Changed light model
Former-commit-id: bdf192bd83dbb5ae3ce8c46d6414e5b4fbc0047a
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@ -163,17 +163,9 @@ int main()
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// Nous choisissons une lumière directionnelle représentant la nébuleuse de notre skybox
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NzLight nebulaLight(nzLightType_Directional);
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// Il nous faut ensuite configurer la lumière, pour commencer, les couleurs.
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// La couleur ambiante est celle qui sera appliquée à toutes les faces, éclairées ou non, dans le rayon de la lumière
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// Comme nous avons une lumière infinie, ceci est la couleur appliquée de base à toutes les faces de la scène
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nebulaLight.SetAmbientColor(NzColor(30, 30, 30));
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// Ensuite vient la couleur diffuse, celle-ci étant la couleur appliquée lorsque la lumière éclaire une face
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nebulaLight.SetDiffuseColor(NzColor(255, 182, 90));
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// Ensuite, la lumière spéculaire, appliquée aux faces éclairées faisant face à la lumière
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nebulaLight.SetSpecularColor(NzColor::Orange);
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// Il nous faut ensuite configurer la lumière
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// Pour commencer, sa couleur, la nébuleuse étant d'une couleur jaune, j'ai choisi ces valeurs
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nebulaLight.SetColor(NzColor(255, 182, 90));
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// Nous appliquons ensuite une rotation de sorte que la lumière dans la même direction que la nébuleuse
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nebulaLight.SetRotation(NzEulerAnglesf(0.f, 102.f, 0.f));
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@ -25,26 +25,26 @@ class NAZARA_API NzLight : public NzSceneNode
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void Enable(const NzShaderProgram* program, unsigned int lightUnit) const;
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NzColor GetAmbientColor() const;
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float GetAmbientFactor() const;
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float GetAttenuation() const;
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const NzBoundingVolumef& GetBoundingVolume() const;
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NzColor GetDiffuseColor() const;
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NzColor GetColor() const;
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float GetDiffuseFactor() const;
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float GetInnerAngle() const;
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nzLightType GetLightType() const;
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float GetOuterAngle() const;
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float GetRadius() const;
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nzSceneNodeType GetSceneNodeType() const;
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NzColor GetSpecularColor() const;
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bool IsDrawable() const;
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void SetAmbientColor(const NzColor& ambient);
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void SetAmbientFactor(float factor);
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void SetAttenuation(float attenuation);
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void SetDiffuseColor(const NzColor& diffuse);
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void SetColor(const NzColor& color);
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void SetDiffuseFactor(float factor);
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void SetInnerAngle(float innerAngle);
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void SetOuterAngle(float outerAngle);
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void SetRadius(float radius);
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void SetSpecularColor(const NzColor& specular);
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NzLight& operator=(const NzLight& light);
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@ -59,11 +59,11 @@ class NAZARA_API NzLight : public NzSceneNode
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nzLightType m_type;
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mutable NzBoundingVolumef m_boundingVolume;
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NzColor m_ambientColor;
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NzColor m_diffuseColor;
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NzColor m_specularColor;
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NzColor m_color;
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mutable bool m_boundingVolumeUpdated;
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float m_ambientFactor;
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float m_attenuation;
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float m_diffuseFactor;
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float m_innerAngle;
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float m_outerAngle;
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float m_radius;
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@ -17,11 +17,11 @@
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NzLight::NzLight(nzLightType type) :
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m_type(type),
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m_ambientColor((type == nzLightType_Directional) ? NzColor(50, 50, 50) : NzColor::Black),
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m_diffuseColor(NzColor::White),
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m_specularColor(NzColor::White),
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m_color(NzColor::White),
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m_boundingVolumeUpdated(false),
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m_ambientFactor((type == nzLightType_Directional) ? 0.2f : 0.f),
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m_attenuation(0.9f),
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m_diffuseFactor(1.f),
