Deferred lighting implementation in progress. Now generating view-space normal fragments for the 1st pass G-buffer.
Added transpose() method to KRMat4 --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4043
This commit is contained in:
@@ -47,6 +47,7 @@ KRCamera::KRCamera() {
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bEnableSpecular = true;
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bEnableLightMap = true;
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bDebugSuperShiny = false;
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bEnableDeferredLighting = false;
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dAmbientR = 0.25f;
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@@ -54,6 +54,7 @@ public:
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bool bEnableAmbient;
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bool bEnableDiffuse;
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bool bEnableSpecular;
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bool bEnableDeferredLighting;
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double dSunR;
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double dSunG;
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double dSunB;
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@@ -65,6 +65,7 @@ typedef enum KREngineParameterType {KRENGINE_PARAMETER_INT, KRENGINE_PARAMETER_F
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KRENGINE_UNIFORM_MATERIAL_DIFFUSE,
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KRENGINE_UNIFORM_MATERIAL_SPECULAR,
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KRENGINE_UNIFORM_MVP,
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KRENGINE_UNIFORM_M2V,
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KRENGINE_UNIFORM_SHADOWMVP1,
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KRENGINE_UNIFORM_SHADOWMVP2,
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KRENGINE_UNIFORM_SHADOWMVP3,
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@@ -746,12 +746,12 @@ double const PI = 3.141592653589793f;
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-(int)getParameterCount
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{
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return 31;
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return 32;
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}
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-(NSString *)getParameterNameWithIndex: (int)i
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{
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NSString *parameter_names[31] = {
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NSString *parameter_names[32] = {
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@"camera_fov",
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@"sun_direction",
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@"sun_attitude",
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@@ -782,13 +782,14 @@ double const PI = 3.141592653589793f;
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@"debug_enable_ambient",
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@"debug_enable_diffuse",
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@"debug_enable_specular",
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@"debug_super_shiny"
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@"debug_super_shiny",
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@"enable_deferred_lighting"
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};
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return parameter_names[i];
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}
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-(NSString *)getParameterLabelWithIndex: (int)i
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{
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NSString *parameter_labels[31] = {
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NSString *parameter_labels[32] = {
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@"Camera FOV",
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@"Sun Direction",
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@"Sun Attitude",
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@@ -819,13 +820,15 @@ double const PI = 3.141592653589793f;
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@"Debug - Enable Ambient",
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@"Debug - Enable Diffuse",
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@"Debug - Enable Specular",
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@"Debug - Super Shiny"
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@"Debug - Super Shiny",
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@"Enable Deferred Lighting"
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};
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return parameter_labels[i];
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}
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-(KREngineParameterType)getParameterTypeWithIndex: (int)i
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{
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KREngineParameterType types[31] = {
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KREngineParameterType types[32] = {
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KRENGINE_PARAMETER_FLOAT,
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KRENGINE_PARAMETER_FLOAT,
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KRENGINE_PARAMETER_FLOAT,
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@@ -856,13 +859,14 @@ double const PI = 3.141592653589793f;
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL
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};
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return types[i];
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}
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-(double)getParameterValueWithIndex: (int)i
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{
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double values[31] = {
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double values[32] = {
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m_camera.perspective_fov,
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sun_yaw,
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sun_pitch,
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@@ -893,7 +897,8 @@ double const PI = 3.141592653589793f;
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m_camera.bEnableAmbient ? 1.0f : 0.0f,
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m_camera.bEnableDiffuse ? 1.0f : 0.0f,
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m_camera.bEnableSpecular ? 1.0f : 0.0f,
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m_camera.bDebugSuperShiny ? 1.0f : 0.0f
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m_camera.bDebugSuperShiny ? 1.0f : 0.0f,
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m_camera.bEnableDeferredLighting ? 1.0f : 0.0f
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};
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return values[i];
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}
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@@ -1043,18 +1048,22 @@ double const PI = 3.141592653589793f;
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m_camera.bDebugSuperShiny = bNewBoolVal;
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}
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break;
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case 31:
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if(m_camera.bEnableDeferredLighting != bNewBoolVal) {
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m_camera.bEnableDeferredLighting = bNewBoolVal;
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}
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}
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}
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-(double)getParameterMinWithIndex: (int)i
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{
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double minValues[31] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
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double minValues[32] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
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return minValues[i];
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}
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-(double)getParameterMaxWithIndex: (int)i
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{
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double maxValues[31] = {PI, 2.0f * PI, PI, 3.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 3.0f, 3.0f, 3.0f, 3.0f, 3.0f, 3.0f, 2.0f, 1.0f, 1.0f, 1.0f, 5.0f, 1.0f, 0.5f, 1.0f, 2.0f, 2.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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double maxValues[32] = {PI, 2.0f * PI, PI, 3.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 3.0f, 3.0f, 3.0f, 3.0f, 3.0f, 3.0f, 2.0f, 1.0f, 1.0f, 1.0f, 5.0f, 1.0f, 0.5f, 1.0f, 2.0f, 2.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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return maxValues[i];
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}
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@@ -91,6 +91,9 @@ void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume
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projectionMatrix = pCamera->getProjectionMatrix();
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}
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KRMat4 mvpmatrix = m_modelMatrix * viewMatrix * projectionMatrix;
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KRMat4 matModelToView = viewMatrix * m_modelMatrix;
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matModelToView.transpose();
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matModelToView.invert();
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// Transform location of camera to object space for calculation of specular halfVec
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KRMat4 inverseModelMatrix = m_modelMatrix;
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@@ -98,7 +101,7 @@ void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume
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KRVector3 cameraPosObject = inverseModelMatrix.dot(cameraPosition);
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KRVector3 lightDirObject = inverseModelMatrix.dot(lightDirection);
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m_pModel->render(pCamera, pContext, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, m_pLightMap);
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m_pModel->render(pCamera, pContext, bRenderShadowMap, matModelToView, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, m_pLightMap);
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}
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@@ -241,6 +241,16 @@ bool KRMat4::invert() {
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return true;
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}
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void KRMat4::transpose() {
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GLfloat trans[16];
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for(int x=0; x<4; x++) {
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for(int y=0; y<4; y++) {
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trans[x + y * 4] = m_mat[y + x * 4];
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}
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}
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memcpy(m_mat, trans, sizeof(GLfloat) * 16);
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}
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/* Dot Product */
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KRVector3 KRMat4::dot(const KRVector3 &v) const {
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return KRVector3(
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@@ -95,6 +95,7 @@ public:
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void rotate(GLfloat angle, AXIS axis);
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void bias();
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bool invert();
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void transpose();
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KRVector3 dot(const KRVector3 &v) const;
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};
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@@ -158,7 +158,7 @@ bool KRMaterial::isTransparent() {
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return m_tr != 0.0;
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}
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#if TARGET_OS_IPHONE
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void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap) {
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void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap) {
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bool bSameMaterial = *prevBoundMaterial == this;
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bool bLightMap = pLightMap && pCamera->bEnableLightMap;
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@@ -191,7 +191,7 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
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bool bSameShader = strcmp(pShader->getKey(), szPrevShaderKey) == 0;
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if(!bSameShader) {
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pShader->bind(pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
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pShader->bind(pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
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glUniform1f(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SHININESS], pCamera->bDebugSuperShiny ? 20.0 : m_ns );
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strcpy(szPrevShaderKey, pShader->getKey());
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}
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@@ -76,7 +76,7 @@ public:
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char *getName();
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#if TARGET_OS_IPHONE
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void bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap);
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void bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap);
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#endif
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@@ -67,7 +67,7 @@ KRModel::~KRModel() {
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}
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#if TARGET_OS_IPHONE
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void KRModel::render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap) {
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void KRModel::render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowMap, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap) {
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if(m_materials.size() == 0) {
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vector<KRMesh::Submesh *> submeshes = m_pMesh->getSubmeshes();
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@@ -104,7 +104,7 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowM
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KRMaterial *pMaterial = m_materials[iSubmesh];
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap);
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap);
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m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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@@ -55,7 +55,7 @@ public:
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#if TARGET_OS_IPHONE
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void render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap);
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void render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowMap, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap);
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#endif
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@@ -79,6 +79,7 @@ KRShader::KRShader(char *szKey, std::string options, const GLchar *szVertShaderS
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess");
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m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "myMVPMatrix");
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m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view");
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m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "myShadowMVPMatrix1");
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m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "myShadowMVPMatrix2");
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m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "myShadowMVPMatrix3");
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@@ -133,12 +134,13 @@ KRShader::~KRShader() {
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}
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}
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void KRShader::bind(KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
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void KRShader::bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
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glUseProgram(m_iProgram);
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// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
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glUniformMatrix4fv(m_uniforms[KRENGINE_UNIFORM_MVP], 1, GL_FALSE, mvpMatrix.getPointer());
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glUniformMatrix4fv(m_uniforms[KRENGINE_UNIFORM_M2V], 1, GL_FALSE, matModelToView.getPointer());
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KRVector3 nLightDir = lightDirection;
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nLightDir.normalize();
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@@ -51,7 +51,7 @@ public:
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GLuint getProgram();
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char *getKey();
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void bind(KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers);
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void bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers);
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enum {
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KRENGINE_ATTRIB_VERTEX,
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@@ -69,6 +69,7 @@ public:
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KRENGINE_UNIFORM_MATERIAL_ALPHA,
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KRENGINE_UNIFORM_MATERIAL_SHININESS,
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KRENGINE_UNIFORM_MVP,
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KRENGINE_UNIFORM_M2V,
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KRENGINE_UNIFORM_LIGHTDIRECTION,
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KRENGINE_UNIFORM_CAMERAPOS,
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KRENGINE_UNIFORM_DIFFUSETEXTURE,
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@@ -50,7 +50,7 @@ KRShaderManager::~KRShaderManager() {
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KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset) {
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char szKey[128];
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sprintf(szKey, "%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d", pCamera->bEnablePerPixel, bDiffuseMap, bNormalMap, bSpecMap, pCamera->bDebugPSSM, iShadowQuality, /*pCamera->dAmbientR, pCamera->dAmbientG, pCamera->dAmbientB, pCamera->dSunR, pCamera->dSunG, pCamera->dSunB, */pCamera->bEnableAmbient, pCamera->bEnableDiffuse, pCamera->bEnableSpecular, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset);
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sprintf(szKey, "%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d", pCamera->bEnablePerPixel, bDiffuseMap, bNormalMap, bSpecMap, pCamera->bDebugPSSM, iShadowQuality, pCamera->bEnableAmbient, pCamera->bEnableDiffuse, pCamera->bEnableSpecular, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset);
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/*
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@@ -25,6 +25,16 @@
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// or implied, of Kearwood Gilbert.
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//
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#define GBUFFER_PASS 0
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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varying highp mat3 tangent_to_view;
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#else
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uniform highp mat4 model_to_view;
