[colobot] 373/390: Implemented per-vertex lighting and set it as default in OpenGL 3.3 engine
Didier Raboud
odyx at moszumanska.debian.org
Fri Jun 12 14:22:06 UTC 2015
This is an automated email from the git hooks/post-receive script.
odyx pushed a commit to branch upstream/latest
in repository colobot.
commit fa67e815b8056ad34281dce48113eb82e1e63b69
Author: Tomasz Kapuściński <tomaszkax86 at gmail.com>
Date: Fri May 22 18:53:51 2015 +0200
Implemented per-vertex lighting and set it as default in OpenGL 3.3 engine
---
src/graphics/opengl/gl33device.cpp | 186 +++++++++++++--------
src/graphics/opengl/gl33device.h | 2 +
...er_33.glsl => fragment_shader_33_perpixel.glsl} | 11 +-
.../shaders/fragment_shader_33_pervertex.glsl | 83 +++++++++
...ader_33.glsl => vertex_shader_33_perpixel.glsl} | 8 +-
...der_33.glsl => vertex_shader_33_pervertex.glsl} | 91 ++++------
6 files changed, 240 insertions(+), 141 deletions(-)
diff --git a/src/graphics/opengl/gl33device.cpp b/src/graphics/opengl/gl33device.cpp
index 0401edc..8930423 100644
--- a/src/graphics/opengl/gl33device.cpp
+++ b/src/graphics/opengl/gl33device.cpp
@@ -23,6 +23,7 @@
#include "common/config.h"
#include "common/image.h"
#include "common/logger.h"
+#include "common/profile.h"
#include "math/geometry.h"
@@ -50,6 +51,8 @@ CGL33Device::CGL33Device(const GLDeviceConfig &config)
m_colorBuffer = 0;
m_depthBuffer = 0;
m_offscreenRenderingEnabled = false;
+
+ m_perPixelLighting = false;
}
@@ -243,15 +246,33 @@ bool CGL33Device::Create()
GetLogger()->Info("CDevice created successfully\n");
+ int value;
+ if (CProfile::GetInstance().GetIntProperty("Setup", "PerPixelLighting", value))
+ {
+ m_perPixelLighting = value > 0;
+ }
+
+ if (m_perPixelLighting)
+ CLogger::GetInstance().Info("Using per-pixel lighting\n");
+ else
+ CLogger::GetInstance().Info("Using per-vertex lighting\n");
+
// Create shader program
GLchar source[65536];
const GLchar *sources[] = { source };
- PHYSFS_file *file = PHYSFS_openRead("shaders/vertex_shader_33.glsl");
+ char filename[64];
+
+ if (m_perPixelLighting)
+ sprintf(filename, "shaders/vertex_shader_33_perpixel.glsl");
+ else
+ sprintf(filename, "shaders/vertex_shader_33_pervertex.glsl");
+
+ PHYSFS_file *file = PHYSFS_openRead(filename);
if (file == nullptr)
{
CLogger::GetInstance().Error("Cannot read vertex shader code file!\n");
- assert(false);
+ return false;
}
int length = PHYSFS_read(file, source, 1, 65536);
@@ -277,14 +298,19 @@ bool CGL33Device::Create()
GetLogger()->Error("Vertex shader compilation error occured!\n%s\n", message);
delete[] message;
- assert(false);
+ return false;
}
- file = PHYSFS_openRead("shaders/fragment_shader_33.glsl");
+ if (m_perPixelLighting)
+ sprintf(filename, "shaders/fragment_shader_33_perpixel.glsl");
+ else
+ sprintf(filename, "shaders/fragment_shader_33_pervertex.glsl");
+
+ file = PHYSFS_openRead(filename);
if (file == nullptr)
{
CLogger::GetInstance().Error("Cannot read fragment shader code file!\n");
- assert(false);
+ return false;
}
length = PHYSFS_read(file, source, 1, 65536);
@@ -309,7 +335,7 @@ bool CGL33Device::Create()
GetLogger()->Error("Fragment shader compilation error occured!\n%s\n", message);
delete[] message;
- assert(false);
+ return false;
}
m_shaderProgram = glCreateProgram();
@@ -334,7 +360,7 @@ bool CGL33Device::Create()
GetLogger()->Error("Shader program linking error occured!\n%s\n", message);
delete[] message;
- assert(false);
+ return false;
}
glDeleteShader(vertexShader);
@@ -1218,7 +1244,7 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int
}
else
{
- glBufferData(GL_ARRAY_BUFFER, size, vs, GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
info.size = size;
// Vertex coordinate
@@ -1269,7 +1295,7 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices,
}
else
{
- glBufferData(GL_ARRAY_BUFFER, size, vs, GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
info.size = size;
// Vertex coordinate
@@ -1320,7 +1346,7 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, i
}
else
{