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m_innerAngle(15.f),
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m_outerAngle(45.f),
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m_radius(5.f)
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@ -45,9 +45,8 @@ void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) con
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struct Light
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{
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int type;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 color;
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vec2 factors;
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vec4 parameters1;
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vec4 parameters2;
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@ -69,9 +68,8 @@ void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) con
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///TODO: Optimiser
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int typeLocation = program->GetUniformLocation("Lights[0].type");
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int ambientLocation = program->GetUniformLocation("Lights[0].ambient");
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int diffuseLocation = program->GetUniformLocation("Lights[0].diffuse");
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int specularLocation = program->GetUniformLocation("Lights[0].specular");
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int colorLocation = program->GetUniformLocation("Lights[0].color");
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int factorsLocation = program->GetUniformLocation("Lights[0].factors");
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int parameters1Location = program->GetUniformLocation("Lights[0].parameters1");
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int parameters2Location = program->GetUniformLocation("Lights[0].parameters2");
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int parameters3Location = program->GetUniformLocation("Lights[0].parameters3");
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@ -83,18 +81,16 @@ void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) con
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// On applique cet offset
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typeLocation += offset;
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ambientLocation += offset;
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diffuseLocation += offset;
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specularLocation += offset;
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colorLocation += offset;
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factorsLocation += offset;
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parameters1Location += offset;
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parameters2Location += offset;
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parameters3Location += offset;
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}
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program->SendInteger(typeLocation, m_type);
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program->SendColor(ambientLocation, m_ambientColor);
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program->SendColor(diffuseLocation, m_diffuseColor);
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program->SendColor(specularLocation, m_specularColor);
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program->SendColor(colorLocation, m_color);
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program->SendVector(factorsLocation, NzVector2f(m_ambientFactor, m_diffuseFactor));
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if (!m_derivedUpdated)
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UpdateDerived();
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@ -118,6 +114,16 @@ void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) con
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}
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}
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float NzLight::GetAmbientFactor() const
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{
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return m_ambientFactor;
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}
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float NzLight::GetAttenuation() const
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{
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return m_attenuation;
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}
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const NzBoundingVolumef& NzLight::GetBoundingVolume() const
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{
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if (!m_boundingVolumeUpdated)
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@ -126,19 +132,14 @@ const NzBoundingVolumef& NzLight::GetBoundingVolume() const
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return m_boundingVolume;
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}
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NzColor NzLight::GetAmbientColor() const
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NzColor NzLight::GetColor() const
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{
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return m_ambientColor;
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return m_color;
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}
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float NzLight::GetAttenuation() const
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float NzLight::GetDiffuseFactor() const
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{
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return m_attenuation;
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}
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NzColor NzLight::GetDiffuseColor() const
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{
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return m_diffuseColor;
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return m_diffuseFactor;
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}
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float NzLight::GetInnerAngle() const
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@ -166,19 +167,14 @@ nzSceneNodeType NzLight::GetSceneNodeType() const