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#endif
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#endif
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uniform lowp vec3 material_ambient, material_diffuse, material_specular;
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uniform lowp float material_alpha;
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@@ -178,36 +188,53 @@ void main()
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specularFactor = 0.0;
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}
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#endif
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#if ENABLE_AMBIENT
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// -------------------- Add ambient light and alpha component --------------------
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gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, material_alpha);
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#else
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gl_FragColor = vec4(0.0, 0.0, 0.0, material_alpha);
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#endif
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#if ENABLE_DIFFUSE
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// -------------------- Add diffuse light --------------------
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gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
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#endif
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#if ENABLE_SPECULAR
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// -------------------- Add specular light --------------------
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#if HAS_SPEC_MAP == 1
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gl_FragColor += vec4(material_specular * vec3(texture2D(specularTexture, spec_uv)) * specularFactor, 0.0);
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#else
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gl_FragColor += vec4(material_specular * specularFactor, 0.0);
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#endif
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#endif
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#if GBUFFER_PASS == 0
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#if ENABLE_AMBIENT
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// -------------------- Add ambient light and alpha component --------------------
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gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, material_alpha);
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#else
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gl_FragColor = vec4(0.0, 0.0, 0.0, material_alpha);
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#endif
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||||
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#if ENABLE_DIFFUSE
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// -------------------- Add diffuse light --------------------
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gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
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||||
#endif
|
||||
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#if ENABLE_SPECULAR
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||||
|
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// -------------------- Add specular light --------------------
|
||||
#if HAS_SPEC_MAP == 1
|
||||
gl_FragColor += vec4(material_specular * vec3(texture2D(specularTexture, spec_uv)) * specularFactor, 0.0);
|
||||
#else
|
||||
gl_FragColor += vec4(material_specular * specularFactor, 0.0);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
// -------------------- Multiply light map --------------------
|
||||
// -------------------- Multiply light map --------------------
|
||||
|
||||
#if HAS_LIGHT_MAP
|
||||
mediump vec3 shadowColor = vec3(texture2D(shadowTexture1, shadowCoord));
|
||||
gl_FragColor = vec4(gl_FragColor.r * shadowColor.r, gl_FragColor.g * shadowColor.g, gl_FragColor.b * shadowColor.b, 1.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if HAS_LIGHT_MAP
|
||||
mediump vec3 shadowColor = vec3(texture2D(shadowTexture1, shadowCoord));
|
||||
gl_FragColor = vec4(gl_FragColor.r * shadowColor.r, gl_FragColor.g * shadowColor.g, gl_FragColor.b * shadowColor.b, 1.0);
|
||||
#if GBUFFER_PASS == 1
|
||||
|
||||
//gl_FragColor = vec4((normal + 1.0) / 2.0, 1.0f);
|
||||
|
||||
#if HAS_NORMAL_MAP == 1
|
||||
mediump vec3 view_space_normal = tangent_to_view * normal;
|
||||
#else
|
||||
mediump vec3 view_space_normal = vec3(model_to_view * vec4(normal, 1.0));
|
||||
#endif
|
||||
gl_FragColor = vec4(view_space_normal * 0.5 + 0.5, 1.0);
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
@@ -29,11 +29,21 @@
|
||||
// or implied, of Kearwood Gilbert.
|
||||
//
|
||||
|
||||
#define GBUFFER_PASS 0
|
||||
|
||||
attribute highp vec3 myVertex, myNormal;
|
||||
attribute highp vec3 myTangent;
|
||||
attribute mediump vec2 myUV;
|
||||
attribute mediump vec2 shadowuv;
|
||||
uniform highp mat4 myMVPMatrix, myShadowMVPMatrix1,myShadowMVPMatrix2,myShadowMVPMatrix3; // mvpmatrix is the result of multiplying the model, view, and projection matrices
|
||||
|
||||
#if GBUFFER_PASS == 1 && HAS_NORMAL_MAP == 1
|
||||
uniform highp mat4 model_to_view;
|
||||
varying highp mat3 tangent_to_view;
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
// uniform lowp vec3 material_ambient, material_diffuse, material_specular;
|
||||
uniform highp vec3 lightDirection; // Must be normalized before entering shader
|
||||
uniform highp vec3 cameraPosition;
|
||||
@@ -187,12 +197,15 @@ void main()
|
||||
#endif
|
||||
|
||||
|
||||
#if (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || GBUFFER_PASS == 1
|
||||
mediump vec3 a_bitangent = cross(myNormal, myTangent);
|
||||
#endif
|
||||
|
||||
// ----------- Directional Light (Sun) -----------
|
||||
|
||||
#if HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1
|
||||
// ----- Calculate per-pixel lighting in tangent space, for normal mapping ------
|
||||
mediump vec3 eyeVec = normalize(cameraPosition - myVertex);
|
||||
mediump vec3 a_bitangent = cross(myNormal, myTangent);
|
||||
|
||||
lightVec = normalize(vec3(dot(lightDirection, myTangent), dot(lightDirection, a_bitangent), dot(lightDirection, myNormal)));
|
||||
halfVec = normalize(vec3(dot(eyeVec, myTangent), dot(eyeVec, a_bitangent), dot(eyeVec, myNormal)));
|
||||
halfVec = normalize(halfVec + lightVec); // Normalizing anyways, no need to divide by 2
|
||||
@@ -211,4 +224,11 @@ void main()
|
||||
specularFactor = max(0.0,pow(dot(halfVec,myNormal), material_shininess));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#if GBUFFER_PASS == 1 && HAS_NORMAL_MAP == 1
|
||||
tangent_to_view[0] = vec3(model_to_view * vec4(myTangent, 1.0));
|
||||
tangent_to_view[1] = vec3(model_to_view * vec4(a_bitangent, 1.0));
|
||||
tangent_to_view[2] = vec3(model_to_view * vec4(myNormal, 1.0));
|
||||
#endif
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user