Optimizations and changes in OpenGL 2.1 device.
* Limited number of lights to 4 * Only directional lights * Per-pixel lighting * Improved dynamic shadows a bitdev-buzzingcars
parent
7b3b257580
commit
9bdd83771e
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@ -242,7 +242,7 @@ bool CGL21Device::Create()
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glViewport(0, 0, m_config.size.x, m_config.size.y);
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// this is set in shader
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int numLights = 8;
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int numLights = 4;
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m_lights = std::vector<Light>(numLights, Light());
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m_lightsEnabled = std::vector<bool> (numLights, false);
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@ -408,7 +408,7 @@ bool CGL21Device::Create()
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uni.fogColor = glGetUniformLocation(m_normalProgram, "uni_FogColor");
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uni.shadowColor = glGetUniformLocation(m_normalProgram, "uni_ShadowColor");
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uni.lightingEnabled = glGetUniformLocation(m_normalProgram, "uni_LightingEnabled");
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uni.lightCount = glGetUniformLocation(m_normalProgram, "uni_LightCount");
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uni.ambientColor = glGetUniformLocation(m_normalProgram, "uni_Material.ambient");
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uni.diffuseColor = glGetUniformLocation(m_normalProgram, "uni_Material.diffuse");
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@ -417,12 +417,6 @@ bool CGL21Device::Create()
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GLchar name[64];
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for (int i = 0; i < 8; i++)
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{
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sprintf(name, "uni_Light[%d].Enabled", i);
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uni.lights[i].enabled = glGetUniformLocation(m_normalProgram, name);
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sprintf(name, "uni_Light[%d].Type", i);
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uni.lights[i].type = glGetUniformLocation(m_normalProgram, name);
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sprintf(name, "uni_Light[%d].Position", i);
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uni.lights[i].position = glGetUniformLocation(m_normalProgram, name);
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@ -434,18 +428,6 @@ bool CGL21Device::Create()
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sprintf(name, "uni_Light[%d].Specular", i);
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uni.lights[i].specular = glGetUniformLocation(m_normalProgram, name);
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sprintf(name, "uni_Light[%d].Attenuation", i);
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uni.lights[i].attenuation = glGetUniformLocation(m_normalProgram, name);
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sprintf(name, "uni_Light[%d].SpotDirection", i);
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uni.lights[i].spotDirection = glGetUniformLocation(m_normalProgram, name);
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sprintf(name, "uni_Light[%d].Exponent", i);
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uni.lights[i].spotExponent = glGetUniformLocation(m_normalProgram, name);
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sprintf(name, "uni_Light[%d].SpotCutoff", i);
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uni.lights[i].spotCutoff = glGetUniformLocation(m_normalProgram, name);
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}
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// Set default uniform values
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@ -476,10 +458,7 @@ bool CGL21Device::Create()
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glUniform1f(uni.shadowColor, 0.5f);
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glUniform1i(uni.lightingEnabled, 0);
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for (int i = 0; i < 8; i++)
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glUniform1i(uni.lights[i].enabled, 0);
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glUniform1i(uni.lightCount, 0);
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}
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// Obtain uniform locations from interface rendering program and initialize them
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@ -594,6 +573,7 @@ void CGL21Device::ConfigChanged(const DeviceConfig& newConfig)
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// Reset state
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m_lighting = false;
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m_updateLights = true;
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glViewport(0, 0, m_config.size.x, m_config.size.y);
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@ -721,36 +701,7 @@ void CGL21Device::SetLight(int index, const Light &light)
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m_lights[index] = light;
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LightLocations &loc = m_uniforms[m_mode].lights[index];
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glUniform4fv(loc.ambient, 1, light.ambient.Array());
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glUniform4fv(loc.diffuse, 1, light.diffuse.Array());
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glUniform4fv(loc.specular, 1, light.specular.Array());
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glUniform3f(loc.attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
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if (light.type == LIGHT_DIRECTIONAL)
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{
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glUniform1i(loc.type, 1);
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glUniform4f(loc.position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
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}
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else if (light.type == LIGHT_POINT)
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{
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glUniform1i(loc.type, 2);
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glUniform4f(loc.position, light.position.x, light.position.y, light.position.z, 1.0f);
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glUniform3f(loc.spotDirection, 0.0f, 1.0f, 0.0f);
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glUniform1f(loc.spotCutoff, -1.0f);
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glUniform1f(loc.spotExponent, 1.0f);
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}
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else if (light.type == LIGHT_SPOT)
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{
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glUniform1i(loc.type, 3);
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glUniform4f(loc.position, light.position.x, light.position.y, light.position.z, 1.0f);
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glUniform3f(loc.spotDirection, -light.direction.x, -light.direction.y, -light.direction.z);
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glUniform1f(loc.spotCutoff, std::cos(light.spotAngle));
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glUniform1f(loc.spotExponent, light.spotIntensity);
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}
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m_updateLights = true;
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}
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void CGL21Device::SetLightEnabled(int index, bool enabled)
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@ -760,7 +711,7 @@ void CGL21Device::SetLightEnabled(int index, bool enabled)
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m_lightsEnabled[index] = enabled;
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glUniform1i(m_uniforms[m_mode].lights[index].enabled, enabled ? 1 : 0);
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m_updateLights = true;
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}
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/** If image is invalid, returns invalid texture.
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@ -798,12 +749,13 @@ Texture CGL21Device::CreateTexture(ImageData *data, const TextureCreateParams &p
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result.originalSize = result.size;
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &result.id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, result.id);
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glEnable(GL_TEXTURE_2D);
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// Set texture parameters
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GLint minF = GL_NEAREST, magF = GL_NEAREST;
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int mipmapLevel = 1;
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@ -991,7 +943,7 @@ void CGL21Device::SetTexture(int index, const Texture &texture)
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glBindTexture(GL_TEXTURE_2D, texture.id);
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// Params need to be updated for the new bound texture
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UpdateTextureStatus();
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UpdateTextureState(index);
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UpdateTextureParams(index);
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}
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@ -1009,7 +961,7 @@ void CGL21Device::SetTexture(int index, unsigned int textureId)
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glBindTexture(GL_TEXTURE_2D, textureId);
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// Params need to be updated for the new bound texture
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UpdateTextureStatus();
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UpdateTextureState(index);
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UpdateTextureParams(index);
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}
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@ -1024,15 +976,54 @@ void CGL21Device::SetTextureEnabled(int index, bool enabled)
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if (same)
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return; // nothing to do
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UpdateTextureStatus();
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UpdateTextureState(index);
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}
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void CGL21Device::UpdateTextureStatus()
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void CGL21Device::UpdateTextureState(int index)
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{
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for (int i = 0; i < 3; i++)
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bool enabled = m_texturesEnabled[index] && (m_currentTextures[index].id != 0);
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glUniform1i(m_uniforms[m_mode].textureEnabled[index], enabled ? 1 : 0);
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}
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void CGL21Device::UpdateLights()
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{
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m_updateLights = false;
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// If not in normal rendering mode, return immediately
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if (m_mode != 0) return;
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// Lighting enabled
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if (m_lighting)
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{
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bool enabled = m_texturesEnabled[i] && (m_currentTextures[i].id != 0);
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glUniform1i(m_uniforms[m_mode].textureEnabled[i], enabled ? 1 : 0);
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int index = 0;
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// Iterate all lights
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for (unsigned int i = 0; i < m_lights.size(); i++)
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{
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// If disabled, ignore and continue
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if (!m_lightsEnabled[i]) continue;
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// If not directional, ignore and continue
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if (m_lights[i].type != LIGHT_DIRECTIONAL) continue;
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Light &light = m_lights[i];
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LightLocations &uni = m_uniforms[m_mode].lights[index];
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glUniform4fv(uni.ambient, 1, light.ambient.Array());
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glUniform4fv(uni.diffuse, 1, light.diffuse.Array());
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glUniform4fv(uni.specular, 1, light.specular.Array());
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glUniform4f(uni.position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
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index++;
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}
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glUniform1i(m_uniforms[m_mode].lightCount, index);
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}
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// Lighting disabled
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else
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{
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glUniform1i(m_uniforms[m_mode].lightCount, 0);
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}
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}
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@ -1044,6 +1035,12 @@ inline void CGL21Device::BindVBO(GLuint vbo)
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m_currentVBO = vbo;
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}
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inline void CGL21Device::BindTexture(int index, GLuint texture)
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{
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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/**
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Sets the texture parameters for the given texture stage.
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If the given texture was not set (bound) yet, nothing happens.
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@ -1121,6 +1118,8 @@ void CGL21Device::SetTextureStageWrap(int index, TexWrapMode wrapS, TexWrapMode
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void CGL21Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int vertexCount,
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Color color)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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Vertex* vs = const_cast<Vertex*>(vertices);
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@ -1148,6 +1147,8 @@ void CGL21Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int
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void CGL21Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
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Color color)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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VertexTex2* vs = const_cast<VertexTex2*>(vertices);
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@ -1180,6 +1181,8 @@ void CGL21Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices,
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void CGL21Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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VertexCol* vs = const_cast<VertexCol*>(vertices);
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@ -1199,6 +1202,8 @@ void CGL21Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, i
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void CGL21Device::DrawPrimitive(PrimitiveType type, const void *vertices,
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int size, const VertexFormat &format, int vertexCount)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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const char *ptr = reinterpret_cast<const char*>(vertices);
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@ -1277,6 +1282,8 @@ void CGL21Device::DrawPrimitive(PrimitiveType type, const void *vertices,
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void CGL21Device::DrawPrimitives(PrimitiveType type, const void *vertices,
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int size, const VertexFormat &format, int first[], int count[], int drawCount)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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const char *ptr = reinterpret_cast<const char*>(vertices);
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@ -1355,6 +1362,8 @@ void CGL21Device::DrawPrimitives(PrimitiveType type, const void *vertices,
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void CGL21Device::DrawPrimitives(PrimitiveType type, const Vertex *vertices,
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int first[], int count[], int drawCount, Color color)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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Vertex* vs = const_cast<Vertex*>(vertices);
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@ -1381,6 +1390,8 @@ void CGL21Device::DrawPrimitives(PrimitiveType type, const Vertex *vertices,
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void CGL21Device::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
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int first[], int count[], int drawCount, Color color)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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VertexTex2* vs = const_cast<VertexTex2*>(vertices);
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@ -1414,6 +1425,8 @@ void CGL21Device::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
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void CGL21Device::DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
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int first[], int count[], int drawCount)
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{
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if (m_updateLights) UpdateLights();
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BindVBO(0);
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VertexCol* vs = const_cast<VertexCol*>(vertices);
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@ -1574,6 +1587,8 @@ void CGL21Device::DrawStaticBuffer(unsigned int bufferId)
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if (it == m_vboObjects.end())
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return;
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if (m_updateLights) UpdateLights();
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BindVBO((*it).second.bufferId);
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if ((*it).second.vertexType == VERTEX_TYPE_NORMAL)
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@ -1741,9 +1756,11 @@ void CGL21Device::SetRenderState(RenderState state, bool enabled)
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}
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else if (state == RENDER_STATE_LIGHTING)
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{
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if (m_lighting == enabled) return;
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m_lighting = enabled;
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glUniform1i(m_uniforms[m_mode].lightingEnabled, enabled ? 1 : 0);
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m_updateLights = true;
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return;
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}
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@ -183,10 +183,14 @@ public:
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private:
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//! Updates the texture params for given texture stage
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void UpdateTextureParams(int index);
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//! Updates texture status
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void UpdateTextureStatus();
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//! Updates texture state
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void UpdateTextureState(int index);
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//! Update light parameters
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void UpdateLights();
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//! Binds VBO
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inline void BindVBO(GLuint vbo);
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//! Binds texture
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inline void BindTexture(int index, GLuint texture);
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private:
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//! Current config
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@ -208,6 +212,8 @@ private:
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//! Whether lighting is enabled
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bool m_lighting = false;
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//! true means that lights need to be updated
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bool m_updateLights = false;
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//! Current lights
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std::vector<Light> m_lights;
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//! Current lights enable status
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@ -194,8 +194,6 @@ struct UniformLocations
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//! Shadow color
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GLint shadowColor = -1;
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//! true enables lighting
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GLint lightingEnabled = -1;
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// Number of enabled lights
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GLint lightCount = -1;
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//! Ambient color
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@ -19,6 +19,8 @@
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// FRAGMENT SHADER - NORMAL MODE
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#version 120
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#define CONFIG_QUALITY_SHADOWS 1
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uniform sampler2D uni_PrimaryTexture;
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uniform sampler2D uni_SecondaryTexture;
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uniform sampler2DShadow uni_ShadowTexture;
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@ -34,6 +36,26 @@ uniform vec4 uni_FogColor;
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uniform float uni_ShadowColor;
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struct LightParams
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{
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vec4 Position;
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vec4 Ambient;
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vec4 Diffuse;
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vec4 Specular;
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};
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struct Material
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform Material uni_Material;
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uniform int uni_LightCount;
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uniform LightParams uni_Light[4];
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varying float pass_Distance;
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varying vec4 pass_Color;
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varying vec3 pass_Normal;
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@ -47,6 +69,55 @@ void main()
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{
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vec4 color = pass_Color;
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if (uni_LightCount > 0)
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{
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vec4 ambient = vec4(0.0f);
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vec4 diffuse = vec4(0.0f);
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vec4 specular = vec4(0.0f);
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vec3 normal = normalize(pass_Normal);
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for (int i = 0; i < uni_LightCount; i++)
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{
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LightParams light = uni_Light[i];
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vec3 lightDirection = light.Position.xyz;
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vec3 reflectDirection = -reflect(lightDirection, normal);
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float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f);
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float specularComponent = clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f);
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ambient += light.Ambient;
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diffuse += diffuseComponent * light.Diffuse;
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specular += specularComponent * light.Specular;
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}
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float shadow = 1.0f;
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if (uni_TextureEnabled[2])
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{
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#ifdef CONFIG_QUALITY_SHADOWS
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float offset = 0.00025f;
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float value = (1.0f / 5.0f) * (shadow2D(uni_ShadowTexture, pass_TexCoord2).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( offset, 0.0f, 0.0f)).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3(-offset, 0.0f, 0.0f)).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, offset, 0.0f)).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, -offset, 0.0f)).x);
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shadow = mix(uni_ShadowColor, 1.0f, value);
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#else
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shadow = mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, pass_TexCoord2).x);
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#endif
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}
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vec4 result = ambient * uni_Material.ambient
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+ diffuse * uni_Material.diffuse * shadow
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+ specular * uni_Material.specular * shadow;
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color = clamp(vec4(result.rgb, 1.0f), 0.0f, 1.0f);
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}
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if (uni_TextureEnabled[0])
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{
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color = color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
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@ -57,16 +128,6 @@ void main()
|
|||
color = color * texture2D(uni_SecondaryTexture, pass_TexCoord1);
|
||||
}
|
||||
|
||||
if (uni_TextureEnabled[2])
|
||||
{
|
||||
vec3 normal = pass_Normal * (2.0f * gl_Color.x - 1.0f);
|
||||
|
||||
if (dot(normal, const_LightDirection) < 0.0f)
|
||||
color.rgb *= uni_ShadowColor;
|
||||
else
|
||||
color.rgb *= mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, pass_TexCoord2).x);
|
||||
}
|
||||
|
||||
if (uni_FogEnabled)
|
||||
{
|
||||
float interpolate = (pass_Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);
|
||||
|
|
|
@ -25,33 +25,6 @@ uniform mat4 uni_ModelMatrix;
|
|||
uniform mat4 uni_ShadowMatrix;
|
||||
uniform mat4 uni_NormalMatrix;
|
||||
|
||||
struct LightParams
|
||||
{
|
||||
bool Enabled;
|
||||
int Type;
|
||||
vec4 Position;
|
||||
vec4 Ambient;
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
float Shininess;
|
||||
vec3 Attenuation;
|
||||
vec3 SpotDirection;
|
||||
float SpotCutoff;
|
||||
float SpotExponent;
|
||||
};
|
||||
|
||||
struct Material
|
||||
{
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
};
|
||||
|
||||
uniform Material uni_Material;
|
||||
|
||||
uniform bool uni_LightingEnabled;
|
||||
uniform LightParams uni_Light[8];
|
||||
|
||||
varying float pass_Distance;
|
||||
varying vec4 pass_Color;
|
||||
varying vec3 pass_Normal;
|
||||
|
@ -65,75 +38,11 @@ void main()
|
|||
vec4 eyeSpace = uni_ViewMatrix * position;
|
||||
vec4 shadowCoord = uni_ShadowMatrix * position;
|
||||
|
||||
vec4 color = gl_Color;
|
||||
|
||||
vec3 normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz);
|
||||
|
||||
if (uni_LightingEnabled)
|
||||
{
|
||||
vec4 ambient = vec4(0.0f);
|
||||
vec4 diffuse = vec4(0.0f);
|
||||
vec4 specular = vec4(0.0f);
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (uni_Light[i].Enabled)
|
||||
{
|
||||
LightParams light = uni_Light[i];
|
||||
|
||||
vec3 lightDirection = light.Position.xyz;
|
||||
float atten = 1.0f;
|
||||
|
||||
if (light.Position.w > 0.5f)
|
||||
{
|
||||
float dist = distance(light.Position.xyz, position.xyz);
|
||||
|
||||
float atten = 1.0f / dot(light.Attenuation,
|
||||
vec3(1.0f, dist, dist * dist));
|
||||
|
||||
lightDirection = normalize(light.Position.xyz - position.xyz);
|
||||
}
|
||||
|
||||
float spot = 1.0f;
|
||||
|
||||
if (light.SpotCutoff > 0.0f)
|
||||
{
|
||||
float cone = dot(light.SpotDirection, lightDirection);
|
||||
|
||||
if (cone > light.SpotCutoff)
|
||||
{
|
||||
spot = pow(cone, light.SpotExponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 reflectDirection = -reflect(lightDirection, normal);
|
||||
|
||||
float component = atten * spot;
|
||||
float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f);
|
||||
float specularComponent = clamp(pow(dot(normal, lightDirection + reflectDirection), light.Shininess), 0.0f, 1.0f);
|
||||
|
||||
ambient += component * light.Ambient * uni_Material.ambient;
|
||||
diffuse += component * diffuseComponent * light.Diffuse * uni_Material.diffuse;
|
||||
specular += component * specularComponent * light.Specular * uni_Material.specular;
|
||||
}
|
||||
}
|
||||
|
||||
vec4 result = ambient + diffuse + specular;
|
||||
|
||||
color = clamp(vec4(result.rgb, uni_Material.diffuse), 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
gl_Position = uni_ProjectionMatrix * eyeSpace;
|
||||
gl_FrontColor = vec4(1.0f);
|
||||
gl_BackColor = vec4(0.0f);
|
||||
|
||||
pass_Color = gl_Color;
|
||||
pass_Normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz);
|
||||
pass_Distance = abs(eyeSpace.z / eyeSpace.w);
|
||||
pass_Color = color;
|
||||
pass_Normal = normal;
|
||||
pass_TexCoord0 = gl_MultiTexCoord0.st;
|
||||
pass_TexCoord1 = gl_MultiTexCoord1.st;
|
||||
pass_TexCoord2 = shadowCoord.xyz / shadowCoord.w;
|
||||
|
|
Loading…
Reference in New Issue