Fix OpenGL 3.3 specular lighting

fix-quicksave-sim-speed-crash
Martin Doucha 2019-12-29 14:44:38 +01:00
parent 0d30624119
commit 69aba7c352
3 changed files with 17 additions and 4 deletions

View File

@ -363,6 +363,7 @@ bool CGL33Device::Create()
uni.modelMatrix = glGetUniformLocation(m_normalProgram, "uni_ModelMatrix");
uni.normalMatrix = glGetUniformLocation(m_normalProgram, "uni_NormalMatrix");
uni.shadowMatrix = glGetUniformLocation(m_normalProgram, "uni_ShadowMatrix");
uni.cameraPosition = glGetUniformLocation(m_normalProgram, "uni_CameraPosition");
uni.primaryTexture = glGetUniformLocation(m_normalProgram, "uni_PrimaryTexture");
uni.secondaryTexture = glGetUniformLocation(m_normalProgram, "uni_SecondaryTexture");
@ -420,6 +421,7 @@ bool CGL33Device::Create()
glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.normalMatrix, 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.secondaryTexture, 1);
@ -660,6 +662,7 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
else if (type == TRANSFORM_VIEW)
{
Math::Matrix scale;
Math::Vector cameraPosition;
scale.Set(3, 3, -1.0f);
m_viewMat = Math::MultiplyMatrices(scale, matrix);
@ -667,6 +670,12 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_combinedMatrixOutdated = true;
glUniformMatrix4fv(m_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
if (m_uni->cameraPosition >= 0) {
cameraPosition.LoadZero();
cameraPosition = MatrixVectorMultiply(m_viewMat.Inverse(), cameraPosition);
glUniform3fv(m_uni->cameraPosition, 1, cameraPosition.Array());
}
}
else if (type == TRANSFORM_PROJECTION)
{

View File

@ -63,6 +63,7 @@ in VertexData
vec4 ShadowCoord;
vec4 LightColor;
float Distance;
vec3 CameraDirection;
} data;
out vec4 out_FragColor;
@ -78,17 +79,17 @@ void main()
vec4 specular = vec4(0.0f);
vec3 normal = normalize(data.Normal);
vec3 camera = normalize(data.CameraDirection);
for (int i = 0; i < uni_LightCount; i++)
{
vec3 lightDirection = uni_Light[i].Position.xyz;
vec3 reflectDirection = -reflect(lightDirection, normal);
vec3 lightDirection = normalize(uni_Light[i].Position.xyz);
vec3 reflectAxis = normalize(lightDirection + camera);
ambient += uni_Light[i].Ambient;
diffuse += clamp(dot(normal, lightDirection), 0.0f, 1.0f)
* uni_Light[i].Diffuse;
specular += clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f)
specular += pow(clamp(dot(normal, reflectAxis), 0.0f, 1.0f), 10.0f)
* uni_Light[i].Specular;
}

View File

@ -25,6 +25,7 @@ uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
uniform mat4 uni_ShadowMatrix;
uniform mat4 uni_NormalMatrix;
uniform vec3 uni_CameraPosition;
layout(location = 0) in vec4 in_VertexCoord;
layout(location = 1) in vec3 in_Normal;
@ -41,6 +42,7 @@ out VertexData
vec4 ShadowCoord;
vec4 LightColor;
float Distance;
vec3 CameraDirection;
} data;
void main()
@ -56,4 +58,5 @@ void main()
data.Normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
data.ShadowCoord = vec4(shadowCoord.xyz / shadowCoord.w, 1.0f);
data.Distance = abs(eyeSpace.z);
data.CameraDirection = uni_CameraPosition - position.xyz;
}