Fix OpenGL 2.1 specular lighting

fix-quicksave-sim-speed-crash
Martin Doucha 2019-07-02 21:17:40 +02:00
parent 97a8cfe6f9
commit 0d30624119
4 changed files with 19 additions and 3 deletions

View File

@ -388,6 +388,7 @@ bool CGL21Device::Create()
uni.modelMatrix = glGetUniformLocation(m_normalProgram, "uni_ModelMatrix"); uni.modelMatrix = glGetUniformLocation(m_normalProgram, "uni_ModelMatrix");
uni.normalMatrix = glGetUniformLocation(m_normalProgram, "uni_NormalMatrix"); uni.normalMatrix = glGetUniformLocation(m_normalProgram, "uni_NormalMatrix");
uni.shadowMatrix = glGetUniformLocation(m_normalProgram, "uni_ShadowMatrix"); uni.shadowMatrix = glGetUniformLocation(m_normalProgram, "uni_ShadowMatrix");
uni.cameraPosition = glGetUniformLocation(m_normalProgram, "uni_CameraPosition");
uni.primaryTexture = glGetUniformLocation(m_normalProgram, "uni_PrimaryTexture"); uni.primaryTexture = glGetUniformLocation(m_normalProgram, "uni_PrimaryTexture");
uni.secondaryTexture = glGetUniformLocation(m_normalProgram, "uni_SecondaryTexture"); uni.secondaryTexture = glGetUniformLocation(m_normalProgram, "uni_SecondaryTexture");
@ -441,6 +442,7 @@ bool CGL21Device::Create()
glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array()); glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.normalMatrix, 1, GL_FALSE, matrix.Array()); glUniformMatrix4fv(uni.normalMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.shadowMatrix, 1, GL_FALSE, matrix.Array()); glUniformMatrix4fv(uni.shadowMatrix, 1, GL_FALSE, matrix.Array());
glUniform3f(uni.cameraPosition, 0.0f, 0.0f, 0.0f);
glUniform1i(uni.primaryTexture, 0); glUniform1i(uni.primaryTexture, 0);
glUniform1i(uni.secondaryTexture, 1); glUniform1i(uni.secondaryTexture, 1);
@ -653,6 +655,7 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
else if (type == TRANSFORM_VIEW) else if (type == TRANSFORM_VIEW)
{ {
Math::Matrix scale; Math::Matrix scale;
Math::Vector cameraPosition;
scale.Set(3, 3, -1.0f); scale.Set(3, 3, -1.0f);
m_viewMat = Math::MultiplyMatrices(scale, matrix); m_viewMat = Math::MultiplyMatrices(scale, matrix);
@ -660,6 +663,12 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat); m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
glUniformMatrix4fv(m_uniforms[m_mode].viewMatrix, 1, GL_FALSE, m_viewMat.Array()); glUniformMatrix4fv(m_uniforms[m_mode].viewMatrix, 1, GL_FALSE, m_viewMat.Array());
if (m_uniforms[m_mode].cameraPosition >= 0) {
cameraPosition.LoadZero();
cameraPosition = MatrixVectorMultiply(m_viewMat.Inverse(), cameraPosition);
glUniform3fv(m_uniforms[m_mode].cameraPosition, 1, cameraPosition.Array());
}
} }
else if (type == TRANSFORM_PROJECTION) else if (type == TRANSFORM_PROJECTION)
{ {

View File

@ -167,6 +167,8 @@ struct UniformLocations
GLint shadowMatrix = -1; GLint shadowMatrix = -1;
//! Normal matrix //! Normal matrix
GLint normalMatrix = -1; GLint normalMatrix = -1;
//! Camera position
GLint cameraPosition = -1;
//! Primary texture sampler //! Primary texture sampler
GLint primaryTexture = -1; GLint primaryTexture = -1;

View File

@ -56,6 +56,7 @@ uniform Material uni_Material;
uniform int uni_LightCount; uniform int uni_LightCount;
uniform LightParams uni_Light[4]; uniform LightParams uni_Light[4];
varying vec3 pass_CameraDirection;
varying float pass_Distance; varying float pass_Distance;
varying vec4 pass_Color; varying vec4 pass_Color;
varying vec3 pass_Normal; varying vec3 pass_Normal;
@ -76,16 +77,17 @@ void main()
vec4 specular = vec4(0.0f); vec4 specular = vec4(0.0f);
vec3 normal = normalize(pass_Normal); vec3 normal = normalize(pass_Normal);
vec3 camera = normalize(pass_CameraDirection);
for (int i = 0; i < uni_LightCount; i++) for (int i = 0; i < uni_LightCount; i++)
{ {
LightParams light = uni_Light[i]; LightParams light = uni_Light[i];
vec3 lightDirection = light.Position.xyz; vec3 lightDirection = normalize(light.Position.xyz);
vec3 reflectDirection = -reflect(lightDirection, normal); vec3 reflectAxis = normalize(lightDirection + camera);
float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f); float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f);
float specularComponent = clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f); float specularComponent = pow(clamp(dot(normal, reflectAxis), 0.0f, 1.0f), 10.0f);
ambient += light.Ambient; ambient += light.Ambient;
diffuse += diffuseComponent * light.Diffuse; diffuse += diffuseComponent * light.Diffuse;

View File

@ -24,7 +24,9 @@ uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix; uniform mat4 uni_ModelMatrix;
uniform mat4 uni_ShadowMatrix; uniform mat4 uni_ShadowMatrix;
uniform mat4 uni_NormalMatrix; uniform mat4 uni_NormalMatrix;
uniform vec3 uni_CameraPosition;
varying vec3 pass_CameraDirection;
varying float pass_Distance; varying float pass_Distance;
varying vec4 pass_Color; varying vec4 pass_Color;
varying vec3 pass_Normal; varying vec3 pass_Normal;
@ -40,6 +42,7 @@ void main()
gl_Position = uni_ProjectionMatrix * eyeSpace; gl_Position = uni_ProjectionMatrix * eyeSpace;
pass_CameraDirection = uni_CameraPosition - position.xyz;
pass_Color = gl_Color; pass_Color = gl_Color;
pass_Normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz); pass_Normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz);
pass_Distance = abs(eyeSpace.z / eyeSpace.w); pass_Distance = abs(eyeSpace.z / eyeSpace.w);