- glBufferData(GL_ARRAY_BUFFER, size, vs, GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
info.size = size;
// Vertex coordinate
@@ -1498,16 +1524,17 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
return;
VertexBufferInfo& info = (*it).second;
+
+ unsigned int size = vertexCount * sizeof(Vertex);
+
+ bool changed = (info.vertexType != VERTEX_TYPE_NORMAL) || (size > info.size);
+
info.primitiveType = primitiveType;
info.vertexType = VERTEX_TYPE_NORMAL;
info.vertexCount = vertexCount;
- glBindVertexArray(info.vao);
-
glBindBuffer(GL_ARRAY_BUFFER, info.vbo);
- unsigned int size = vertexCount * sizeof(Vertex);
-
if (info.size < size)
{
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
@@ -1518,28 +1545,34 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
}
- // Vertex coordinate
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
+ if (changed) // Update vertex array bindings
+ {
+ glBindVertexArray(info.vao);
- // Normal
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
+ // Vertex coordinate
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
- // Color
- glDisableVertexAttribArray(2);
- glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
+ // Normal
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
- // Texture coordinate 0
- glEnableVertexAttribArray(3);
- glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
+ // Color
+ glDisableVertexAttribArray(2);
+ glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
- // Texture coordinate 1
- glDisableVertexAttribArray(4);
- glVertexAttrib2f(4, 0.0f, 0.0f);
+ // Texture coordinate 0
+ glEnableVertexAttribArray(3);
+ glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
+
+ // Texture coordinate 1
+ glDisableVertexAttribArray(4);
+ glVertexAttrib2f(4, 0.0f, 0.0f);
+
+ glBindVertexArray(0);
+ }
glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
}
void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount)
@@ -1549,15 +1582,16 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
return;
VertexBufferInfo& info = (*it).second;
+
+ unsigned int size = vertexCount * sizeof(VertexTex2);
+
+ bool changed = (info.vertexType != VERTEX_TYPE_TEX2) || (size > info.size);
+
info.primitiveType = primitiveType;
info.vertexType = VERTEX_TYPE_TEX2;
info.vertexCount = vertexCount;
-
- glBindVertexArray(info.vao);
glBindBuffer(GL_ARRAY_BUFFER, info.vbo);
- unsigned int size = vertexCount * sizeof(VertexTex2);
-
if (info.size < size)
{
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
@@ -1568,28 +1602,34 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
}
- // Vertex coordinate
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
+ if (changed) // Update vertex array bindings
+ {
+ glBindVertexArray(info.vao);
- // Normal
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
+ // Vertex coordinate
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
- // Color
- glDisableVertexAttribArray(2);
- glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
+ // Normal
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
- // Texture coordinate 0
- glEnableVertexAttribArray(3);
- glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
+ // Color
+ glDisableVertexAttribArray(2);
+ glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
- // Texture coordinate 1
- glEnableVertexAttribArray(4);
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
+ // Texture coordinate 0
+ glEnableVertexAttribArray(3);
+ glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
+
+ // Texture coordinate 1
+ glEnableVertexAttribArray(4);
+ glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
+
+ glBindVertexArray(0);
+ }
glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
}
void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount)
@@ -1599,15 +1639,17 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
return;
VertexBufferInfo& info = (*it).second;
+
+ unsigned int size = vertexCount * sizeof(VertexCol);
+
+ bool changed = (info.vertexType != VERTEX_TYPE_TEX2) || (size > info.size);
+
info.primitiveType = primitiveType;
info.vertexType = VERTEX_TYPE_COL;
info.vertexCount = vertexCount;
- glBindVertexArray(info.vao);
glBindBuffer(GL_ARRAY_BUFFER, info.vbo);
- unsigned int size = vertexCount * sizeof(VertexCol);
-
if (info.size < size)
{
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
@@ -1618,28 +1660,34 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
}
- // Vertex coordinate
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
+ if (changed) // Update vertex array bindings
+ {
+ glBindVertexArray(info.vao);
- // Normal
- glDisableVertexAttribArray(1);
- glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
+ // Vertex coordinate
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
- // Color
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
+ // Normal
+ glDisableVertexAttribArray(1);
+ glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
- // Texture coordinate 0
- glDisableVertexAttribArray(3);
- glVertexAttrib2f(3, 0.0f, 0.0f);
+ // Color
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
- // Texture coordinate 1
- glDisableVertexAttribArray(4);
- glVertexAttrib2f(4, 0.0f, 0.0f);
+ // Texture coordinate 0
+ glDisableVertexAttribArray(3);
+ glVertexAttrib2f(3, 0.0f, 0.0f);
+
+ // Texture coordinate 1
+ glDisableVertexAttribArray(4);
+ glVertexAttrib2f(4, 0.0f, 0.0f);
+
+ glBindVertexArray(0);
+ }
glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
}
void CGL33Device::DrawStaticBuffer(unsigned int bufferId)
diff --git a/src/graphics/opengl/gl33device.h b/src/graphics/opengl/gl33device.h
index d83bf20..242c79d 100644
--- a/src/graphics/opengl/gl33device.h
+++ b/src/graphics/opengl/gl33device.h
@@ -227,6 +227,8 @@ private:
//! Shader program
GLuint m_shaderProgram;
+ //! true enables per-pixel lighting
+ bool m_perPixelLighting;
//! Auxilliary vertex buffers for general rendering
unsigned int m_vertex;
diff --git a/src/graphics/opengl/shaders/fragment_shader_33.glsl b/src/graphics/opengl/shaders/fragment_shader_33_perpixel.glsl
similarity index 93%
copy from src/graphics/opengl/shaders/fragment_shader_33.glsl
copy to src/graphics/opengl/shaders/fragment_shader_33_perpixel.glsl
index a2ef596..ee5064a 100644
--- a/src/graphics/opengl/shaders/fragment_shader_33.glsl
+++ b/src/graphics/opengl/shaders/fragment_shader_33_perpixel.glsl
@@ -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
@@ -57,8 +57,7 @@ uniform bool uni_SmoothShading;
in VertexData
{
- vec3 NormalSmooth;
- flat vec3 NormalFlat;
+ vec3 Normal;
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
@@ -83,10 +82,7 @@ void main()
{
if(uni_Light[i].Enabled)
{
- ambient += uni_Light[i].Ambient;
-
- vec3 normal = (uni_SmoothShading ? data.NormalSmooth : data.NormalFlat);
- normal = (gl_FrontFacing ? normal : -normal);
+ vec3 normal = (gl_FrontFacing ? data.Normal : -data.Normal);
vec3 lightDirection = vec3(0.0f);
float atten;
@@ -110,6 +106,7 @@ void main()
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;
}
diff --git a/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl b/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl
new file mode 100644
index 0000000..40d4f34
--- /dev/null
+++ b/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl
@@ -0,0 +1,83 @@
+/*
+ * 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
+ */
+
+// FRAGMENT SHADER - PER-VERTEX LIGHTING
+#version 330
+
+uniform sampler2D uni_PrimaryTexture;
+uniform sampler2D uni_SecondaryTexture;
+uniform sampler2DShadow uni_ShadowTexture;
+
+uniform bool uni_PrimaryTextureEnabled;
+uniform bool uni_SecondaryTextureEnabled;
+uniform bool uni_ShadowTextureEnabled;
+
+uniform bool uni_FogEnabled;
+uniform vec2 uni_FogRange;
+uniform vec4 uni_FogColor;
+
+uniform bool uni_AlphaTestEnabled;
+uniform float uni_AlphaReference;
+
+in VertexData
+{
+ vec4 Color;
+ vec2 TexCoord0;
+ vec2 TexCoord1;
+ vec4 ShadowCoord;
+ vec4 LightColor;
+ float Distance;
+} data;
+
+out vec4 out_FragColor;
+
+void main()
+{
+ vec4 color = data.Color;
+
+ if (uni_PrimaryTextureEnabled)
+ {
+ color = color * texture(uni_PrimaryTexture, data.TexCoord0);
+ }
+
+ if (uni_SecondaryTextureEnabled)
+ {
+ color = color * texture(uni_SecondaryTexture, data.TexCoord1);
+ }
+
+ if (uni_ShadowTextureEnabled)
+ {
+ 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;
+}
diff --git a/src/graphics/opengl/shaders/vertex_shader_33.glsl b/src/graphics/opengl/shaders/vertex_shader_33_perpixel.glsl
similarity index 90%
rename from src/graphics/opengl/shaders/vertex_shader_33.glsl
rename to src/graphics/opengl/shaders/vertex_shader_33_perpixel.glsl
index 97dbc17..a00bf98 100644
--- a/src/graphics/opengl/shaders/vertex_shader_33.glsl
+++ b/src/graphics/opengl/shaders/vertex_shader_33_perpixel.glsl
@@ -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;
diff --git a/src/graphics/opengl/shaders/fragment_shader_33.glsl b/src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl
similarity index 64%
rename from src/graphics/opengl/shaders/fragment_shader_33.glsl
rename to src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl
index a2ef596..138ca6b 100644
--- a/src/graphics/opengl/shaders/fragment_shader_33.glsl
+++ b/src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl
@@ -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
@@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
-// FRAGMENT SHADER
+// VERTEX SHADER - PER-VERTEX LIGHTING
#version 330
struct LightParams
@@ -31,21 +31,6 @@ struct LightParams
vec3 Attenuation;
};
-uniform sampler2D uni_PrimaryTexture;
-uniform sampler2D uni_SecondaryTexture;
-uniform sampler2DShadow uni_ShadowTexture;
-
-uniform bool uni_PrimaryTextureEnabled;
-uniform bool uni_SecondaryTextureEnabled;
-uniform bool uni_ShadowTextureEnabled;
-
-uniform bool uni_FogEnabled;
-uniform vec2 uni_FogRange;
-uniform vec4 uni_FogColor;
-
-uniform bool uni_AlphaTestEnabled;
-uniform float uni_AlphaReference;
-
uniform vec4 uni_AmbientColor;
uniform vec4 uni_DiffuseColor;
uniform vec4 uni_SpecularColor;
@@ -53,25 +38,41 @@ uniform vec4 uni_SpecularColor;
uniform bool uni_LightingEnabled;
uniform LightParams uni_Light[8];
-uniform bool uni_SmoothShading;
+uniform mat4 uni_ProjectionMatrix;
+uniform mat4 uni_ViewMatrix;
+uniform mat4 uni_ModelMatrix;
+uniform mat4 uni_ShadowMatrix;
+uniform mat4 uni_NormalMatrix;
-in VertexData
+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
{
- vec3 NormalSmooth;
- flat vec3 NormalFlat;
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec4 ShadowCoord;
- vec4 Position;
+ vec4 LightColor;
float Distance;
} data;
-out vec4 out_FragColor;
-
void main()
{
- vec4 color = data.Color;
+ 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)
{
@@ -83,10 +84,7 @@ void main()
{
if(uni_Light[i].Enabled)
{
- ambient += uni_Light[i].Ambient;
-
- vec3 normal = (uni_SmoothShading ? data.NormalSmooth : data.NormalFlat);
- normal = (gl_FrontFacing ? normal : -normal);
+ vec3 normal = (uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz;
vec3 lightDirection = vec3(0.0f);
float atten;
@@ -100,8 +98,8 @@ void main()
// Point light
else
{
- vec3 lightDirection = normalize(uni_Light[i].Position.xyz - data.Position.xyz);
- float dist = distance(uni_Light[i].Position.xyz, data.Position.xyz);
+ 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
@@ -110,6 +108,7 @@ void main()
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;
}
@@ -121,35 +120,7 @@ void main()
color.rgb = min(vec3(1.0f), result.rgb);
color.a = 1.0f; //min(1.0f, 1.0f);
- }
-
- if (uni_PrimaryTextureEnabled)
- {
- color = color * texture(uni_PrimaryTexture, data.TexCoord0);
- }
-
- if (uni_SecondaryTextureEnabled)
- {
- color = color * texture(uni_SecondaryTexture, data.TexCoord1);
- }
-
- if (uni_ShadowTextureEnabled)
- {
- 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));
+ data.Color = color;
}
-
- if (uni_AlphaTestEnabled)
- {
- if(color.a < uni_AlphaReference)
- discard;
- }
-
- out_FragColor = color;
}
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/colobot.git
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