Graphics: Add shadow mapping
Former-commit-id: ca404bee246991eab98df35396e3010ec5165c43
This commit is contained in:
parent
4d07735b85
commit
75972fec36
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@ -68,6 +68,7 @@ class NAZARA_GRAPHICS_API NzAbstractRenderQueue
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{
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NzColor color;
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NzVector3f position;
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NzTexture* shadowMap;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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@ -78,8 +79,10 @@ class NAZARA_GRAPHICS_API NzAbstractRenderQueue
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struct SpotLight
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{
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NzColor color;
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NzMatrix4f transformMatrix;
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NzVector3f direction;
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NzVector3f position;
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NzTexture* shadowMap;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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@ -33,7 +33,7 @@ class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTech
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static bool Initialize();
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static void Uninitialize();
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private:
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protected:
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struct ShaderUniforms;
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void ChooseLights(const NzSpheref& object, bool includeDirectionalLights = true) const;
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@ -43,7 +43,7 @@ class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTech
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void DrawTransparentModels(const NzSceneData& sceneData) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, nzUInt8 availableTextureUnit) const;
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static float ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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@ -86,6 +86,7 @@ class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTech
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unsigned int m_maxLightPassPerObject;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzTextureSampler s_shadowSampler;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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@ -2,8 +2,14 @@
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const
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#include <Nazara/Renderer/Renderer.hpp>
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inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, nzUInt8 availableTextureUnit) const
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{
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// If anyone got a better idea..
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int dummyCubemap = NzRenderer::GetMaxTextureUnits() - 1;
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int dummyTexture = NzRenderer::GetMaxTextureUnits() - 2;
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if (index < m_lights.size())
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{
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const LightIndex& lightIndex = m_lights[index];
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@ -30,6 +36,19 @@ inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader,
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shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor));
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.position, light.attenuation));
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shader->SendVector(uniforms.locations.parameters2 + uniformOffset, NzVector4f(0.f, 0.f, 0.f, light.invRadius));
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shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
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if (light.shadowMap)
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{
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NzRenderer::SetTexture(availableTextureUnit, light.shadowMap);
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NzRenderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, availableTextureUnit);
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}
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else
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
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shader->SendInteger(uniforms.locations.spotLightShadowMap + index, dummyTexture);
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break;
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}
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@ -42,12 +61,30 @@ inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader,
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.position, light.attenuation));
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shader->SendVector(uniforms.locations.parameters2 + uniformOffset, NzVector4f(light.direction, light.invRadius));
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shader->SendVector(uniforms.locations.parameters3 + uniformOffset, NzVector2f(light.innerAngleCosine, light.outerAngleCosine));
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shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
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if (light.shadowMap)
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{
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NzRenderer::SetTexture(availableTextureUnit, light.shadowMap);
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NzRenderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
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shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
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shader->SendInteger(uniforms.locations.spotLightShadowMap + index, availableTextureUnit);
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}
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else
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shader->SendInteger(uniforms.locations.spotLightShadowMap + index, dummyTexture);
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
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break;
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}
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}
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}
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else
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{
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shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
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shader->SendInteger(uniforms.locations.spotLightShadowMap + index, dummyTexture);
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}
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}
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inline float NzForwardRenderTechnique::ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light)
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@ -14,9 +14,6 @@
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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class NzLight;
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struct NzLightUniforms;
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class NAZARA_GRAPHICS_API NzLight : public NzRenderable
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{
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public:
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@ -101,9 +98,13 @@ struct NzLightUniforms
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int type;
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int color;
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int factors;
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int lightViewProjMatrix;
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int parameters1;
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int parameters2;
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int parameters3;
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int pointLightShadowMap;
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int shadowMapping;
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int spotLightShadowMap;
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};
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bool ubo;
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@ -147,6 +147,9 @@ bool NzForwardRenderTechnique::Initialize()
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s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
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s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
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s_shadowSampler.SetFilterMode(nzSamplerFilter_Bilinear);
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s_shadowSampler.SetWrapMode(nzSamplerWrap_Clamp);
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}
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catch (const std::exception& e)
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{
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@ -475,7 +478,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) co
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bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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const NzShader* shader = material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
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nzUInt8 freeTextureUnit;
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const NzShader* shader = material->Apply((instancing) ? nzShaderFlags_Instancing : 0, 0, &freeTextureUnit);
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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@ -559,7 +563,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) co
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// Sends the uniforms
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for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset);
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SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset, freeTextureUnit + i);
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}
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const NzMatrix4f* instanceMatrices = &instances[0];
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@ -618,7 +622,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) co
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// Sends the light uniforms to the shader
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for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i);
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SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
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// Et on passe à l'affichage
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drawFunc(meshData.primitiveMode, 0, indexCount);
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@ -668,7 +672,8 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzSceneData& sceneDat
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const NzMaterial* material = modelData.material;
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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const NzShader* shader = material->Apply();
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nzUInt8 freeTextureUnit;
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const NzShader* shader = material->Apply(0, 0, &freeTextureUnit);
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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@ -687,7 +692,7 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzSceneData& sceneDat
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lightCount = std::min(m_renderQueue.directionalLights.size(), NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
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for (unsigned int i = 0; i < lightCount; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i);
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SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
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}
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lastShader = shader;
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@ -726,7 +731,7 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzSceneData& sceneDat
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ChooseLights(NzSpheref(position, radius), false);
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for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i);
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SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
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}
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NzRenderer::SetMatrix(nzMatrixType_World, matrix);
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@ -758,9 +763,13 @@ const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetSha
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uniforms.lightUniforms.locations.type = type0Location;
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uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
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uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
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uniforms.lightUniforms.locations.lightViewProjMatrix = shader->GetUniformLocation("LightViewProjMatrix[0]");
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uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
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uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
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uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
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uniforms.lightUniforms.locations.pointLightShadowMap = shader->GetUniformLocation("PointLightShadowMap[0]");
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uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping");
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uniforms.lightUniforms.locations.spotLightShadowMap = shader->GetUniformLocation("SpotLightShadowMap[0]");
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}
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else
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uniforms.hasLightUniforms = false;
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@ -777,6 +786,7 @@ void NzForwardRenderTechnique::OnShaderInvalidated(const NzShader* shader) const
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}
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NzIndexBuffer NzForwardRenderTechnique::s_quadIndexBuffer;
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NzTextureSampler NzForwardRenderTechnique::s_shadowSampler;
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NzVertexBuffer NzForwardRenderTechnique::s_quadVertexBuffer;
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NzVertexDeclaration NzForwardRenderTechnique::s_billboardInstanceDeclaration;
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NzVertexDeclaration NzForwardRenderTechnique::s_billboardVertexDeclaration;
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@ -57,6 +57,7 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatri
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light.invRadius = m_invRadius;
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light.position = transformMatrix.GetTranslation();
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light.radius = m_radius;
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light.shadowMap = m_shadowMap.Get();
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renderQueue->AddPointLight(light);
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break;
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@ -76,6 +77,14 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatri
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light.outerAngleTangent = m_outerAngleTangent;
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light.position = transformMatrix.GetTranslation();
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light.radius = m_radius;
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light.shadowMap = m_shadowMap.Get();
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static NzMatrix4f biasMatrix(0.5f, 0.f, 0.f, 0.f,
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0.f, 0.5f, 0.f, 0.f,
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0.f, 0.f, 0.5f, 0.f,
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0.5f, 0.5f, 0.5f, 1.f);
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light.transformMatrix = NzMatrix4f::ViewMatrix(transformMatrix.GetTranslation(), transformMatrix.GetRotation()) * NzMatrix4f::Perspective(m_outerAngle*2.f, 1.f, 0.1f, m_radius) * biasMatrix;
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renderQueue->AddSpotLight(light);
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break;
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@ -8,6 +8,7 @@ layout(early_fragment_tests) in;
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/********************Entrant********************/
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in vec4 vColor;
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in vec4 vLightSpacePos[3];
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in mat3 vLightToWorld;
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in vec3 vNormal;
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in vec2 vTexCoord;
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@ -29,10 +30,13 @@ struct Light
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vec4 parameters1;
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vec4 parameters2;
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vec2 parameters3;
