Implemented per-vertex lighting and set it as default in OpenGL 3.3 engine
parent
8abdd4b740
commit
fa67e815b8
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@ -23,6 +23,7 @@
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#include "common/config.h"
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#include "common/image.h"
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#include "common/logger.h"
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#include "common/profile.h"
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#include "math/geometry.h"
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@ -50,6 +51,8 @@ CGL33Device::CGL33Device(const GLDeviceConfig &config)
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m_colorBuffer = 0;
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m_depthBuffer = 0;
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m_offscreenRenderingEnabled = false;
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m_perPixelLighting = false;
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}
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@ -243,15 +246,33 @@ bool CGL33Device::Create()
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GetLogger()->Info("CDevice created successfully\n");
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int value;
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if (CProfile::GetInstance().GetIntProperty("Setup", "PerPixelLighting", value))
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{
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m_perPixelLighting = value > 0;
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}
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if (m_perPixelLighting)
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CLogger::GetInstance().Info("Using per-pixel lighting\n");
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else
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CLogger::GetInstance().Info("Using per-vertex lighting\n");
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// Create shader program
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GLchar source[65536];
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const GLchar *sources[] = { source };
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PHYSFS_file *file = PHYSFS_openRead("shaders/vertex_shader_33.glsl");
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char filename[64];
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if (m_perPixelLighting)
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sprintf(filename, "shaders/vertex_shader_33_perpixel.glsl");
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else
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sprintf(filename, "shaders/vertex_shader_33_pervertex.glsl");
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PHYSFS_file *file = PHYSFS_openRead(filename);
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if (file == nullptr)
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{
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CLogger::GetInstance().Error("Cannot read vertex shader code file!\n");
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assert(false);
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return false;
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}
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int length = PHYSFS_read(file, source, 1, 65536);
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@ -277,14 +298,19 @@ bool CGL33Device::Create()
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GetLogger()->Error("Vertex shader compilation error occured!\n%s\n", message);
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delete[] message;
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assert(false);
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return false;
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}
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file = PHYSFS_openRead("shaders/fragment_shader_33.glsl");
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if (m_perPixelLighting)
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sprintf(filename, "shaders/fragment_shader_33_perpixel.glsl");
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else
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sprintf(filename, "shaders/fragment_shader_33_pervertex.glsl");
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file = PHYSFS_openRead(filename);
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if (file == nullptr)
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{
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CLogger::GetInstance().Error("Cannot read fragment shader code file!\n");
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assert(false);
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return false;
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}
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length = PHYSFS_read(file, source, 1, 65536);
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@ -309,7 +335,7 @@ bool CGL33Device::Create()
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GetLogger()->Error("Fragment shader compilation error occured!\n%s\n", message);
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delete[] message;
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assert(false);
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return false;
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}
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m_shaderProgram = glCreateProgram();
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@ -334,7 +360,7 @@ bool CGL33Device::Create()
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GetLogger()->Error("Shader program linking error occured!\n%s\n", message);
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delete[] message;
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assert(false);
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return false;
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}
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glDeleteShader(vertexShader);
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@ -1218,7 +1244,7 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int
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}
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else
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{
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glBufferData(GL_ARRAY_BUFFER, size, vs, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
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info.size = size;
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// Vertex coordinate
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@ -1269,7 +1295,7 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices,
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}
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else
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{
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glBufferData(GL_ARRAY_BUFFER, size, vs, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
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info.size = size;
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// Vertex coordinate
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@ -1320,7 +1346,7 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, i
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}
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else
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{
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glBufferData(GL_ARRAY_BUFFER, size, vs, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
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info.size = size;
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// Vertex coordinate
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@ -1498,16 +1524,17 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
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return;
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VertexBufferInfo& info = (*it).second;
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unsigned int size = vertexCount * sizeof(Vertex);
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bool changed = (info.vertexType != VERTEX_TYPE_NORMAL) || (size > info.size);
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info.primitiveType = primitiveType;
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info.vertexType = VERTEX_TYPE_NORMAL;
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info.vertexCount = vertexCount;
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glBindVertexArray(info.vao);
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glBindBuffer(GL_ARRAY_BUFFER, info.vbo);
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unsigned int size = vertexCount * sizeof(Vertex);
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if (info.size < size)
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{
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glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
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@ -1518,28 +1545,34 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
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glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
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}
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// Vertex coordinate
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
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if (changed) // Update vertex array bindings
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{
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glBindVertexArray(info.vao);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
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// Vertex coordinate
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
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// Color
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glDisableVertexAttribArray(2);
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glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
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// Texture coordinate 0
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
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// Color
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glDisableVertexAttribArray(2);
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glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
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// Texture coordinate 1
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glDisableVertexAttribArray(4);
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glVertexAttrib2f(4, 0.0f, 0.0f);
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// Texture coordinate 0
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
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// Texture coordinate 1
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glDisableVertexAttribArray(4);
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glVertexAttrib2f(4, 0.0f, 0.0f);
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glBindVertexArray(0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount)
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@ -1549,15 +1582,16 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
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return;
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VertexBufferInfo& info = (*it).second;
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unsigned int size = vertexCount * sizeof(VertexTex2);
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bool changed = (info.vertexType != VERTEX_TYPE_TEX2) || (size > info.size);
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info.primitiveType = primitiveType;
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info.vertexType = VERTEX_TYPE_TEX2;
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info.vertexCount = vertexCount;
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glBindVertexArray(info.vao);
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glBindBuffer(GL_ARRAY_BUFFER, info.vbo);
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unsigned int size = vertexCount * sizeof(VertexTex2);
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if (info.size < size)
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{
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glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
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@ -1568,28 +1602,34 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
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glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
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}
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// Vertex coordinate
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
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if (changed) // Update vertex array bindings
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{
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glBindVertexArray(info.vao);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
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// Vertex coordinate
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
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// Color
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glDisableVertexAttribArray(2);
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glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
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// Texture coordinate 0
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
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// Color
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glDisableVertexAttribArray(2);
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glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
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// Texture coordinate 1
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
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// Texture coordinate 0
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
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// Texture coordinate 1
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
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glBindVertexArray(0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount)
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@ -1599,15 +1639,17 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
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return;
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VertexBufferInfo& info = (*it).second;
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unsigned int size = vertexCount * sizeof(VertexCol);
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bool changed = (info.vertexType != VERTEX_TYPE_TEX2) || (size > info.size);
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info.primitiveType = primitiveType;
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info.vertexType = VERTEX_TYPE_COL;
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info.vertexCount = vertexCount;
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glBindVertexArray(info.vao);
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glBindBuffer(GL_ARRAY_BUFFER, info.vbo);
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unsigned int size = vertexCount * sizeof(VertexCol);
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if (info.size < size)
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{
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glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
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@ -1618,28 +1660,34 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
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glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
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}
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// Vertex coordinate
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
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if (changed) // Update vertex array bindings
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{
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glBindVertexArray(info.vao);
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// Normal
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glDisableVertexAttribArray(1);
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glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
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// Vertex coordinate
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
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// Color
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
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// Normal
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glDisableVertexAttribArray(1);
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glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
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// Texture coordinate 0
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glDisableVertexAttribArray(3);
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glVertexAttrib2f(3, 0.0f, 0.0f);
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// Color
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
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// Texture coordinate 1
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glDisableVertexAttribArray(4);
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glVertexAttrib2f(4, 0.0f, 0.0f);
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// Texture coordinate 0
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glDisableVertexAttribArray(3);
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glVertexAttrib2f(3, 0.0f, 0.0f);
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// Texture coordinate 1
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glDisableVertexAttribArray(4);
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glVertexAttrib2f(4, 0.0f, 0.0f);
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glBindVertexArray(0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void CGL33Device::DrawStaticBuffer(unsigned int bufferId)
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@ -227,6 +227,8 @@ private:
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//! Shader program
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GLuint m_shaderProgram;
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//! true enables per-pixel lighting
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bool m_perPixelLighting;
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//! Auxilliary vertex buffers for general rendering
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unsigned int m_vertex;
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@ -1,7 +1,7 @@
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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@ -57,8 +57,7 @@ uniform bool uni_SmoothShading;
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in VertexData
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{
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vec3 NormalSmooth;
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flat vec3 NormalFlat;
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vec3 Normal;
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vec4 Color;
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vec2 TexCoord0;
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vec2 TexCoord1;
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@ -83,10 +82,7 @@ void main()
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{
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if(uni_Light[i].Enabled)
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{
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ambient += uni_Light[i].Ambient;
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vec3 normal = (uni_SmoothShading ? data.NormalSmooth : data.NormalFlat);
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normal = (gl_FrontFacing ? normal : -normal);
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vec3 normal = (gl_FrontFacing ? data.Normal : -data.Normal);
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vec3 lightDirection = vec3(0.0f);
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float atten;
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vec3 reflectDirection = -reflect(lightDirection, normal);
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ambient += uni_Light[i].Ambient;
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diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
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specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
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}
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@ -0,0 +1,83 @@
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// FRAGMENT SHADER - PER-VERTEX LIGHTING
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#version 330
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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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uniform bool uni_PrimaryTextureEnabled;
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uniform bool uni_SecondaryTextureEnabled;
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uniform bool uni_ShadowTextureEnabled;
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uniform bool uni_FogEnabled;
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uniform vec2 uni_FogRange;
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uniform vec4 uni_FogColor;
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uniform bool uni_AlphaTestEnabled;
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uniform float uni_AlphaReference;
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in VertexData
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{
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vec4 Color;
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vec2 TexCoord0;
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vec2 TexCoord1;
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vec4 ShadowCoord;
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vec4 LightColor;
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float Distance;
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} data;
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out vec4 out_FragColor;
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void main()
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{
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vec4 color = data.Color;
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if (uni_PrimaryTextureEnabled)
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{
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color = color * texture(uni_PrimaryTexture, data.TexCoord0);
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}
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if (uni_SecondaryTextureEnabled)
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{
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color = color * texture(uni_SecondaryTexture, data.TexCoord1);
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}
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if (uni_ShadowTextureEnabled)
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{
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color = color * (0.35f + 0.65f * texture(uni_ShadowTexture, data.ShadowCoord.xyz));
|
||||
}
|
||||
|
||||
if (uni_FogEnabled)
|
||||
{
|
||||
float interpolate = (data.Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);
|
||||
|
||||
color = mix(color, uni_FogColor, clamp(interpolate, 0.0f, 1.0f));
|
||||
}
|
||||
|
||||
if (uni_AlphaTestEnabled)
|
||||
{
|
||||
if(color.a < uni_AlphaReference)
|
||||
discard;
|
||||
}
|
||||
|
||||
out_FragColor = color;
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
|
||||
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
|
@ -34,8 +34,7 @@ layout(location = 4) in vec2 in_TexCoord1;
|
|||
|
||||
out VertexData
|
||||
{
|
||||
vec3 NormalSmooth;
|
||||
flat vec3 NormalFlat;
|
||||
vec3 Normal;
|
||||
vec4 Color;
|
||||
vec2 TexCoord0;
|
||||
vec2 TexCoord1;
|
||||
|
@ -53,8 +52,7 @@ void main()
|
|||
vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
|
||||
|
||||
data.Color = in_Color;
|
||||
data.NormalSmooth = normal;
|
||||
data.NormalFlat = normal;
|
||||
data.Normal = normal;
|
||||
data.TexCoord0 = in_TexCoord0;
|
||||
data.TexCoord1 = in_TexCoord1;
|
||||
data.ShadowCoord = uni_ShadowMatrix * position;
|
|
@ -0,0 +1,126 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
* See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see http://gnu.org/licenses
|
||||
*/
|
||||
|
||||
// VERTEX SHADER - PER-VERTEX LIGHTING
|
||||
#version 330
|
||||
|
||||
struct LightParams
|
||||
{
|
||||
bool Enabled;
|
||||
vec4 Position;
|
||||
vec4 Ambient;
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
float Shininess;
|
||||
vec3 Attenuation;
|
||||
};
|
||||
|
||||
uniform vec4 uni_AmbientColor;
|
||||
uniform vec4 uni_DiffuseColor;
|
||||
uniform vec4 uni_SpecularColor;
|
||||
|
||||
uniform bool uni_LightingEnabled;
|
||||
uniform LightParams uni_Light[8];
|
||||
|
||||
uniform mat4 uni_ProjectionMatrix;
|
||||
uniform mat4 uni_ViewMatrix;
|
||||
uniform mat4 uni_ModelMatrix;
|
||||
uniform mat4 uni_ShadowMatrix;
|
||||
uniform mat4 uni_NormalMatrix;
|
||||
|
||||
layout(location = 0) in vec4 in_VertexCoord;
|
||||
layout(location = 1) in vec3 in_Normal;
|
||||
layout(location = 2) in vec4 in_Color;
|
||||
layout(location = 3) in vec2 in_TexCoord0;
|
||||
layout(location = 4) in vec2 in_TexCoord1;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 TexCoord0;
|
||||
vec2 TexCoord1;
|
||||
vec4 ShadowCoord;
|
||||
vec4 LightColor;
|
||||
float Distance;
|
||||
} data;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = uni_ModelMatrix * in_VertexCoord;
|
||||
vec4 eyeSpace = uni_ViewMatrix * position;
|
||||
gl_Position = uni_ProjectionMatrix * eyeSpace;
|
||||
|
||||
data.Color = in_Color;
|
||||
data.TexCoord0 = in_TexCoord0;
|
||||
data.TexCoord1 = in_TexCoord1;
|
||||
data.ShadowCoord = uni_ShadowMatrix * position;
|
||||
data.Distance = abs(eyeSpace.z);
|
||||
|
||||
vec4 color = in_Color;
|
||||
|
||||
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)
|
||||
{
|
||||
vec3 normal = (uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz;
|
||||
|
||||
vec3 lightDirection = vec3(0.0f);
|
||||
float atten;
|
||||
|
||||
// Directional light
|
||||
if(uni_Light[i].Position[3] == 0.0f)
|
||||
{
|
||||
lightDirection = uni_Light[i].Position.xyz;
|
||||
atten = 1.0f;
|
||||
}
|
||||
// Point light
|
||||
else
|
||||
{
|
||||
vec3 lightDirection = normalize(uni_Light[i].Position.xyz - position.xyz);
|
||||
float dist = distance(uni_Light[i].Position.xyz, position.xyz);
|
||||
|
||||
atten = 1.0f / (uni_Light[i].Attenuation.x
|
||||
+ uni_Light[i].Attenuation.y * dist
|
||||
+ uni_Light[i].Attenuation.z * dist * dist);
|
||||
}
|
||||
|
||||
vec3 reflectDirection = -reflect(lightDirection, normal);
|
||||
|
||||
ambient += uni_Light[i].Ambient;
|
||||
diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
|
||||
specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
|
||||
}
|
||||
}
|
||||
|
||||
vec4 result = uni_AmbientColor * ambient
|
||||
+ uni_DiffuseColor * diffuse
|
||||
+ uni_SpecularColor * specular;
|
||||
|
||||
color.rgb = min(vec3(1.0f), result.rgb);
|
||||
color.a = 1.0f; //min(1.0f, 1.0f);
|
||||
|
||||
data.Color = color;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue