Changed light model

Former-commit-id: bdf192bd83dbb5ae3ce8c46d6414e5b4fbc0047a
This commit is contained in:
Lynix
2013-08-28 02:52:09 +02:00
parent 83dc00dc60
commit f69d2f13e5
7 changed files with 198 additions and 207 deletions

View File

@@ -16,9 +16,8 @@ varying vec3 vWorldPos;
struct Light
{
int type;
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
@@ -44,29 +43,27 @@ uniform vec4 SceneAmbient;
/********************Fonctions********************/
void main()
{
vec4 fragmentColor = MaterialDiffuse;
vec4 diffuseColor = MaterialDiffuse;
#if DIFFUSE_MAPPING
fragmentColor *= texture2D(MaterialDiffuseMap, vTexCoord);
diffuseColor *= texture(MaterialDiffuseMap, vTexCoord);
#endif
#if ALPHA_MAPPING
fragmentColor.a *= texture2D(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(texture2D(MaterialNormalMap, vTexCoord)) - 1.0));
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0));
#else
vec3 normal = normalize(vNormal);
#endif
@@ -79,76 +76,74 @@ void main()
{
if (Lights[i].type == 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;
}
else if (Lights[i].type == 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;
}
else if (Lights[i].type == 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;
}
}
}
@@ -158,68 +153,75 @@ void main()
{
if (Lights[i].type == 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;
}
else if (Lights[i].type == 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;
}
else if (Lights[i].type == 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;
}
}
}
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

View File

@@ -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
}

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