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bool shadowMapping;
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};
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// Lumières
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uniform Light Lights[3];
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uniform samplerCube PointLightShadowMap[3];
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uniform sampler2D SpotLightShadowMap[3];
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// Matériau
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uniform sampler2D MaterialAlphaMap;
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@ -81,6 +85,32 @@ vec4 EncodeNormal(in vec3 normal)
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return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
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}
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float VectorToDepthValue(vec3 vec, float zNear, float zFar)
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{
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vec3 absVec = abs(vec);
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float localZ = max(absVec.x, max(absVec.y, absVec.z));
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float normZ = ((zFar + zNear) * localZ - (2.0*zFar*zNear)) / ((zFar - zNear)*localZ);
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return (normZ + 1.0) * 0.5;
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}
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bool TestShadowDirectional()
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{
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///TODO
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return true;
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}
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bool TestShadowPoint(int lightIndex, vec3 lightToWorld, float zNear, float zFar)
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{
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return texture(PointLightShadowMap[lightIndex], vec3(lightToWorld.x, -lightToWorld.y, -lightToWorld.z)).x >= VectorToDepthValue(lightToWorld, zNear, zFar);
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}
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bool TestShadowSpot(int lightIndex)
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{
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vec4 lightSpacePos = vLightSpacePos[lightIndex];
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return textureProj(SpotLightShadowMap[lightIndex], lightSpacePos.xyw).x >= (lightSpacePos.z - 0.0005)/lightSpacePos.w;
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}
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void main()
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{
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vec4 diffuseColor = MaterialDiffuse * vColor;
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@ -168,6 +198,10 @@ void main()
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for (int i = 0; i < 3; ++i)
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{
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vec4 lightColor = Lights[i].color;
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float lightAmbientFactor = Lights[i].factors.x;
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float lightDiffuseFactor = Lights[i].factors.y;
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switch (Lights[i].type)
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{
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case LIGHT_DIRECTIONAL:
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@ -175,75 +209,95 @@ void main()
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vec3 lightDir = -Lights[i].parameters1.xyz;
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// Ambient
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
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lightDiffuse += lambert * lightColor.rgb * lightDiffuseFactor;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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lightSpecular += specularFactor * Lights[i].color.rgb;
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lightSpecular += specularFactor * lightColor.rgb;
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break;
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}
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case LIGHT_POINT:
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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vec3 lightPos = Lights[i].parameters1.xyz;
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float lightAttenuation = Lights[i].parameters1.w;
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float lightInvRadius = Lights[i].parameters2.w;
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
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vec3 worldToLight = lightPos - vWorldPos;
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float lightDirLength = length(worldToLight);
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vec3 lightDir = worldToLight / lightDirLength; // Normalisation
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float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
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#if SHADOW_MAPPING
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if (Lights[i].shadowMapping && !TestShadowPoint(i, vWorldPos - lightPos, 0.1, 50.0))
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break;
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#endif
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
float lightInnerAngle = Lights[i].parameters3.x;
|
||||
float lightOuterAngle = Lights[i].parameters3.y;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDistance = length(worldToLight);
|
||||
worldToLight /= lightDistance; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping && !TestShadowSpot(i))
|
||||
break;
|
||||
#endif
|
||||
|
||||
// Modification de l'atténuation pour gérer le spot
|
||||
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
|
||||
float outerAngle = Lights[i].parameters3.y;
|
||||
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
float curAngle = dot(lightDir, -worldToLight);
|
||||
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
vec3 reflection = reflect(-worldToLight, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -256,61 +310,85 @@ void main()
|
|||
{
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
vec4 lightColor = Lights[i].color;
|
||||
float lightAmbientFactor = Lights[i].factors.x;
|
||||
float lightDiffuseFactor = Lights[i].factors.y;
|
||||
|
||||
switch (Lights[i].type)
|
||||
{
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
|
||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||
|
||||
// Ambient
|
||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDirLength = length(worldToLight);
|
||||
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping && !TestShadowPoint(i, vWorldPos - lightPos, 0.1, 1.0 / lightInvRadius))
|
||||
break;
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
float lightInnerAngle = Lights[i].parameters3.x;
|
||||
float lightOuterAngle = Lights[i].parameters3.y;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDistance = length(worldToLight);
|
||||
worldToLight /= lightDistance; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping && !TestShadowSpot(i))
|
||||
break;
|
||||
#endif
|
||||
|
||||
// Modification de l'atténuation pour gérer le spot
|
||||
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
|
||||
float outerAngle = Lights[i].parameters3.y;
|
||||
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
float curAngle = dot(lightDir, -worldToLight);
|
||||
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
}
|
||||
|
||||
default:
|
||||
|
|
@ -318,7 +396,7 @@ void main()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
lightSpecular *= MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
|
|
@ -340,3 +418,4 @@ void main()
|
|||
#endif // LIGHTING
|
||||
#endif // FLAG_DEFERRED
|
||||
}
|
||||
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
|
|
@ -15,6 +15,7 @@ in vec2 VertexTexCoord;
|
|||
|
||||
/********************Sortant********************/
|
||||
out vec4 vColor;
|
||||
out vec4 vLightSpacePos[3];
|
||||
out mat3 vLightToWorld;
|
||||
out vec3 vNormal;
|
||||
out vec2 vTexCoord;
|
||||
|
|
@ -23,6 +24,8 @@ out vec3 vWorldPos;
|
|||
|
||||
/********************Uniformes********************/
|
||||
uniform vec3 EyePosition;
|
||||
uniform mat4 InvViewMatrix;
|
||||
uniform mat4 LightViewProjMatrix[3];
|
||||
uniform float VertexDepth;
|
||||
uniform mat4 ViewProjMatrix;
|
||||
uniform mat4 WorldMatrix;
|
||||
|
|
@ -120,6 +123,11 @@ void main()
|
|||
#endif
|
||||
#endif
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
for (int i = 0; i < 3; ++i)
|
||||
vLightSpacePos[i] = LightViewProjMatrix[i] * WorldMatrix * vec4(VertexPosition, 1.0);
|
||||
#endif
|
||||
|
||||
#if TEXTURE_MAPPING
|
||||
vTexCoord = VertexTexCoord;
|
||||
#endif
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue