File

@@ -31,6 +31,8 @@ void gl::glsl_common_setup()
float linear;
float quadratic;
float intensity;
float ambient;
};

View File

@@ -88,8 +88,8 @@ namespace gl
float linear;
float quadratic;
float intensity;
float ambient;
UBS_PAD(4);
};
static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs");

View File

@@ -442,6 +442,28 @@ void opengl_renderer::SwapBuffers()
Timer::subsystem.gfx_swap.stop();
}
void opengl_renderer::draw_debug_ui()
{
if (!debug_ui_active)
return;
if (ImGui::Begin("headlight config", &debug_ui_active))
{
ImGui::SetWindowSize(ImVec2(0, 0));
headlight_config_s &conf = headlight_config;
ImGui::SliderFloat("in_cutoff", &conf.in_cutoff, 0.9f, 1.1f);
ImGui::SliderFloat("out_cutoff", &conf.out_cutoff, 0.9f, 1.1f);
ImGui::SliderFloat("falloff_linear", &conf.falloff_linear, 0.0f, 1.0f, "%.3f", 2.0f);
ImGui::SliderFloat("falloff_quadratic", &conf.falloff_quadratic, 0.0f, 1.0f, "%.3f", 2.0f);
ImGui::SliderFloat("ambient", &conf.ambient, 0.0f, 3.0f);
ImGui::SliderFloat("intensity", &conf.intensity, 0.0f, 10.0f);
}
ImGui::End();
}
// runs jobs needed to generate graphics for specified render pass
void opengl_renderer::Render_pass(rendermode const Mode)
{
@@ -633,18 +655,8 @@ void opengl_renderer::Render_pass(rendermode const Mode)
if (!Global.gfx_usegles && !Global.gfx_shadergamma)
glDisable(GL_FRAMEBUFFER_SRGB);
if (DebugModeFlag)
{
ImGui::Begin("light conf");
ImGui::SliderFloat("in_cutoff", &in_cutoff, 0.9f, 1.1f);
ImGui::SliderFloat("out_cutoff", &out_cutoff, 0.9f, 1.1f);
ImGui::SliderFloat("linear", &linear, 0.0f, 1.0f, "%.3f", 2.0f);
ImGui::SliderFloat("quadratic", &quadratic, 0.0f, 1.0f, "%.3f", 2.0f);
ImGui::SliderFloat("ambient", &ambient, 0.0f, 1.0f);
ImGui::End();
}
glDebug("uilayer render");
draw_debug_ui();
Application.render_ui();
// restore binding
@@ -3711,12 +3723,13 @@ void opengl_renderer::Update_Lights(light_array &Lights)
l->pos = mv * glm::vec4(renderlight->position, 1.0f);
l->dir = mv * glm::vec4(renderlight->direction, 0.0f);
l->type = gl::light_element_ubs::SPOT;
l->in_cutoff = in_cutoff;
l->out_cutoff = out_cutoff;
l->in_cutoff = headlight_config.in_cutoff;
l->out_cutoff = headlight_config.out_cutoff;
l->color = renderlight->diffuse * renderlight->factor;
l->linear = linear / 10.0f;
l->quadratic = quadratic / 100.0f;
l->ambient = ambient;
l->linear = headlight_config.falloff_linear / 10.0f;
l->quadratic = headlight_config.falloff_quadratic / 100.0f;
l->ambient = headlight_config.ambient;
l->intensity = headlight_config.intensity;
light_i++;
++renderlight;
@@ -3727,6 +3740,7 @@ void opengl_renderer::Update_Lights(light_array &Lights)
light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f);
light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor;
light_ubs.lights[0].ambient = 0.0f;
light_ubs.lights[0].intensity = 1.0f;
light_ubs.lights_count = light_i;
light_ubs.fog_color = Global.FogColor;

View File

@@ -194,6 +194,8 @@ class opengl_renderer
GLenum static const sunlight{0};
std::size_t m_drawcount{0};
bool debug_ui_active = false;
private:
// types
enum class rendermode
@@ -277,6 +279,8 @@ class opengl_renderer
void draw(const gfx::geometry_handle &handle);
void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
void draw_debug_ui();
// members
GLFWwindow *m_window{nullptr};
gfx::geometrybank_manager m_geometry;
@@ -412,7 +416,19 @@ class opengl_renderer
bool m_widelines_supported;
float in_cutoff=0.997f, out_cutoff=0.99f, linear=0.07f, quadratic=0.02f, ambient=0.25f;
struct headlight_config_s
{
float in_cutoff = 1.005f;
float out_cutoff = 0.993f;
float falloff_linear = 0.069f;
float falloff_quadratic = 0.03f;
float intensity = 1.0f;
float ambient = 0.184f;
};
headlight_config_s headlight_config;
};
extern opengl_renderer GfxRenderer;

View File

@@ -56,6 +56,7 @@ vec2 calc_point_light(light_s light)
vec3 light_dir = normalize(light.pos - f_pos.xyz);
vec2 val = calc_light(light_dir);
val.x += light.ambient;
val *= light.intensity;
float distance = length(light.pos - f_pos.xyz);
float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));

View File

@@ -368,6 +368,8 @@ void ui_layer::render_menu_contents()
ImGui::MenuItem(LOC_STR(ui_log), "F9", &m_logpanel.is_open);
if (Global.map_enabled && m_map)
ImGui::MenuItem(LOC_STR(ui_map), "Tab", &m_map->map_opened);
if (DebugModeFlag)
ImGui::MenuItem("Headlight config", nullptr, &GfxRenderer.debug_ui_active);
ImGui::EndMenu();
}
}