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return nzSceneNodeType_Light;
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}
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NzColor NzLight::GetSpecularColor() const
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{
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return m_specularColor;
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}
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bool NzLight::IsDrawable() const
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{
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return true;
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}
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void NzLight::SetAmbientColor(const NzColor& ambient)
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void NzLight::SetAmbientFactor(float factor)
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{
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m_ambientColor = ambient;
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m_ambientFactor = factor;
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}
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void NzLight::SetAttenuation(float attenuation)
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@ -186,9 +182,14 @@ void NzLight::SetAttenuation(float attenuation)
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m_attenuation = attenuation;
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}
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void NzLight::SetDiffuseColor(const NzColor& diffuse)
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void NzLight::SetColor(const NzColor& color)
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{
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m_diffuseColor = diffuse;
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m_color = color;
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}
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void NzLight::SetDiffuseFactor(float factor)
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{
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m_diffuseFactor = factor;
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}
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void NzLight::SetInnerAngle(float innerAngle)
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@ -212,11 +213,6 @@ void NzLight::SetRadius(float radius)
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m_boundingVolumeUpdated = false;
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}
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void NzLight::SetSpecularColor(const NzColor& specular)
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{
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m_specularColor = specular;
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}
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NzLight& NzLight::operator=(const NzLight& light)
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{
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std::memcpy(this, &light, sizeof(NzLight));
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@ -16,9 +16,8 @@ varying vec3 vWorldPos;
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struct Light
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{
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int type;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 color;
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vec2 factors;
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vec4 parameters1;
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vec4 parameters2;
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@ -44,29 +43,27 @@ uniform vec4 SceneAmbient;
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/********************Fonctions********************/
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void main()
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{
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vec4 fragmentColor = MaterialDiffuse;
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vec4 diffuseColor = MaterialDiffuse;
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#if DIFFUSE_MAPPING
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fragmentColor *= texture2D(MaterialDiffuseMap, vTexCoord);
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diffuseColor *= texture(MaterialDiffuseMap, vTexCoord);
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#endif
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#if ALPHA_MAPPING
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fragmentColor.a *= texture2D(MaterialAlphaMap, vTexCoord).r;
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diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
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#endif
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#if ALPHA_TEST
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if (fragmentColor.a < MaterialAlphaThreshold)
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if (diffuseColor.a < MaterialAlphaThreshold)
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discard;
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#endif
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#if LIGHTING
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vec3 lightColor = vec3(0.0);
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#if SPECULAR_MAPPING
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vec3 specularColor = vec3(0.0);
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#endif
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vec3 lightAmbient = vec3(0.0);
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vec3 lightDiffuse = vec3(0.0);
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vec3 lightSpecular = vec3(0.0);
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#if NORMAL_MAPPING
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vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture2D(MaterialNormalMap, vTexCoord)) - 1.0));
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vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0));
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#else
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vec3 normal = normalize(vNormal);
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#endif
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@ -79,76 +76,74 @@ void main()
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{
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if (Lights[i].type == LIGHT_DIRECTIONAL)
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{
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vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
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vec3 lightDir = -Lights[i].parameters1.xyz;
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// Ambient
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lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
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lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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#if SPECULAR_MAPPING
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specularColor += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
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#else
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lightColor += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
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#endif
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lightSpecular += specularFactor * Lights[i].color.rgb;
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}
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else if (Lights[i].type == LIGHT_POINT)
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
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lightDir = normalize(lightDir);
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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#if SPECULAR_MAPPING
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specularColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
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#else
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lightColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
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#endif
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lightSpecular += att * specularFactor * Lights[i].color.rgb;
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}
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else if (Lights[i].type == LIGHT_SPOT)
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
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lightDir = normalize(lightDir);
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Modification de l'atténuation
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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// Modification de l'atténuation pour gérer le spot
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float outerAngle = Lights[i].parameters3.y;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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float lambert = max(dot(normal, lightDir), 0.0);
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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// Diffuse
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lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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#if SPECULAR_MAPPING
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specularColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
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#else
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lightColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
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#endif
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lightSpecular += att * specularFactor * Lights[i].color.rgb;
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}
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}
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}
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@ -158,68 +153,75 @@ void main()
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{
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if (Lights[i].type == LIGHT_DIRECTIONAL)
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{
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vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
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vec3 lightDir = -Lights[i].parameters1.xyz;
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// Ambient
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lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
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lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
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}
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else if (Lights[i].type == LIGHT_POINT)
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
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lightDir = normalize(lightDir);
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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}
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else if (Lights[i].type == LIGHT_SPOT)
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
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lightDir = normalize(lightDir);
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Modification de l'atténuation
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// 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;
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fragmentColor *= vec4(lightColor, 1.0);
|
||||
lightAmbient = (lightAmbient + SceneAmbient.rgb)*MaterialAmbient.rgb;
|
||||
lightSpecular *= MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
fragmentColor *= vec4(specularColor * texture2D(MaterialSpecularMap, vTexCoord).rgb, 1.0); // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
lightSpecular *= texture(MaterialSpecularMap, vTexCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
#endif
|
||||
|
||||
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
|
||||
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
|
||||
|
||||
#if EMISSIVE_MAPPING
|
||||
#if SPECULAR_MAPPING
|
||||
float lightIntensity = dot(lightColor + specularColor, vec3(0.3, 0.59, 0.11));
|
||||
#else
|
||||
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
|
||||
#endif // SPECULAR_MAPPING
|
||||
|
||||
vec3 emissionColor = MaterialDiffuse.rgb * texture2D(MaterialEmissiveMap, vTexCoord).rgb;
|
||||
gl_FragColor = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
|
||||
vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, vTexCoord).rgb;
|
||||
RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
|
||||
#else
|
||||
gl_FragColor = fragmentColor;
|
||||
RenderTarget0 = fragmentColor;
|
||||
#endif // EMISSIVE_MAPPING
|
||||
#else
|
||||
gl_FragColor = fragmentColor;
|
||||
RenderTarget0 = diffuseColor;
|
||||
#endif // LIGHTING
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
|
|
@ -17,9 +17,8 @@ out vec4 RenderTarget2;
|
|||
struct Light
|
||||
{
|
||||
int type;
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
vec4 color;
|
||||
vec2 factors;
|
||||
|
||||
vec4 parameters1;
|
||||
vec4 parameters2;
|
||||
|
|
@ -45,18 +44,18 @@ uniform vec4 SceneAmbient;
|
|||
/********************Fonctions********************/
|
||||
void main()
|
||||
{
|
||||
vec4 fragmentColor = MaterialDiffuse;
|
||||
vec4 diffuseColor = MaterialDiffuse;
|
||||
#if DIFFUSE_MAPPING
|
||||
fragmentColor *= texture(MaterialDiffuseMap, vTexCoord);
|
||||
diffuseColor *= texture(MaterialDiffuseMap, vTexCoord);
|
||||
#endif
|
||||
|
||||
#if FLAG_DEFERRED
|
||||
#if ALPHA_TEST
|
||||
#if ALPHA_MAPPING // Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé)
|
||||
fragmentColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
|
||||
diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
|
||||
#endif
|
||||
|
||||
if (fragmentColor.a < MaterialAlphaThreshold)
|
||||
if (diffuseColor.a < MaterialAlphaThreshold)
|
||||
discard;
|
||||
#endif // ALPHA_TEST
|
||||
|
||||
|
|
@ -67,39 +66,37 @@ void main()
|
|||
vec3 normal = normalize(vNormal);
|
||||
#endif // NORMAL_MAPPING
|
||||
|
||||
vec3 specular = MaterialSpecular.rgb;
|
||||
vec3 specularColor = MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
specular *= texture(MaterialSpecularMap, vTexCoord).rgb;
|
||||
specularColor *= texture(MaterialSpecularMap, vTexCoord).rgb;
|
||||
#endif
|
||||
|
||||
/*
|
||||
Texture0: Diffuse Color + Flags
|
||||
Texture1: Normal map + Empty
|
||||
Texture2: Specular value + Shininess
|
||||
Texture2: Specular color + Shininess
|
||||
Texture3: Depth texture
|
||||
*/
|
||||
RenderTarget0 = vec4(fragmentColor.rgb, 1.0);
|
||||
RenderTarget1 = vec4(normal, 0.0);
|
||||
RenderTarget2 = vec4(specular, MaterialShininess);
|
||||
RenderTarget0 = vec4(diffuseColor.rgb, 1.0);
|
||||
RenderTarget1 = vec4(normal*0.5 + 0.5, 0.0);
|
||||
RenderTarget2 = vec4(specularColor, MaterialShininess);
|
||||
#else // LIGHTING
|
||||
RenderTarget0 = vec4(fragmentColor.rgb, 0.0);
|
||||
RenderTarget0 = vec4(diffuseColor.rgb, 0.0);
|
||||
#endif
|
||||
#else // FLAG_DEFERRED
|
||||
#if ALPHA_MAPPING
|
||||
fragmentColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
|
||||
diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
|
||||
#endif
|
||||
|
||||
#if ALPHA_TEST
|
||||
if (fragmentColor.a < MaterialAlphaThreshold)
|
||||
if (diffuseColor.a < MaterialAlphaThreshold)
|
||||
discard;
|
||||
#endif
|
||||
|
||||
#if LIGHTING
|
||||
vec3 lightColor = vec3(0.0);
|
||||
|
||||
#if SPECULAR_MAPPING
|
||||
vec3 specularColor = vec3(0.0);
|
||||
#endif
|
||||
vec3 lightAmbient = vec3(0.0);
|
||||
vec3 lightDiffuse = vec3(0.0);
|
||||
vec3 lightSpecular = vec3(0.0);
|
||||
|
||||
#if NORMAL_MAPPING
|
||||
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0));
|
||||
|
|
@ -117,80 +114,78 @@ void main()
|
|||
{
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
|
||||
|
||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||
|
||||
// Ambient
|
||||
lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
|
||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
#if SPECULAR_MAPPING
|
||||
specularColor += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
|
||||
#else
|
||||
lightColor += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
|
||||
#endif
|
||||
lightSpecular += specularFactor * Lights[i].color.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
|
||||
lightDir = normalize(lightDir);
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
#if SPECULAR_MAPPING
|
||||
specularColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
|
||||
#else
|
||||
lightColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
|
||||
#endif
|
||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
|
||||
lightDir = normalize(lightDir);
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Modification de l'atténuation
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// 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;
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
#if SPECULAR_MAPPING
|
||||
specularColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
|
||||
#else
|
||||
lightColor += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;
|
||||
#endif
|
||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -208,50 +203,56 @@ void main()
|
|||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
|
||||
|
||||
|
||||
// Ambient
|
||||
lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
|
||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
|
||||
lightDir = normalize(lightDir);
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);
|
||||
lightDir = normalize(lightDir);
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
|
||||
|
||||
// Modification de l'atténuation
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// 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;
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;
|
||||
break;
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
}
|
||||
|
||||
default:
|
||||
|
|
@ -260,17 +261,17 @@ void main()
|
|||
}
|
||||
}
|
||||
|
||||
fragmentColor *= vec4(lightColor, 1.0);
|
||||
lightAmbient = (lightAmbient + SceneAmbient.rgb)*MaterialAmbient.rgb;
|
||||
lightSpecular *= MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
fragmentColor *= vec4(specularColor * texture(MaterialSpecularMap, vTexCoord).rgb, 1.0); // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
lightSpecular *= texture(MaterialSpecularMap, vTexCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
#endif
|
||||
|
||||
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
|
||||
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
|
||||
|
||||
#if EMISSIVE_MAPPING
|
||||
#if SPECULAR_MAPPING
|
||||
float lightIntensity = dot(lightColor + specularColor, vec3(0.3, 0.59, 0.11));
|
||||
#else
|
||||
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
|
||||
#endif // SPECULAR_MAPPING
|
||||
|
||||
vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, vTexCoord).rgb;
|
||||
RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
|
||||
|
|
@ -278,7 +279,7 @@ void main()
|
|||
RenderTarget0 = fragmentColor;
|
||||
#endif // EMISSIVE_MAPPING
|
||||
#else
|
||||
RenderTarget0 = fragmentColor;
|
||||
RenderTarget0 = diffuseColor;
|
||||
#endif // LIGHTING
|
||||
#endif // FLAG_DEFERRED
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue