Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)

This commit is contained in:
Ian Curtis 2017-04-02 21:03:59 +00:00
parent 07660be0df
commit f0e00c5dc7
6 changed files with 277 additions and 205 deletions

View file

@ -137,11 +137,13 @@ struct Viewport
float spotEllipse[4]; // spotlight ellipse (see RenderViewport())
float spotRange[2]; // Z range
float spotColor[3]; // color
float fogParams[5]; // fog parameters (...)
float fogParams[7]; // fog parameters (...)
float scrollFog; // a transparency value that determines if fog is blended over the bottom 2D layer
int x, y; // viewport coordinates (scaled and in OpenGL format)
int width, height; // viewport dimensions (scaled for display surface size)
int priority;
float spotFogColor[3]; // spotlight color on fog
float scrollAtt;
};
enum class Clip { INSIDE, OUTSIDE, INTERCEPT, NOT_SET };

View file

@ -97,15 +97,24 @@ void CNew3D::UploadTextures(unsigned level, unsigned x, unsigned y, unsigned wid
void CNew3D::DrawScrollFog()
{
// the logic for this is still not quite right
// the sroll fog value seems to be set with multiple viewports.. currently unknown which one to use
for (int i = 0; i < 4; i++) {
for (auto &n : m_nodes) {
if (n.viewport.scrollFog > 0 && n.viewport.priority == i) {
float *rgb = n.viewport.fogParams;
float rgba[4] = {n.viewport.fogParams[0], n.viewport.fogParams[1], n.viewport.fogParams[2], n.viewport.scrollFog};
float attenuation = n.viewport.scrollAtt; // Seems to pass the wrong values!
float ambient = n.viewport.fogParams[6];
float *spotRGB = n.viewport.spotFogColor;
float *spotEllipse = n.viewport.spotEllipse;
glViewport(0, 0, m_totalXRes, m_totalYRes); // fill the whole viewport
m_r3dScrollFog.DrawScrollFog(rgb[0], rgb[1], rgb[2], n.viewport.scrollFog);
m_r3dScrollFog.DrawScrollFog(rgba, attenuation, ambient, spotRGB, spotEllipse);
return;
}
@ -752,27 +761,36 @@ void CNew3D::RenderViewport(UINT32 addr)
// Spotlight
int spotColorIdx = (vpnode[0x20] >> 11) & 7; // spotlight color index
vp->spotEllipse[0] = (float)((vpnode[0x1E] >> 3) & 0x1FFF); // spotlight X position (fractional component?)
vp->spotEllipse[1] = (float)((vpnode[0x1D] >> 3) & 0x1FFF); // spotlight Y
vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16)
int spotFogColorIdx = (vpnode[0x20] >> 8) & 7; // spotlight on fog color index
vp->spotEllipse[0] = (float)(INT16)(vpnode[0x1E] & 0xFFFF) / 8.0f; // spotlight X position (13.3 fixed point)
vp->spotEllipse[1] = (float)(INT16)(vpnode[0x1D] & 0xFFFF) / 8.0f; // spotlight Y
vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit)
vp->spotEllipse[3] = (float)((vpnode[0x1D] >> 16) & 0xFFFF); // spotlight Y size
vp->spotRange[0] = 1.0f / (*(float *)&vpnode[0x21]); // spotlight start
vp->spotRange[1] = *(float *)&vpnode[0x1F]; // spotlight extent
if (vp->spotRange[1] == 0) { // if light extent = 0 light is effectively disabled
spotColorIdx = 0;
}
// Star Wars Trilogy needs this
vp->spotRange[0] = std::min(vp->spotRange[0], std::numeric_limits<float>::max());
vp->spotRange[0] = std::max(vp->spotRange[0], std::numeric_limits<float>::lowest());
vp->spotColor[0] = color[spotColorIdx][0]; // spotlight color
vp->spotColor[1] = color[spotColorIdx][1];
vp->spotColor[2] = color[spotColorIdx][2];
// Spotlight is applied on a per pixel basis, must scale its position and size to screen
vp->spotEllipse[1] = 384.0f - vp->spotEllipse[1];
vp->spotRange[1] += vp->spotRange[0]; // limit
vp->spotEllipse[2] = 496.0f / sqrt(vp->spotEllipse[2]); // spotlight appears to be specified in terms of physical resolution (unconfirmed)
vp->spotEllipse[3] = 384.0f / sqrt(vp->spotEllipse[3]);
vp->spotFogColor[0] = color[spotFogColorIdx][0]; // spotlight color on fog
vp->spotFogColor[1] = color[spotFogColorIdx][1];
vp->spotFogColor[2] = color[spotFogColorIdx][2];
// spotlight is specified in terms of physical resolution
vp->spotEllipse[1] = 384.0f - vp->spotEllipse[1]; // flip Y position
// Avoid division by zero
vp->spotEllipse[2] = std::max(1.0f, vp->spotEllipse[2]);
vp->spotEllipse[3] = std::max(1.0f, vp->spotEllipse[3]);
vp->spotEllipse[2] = std::roundf(2047.0f / vp->spotEllipse[2]);
vp->spotEllipse[3] = std::roundf(2047.0f / vp->spotEllipse[3]);
// Scale the spotlight to the OpenGL viewport
vp->spotEllipse[0] = vp->spotEllipse[0] * m_xRatio + m_xOffs;
@ -787,30 +805,16 @@ void CNew3D::RenderViewport(UINT32 addr)
vp->fogParams[3] = std::abs(*(float *)&vpnode[0x23]); // fog density - ocean hunter uses negative values, but looks the same
vp->fogParams[4] = (float)(INT16)(vpnode[0x25] & 0xFFFF)*(1.0f / 255.0f); // fog start
// Avoid Infinite and NaN values for Star Wars Trilogy
if (std::isinf(vp->fogParams[3]) || std::isnan(vp->fogParams[3])) {
for (int i = 0; i < 7; i++) vp->fogParams[i] = 0.0f;
}
vp->fogParams[5] = (float)((vpnode[0x24] >> 16) & 0xFF) * (1.0f / 255.0f); // fog attenuation
vp->fogParams[6] = (float)((vpnode[0x25] >> 16) & 0xFF) * (1.0f / 255.0f); // fog ambient
vp->scrollFog = (float)(vpnode[0x20] & 0xFF) * (1.0f / 255.0f); // scroll fog
// Unknown light/fog parameters
float scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
{
//test fog paramaters
float lightFogColour[3];
int fogColourIdx;
fogColourIdx = (vpnode[0x20] >> 8) & 7;
lightFogColour[0] = color[fogColourIdx][0];
lightFogColour[1] = color[fogColourIdx][1];
lightFogColour[2] = color[fogColourIdx][2];
float fogAttenuation = ((vpnode[0x24] >> 16) & 0xFF) / 255.f;
float fogAmbient = ((vpnode[0x25] >> 16) & 0xFF) / 255.f;
int debug = 0;
}
if (std::isinf(vp->fogParams[3]) || std::isnan(vp->fogParams[3]) || std::isinf(vp->fogParams[4]) || std::isnan(vp->fogParams[4])) { // Star Wars Trilogy
vp->fogParams[3] = vp->fogParams[4] = 0.0f;
}
vp->scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
// Clear texture offsets before proceeding
m_nodeAttribs.Reset();

View file

@ -12,17 +12,49 @@ static const char *vertexShaderFog =
"{\n"
"gl_Position = mvp * gl_Vertex;\n"
"}\n";
static const char *fragmentShaderFog =
"uniform vec4 fogColour;\n"
"void main()\n"
"{\n"
"gl_FragColor = fogColour;\n"
"}\n";
static const char *fragmentShaderFog =
"uniform float fogAttenuation;\n"
"uniform float fogAmbient;\n"
"uniform vec4 fogColour;\n"
"uniform vec3 spotFogColor;\n"
"uniform vec4 spotEllipse;\n"
// Spotlight on fog
"float ellipse;\n"
"vec2 position, size;\n"
"vec3 lSpotFogColor;\n"
// Scroll fog
"float lfogAttenuation;\n"
"vec3 lFogColor;\n"
"vec4 scrollFog;\n"
"void main()\n"
"{\n"
// Scroll fog base color
"lFogColor = fogColour.rgb * fogAmbient;\n"
// Spotlight on fog (area)
"position = spotEllipse.xy;\n"
"size = spotEllipse.zw;\n"
"ellipse = length((gl_FragCoord.xy - position) / size);\n"
"ellipse = pow(ellipse, 2.0);\n" // decay rate = square of distance from center
"ellipse = 1.0 - ellipse;\n" // invert
"ellipse = max(0.0, ellipse);\n" // clamp
// Spotlight on fog (color)
"lSpotFogColor = mix(spotFogColor * ellipse * fogColour.rgb, vec3(0.0), fogAttenuation);\n"
// Scroll fog density
"scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);\n"
// Final Color
"gl_FragColor = scrollFog;\n"
"}\n";
R3DScrollFog::R3DScrollFog()
{
//default coordinates are NDC -1,1 etc
@ -44,13 +76,13 @@ R3DScrollFog::R3DScrollFog()
R3DScrollFog::~R3DScrollFog()
{
DeallocResources();
}
void R3DScrollFog::DrawScrollFog(float r, float g, float b, float a)
{
//=======
Mat4 mvp;
DeallocResources();
}
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse)
{
//=======
Mat4 mvp;
//=======
// yeah this would have been much easier with immediate mode and fixed function .. >_<
@ -60,13 +92,17 @@ void R3DScrollFog::DrawScrollFog(float r, float g, float b, float a)
glDisable (GL_DEPTH_TEST); // disable depth testing
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_vbo.Bind (true);
glUseProgram (m_shaderProgram);
glUniform4f (m_locFogColour, r, g, b, a);
glUniformMatrix4fv (m_locMVP, 1, GL_FALSE, mvp);
glEnableClientState (GL_VERTEX_ARRAY);
m_vbo.Bind (true);
glUseProgram (m_shaderProgram);
glUniform4f (m_locFogColour, rgba[0], rgba[1], rgba[2], rgba[3]);
glUniform1f (m_locFogAttenuation, attenuation);
glUniform1f (m_locFogAmbient, ambient);
glUniform3f (m_locSpotFogColor, spotRGB[0], spotRGB[1], spotRGB[2]);
glUniform4f (m_locSpotEllipse, spotEllipse[0], spotEllipse[1], spotEllipse[2], spotEllipse[3]);
glUniformMatrix4fv (m_locMVP, 1, GL_FALSE, mvp);
glEnableClientState (GL_VERTEX_ARRAY);
glVertexPointer (3, GL_FLOAT, sizeof(SFVertex), 0);
glDrawArrays (GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
@ -81,12 +117,16 @@ void R3DScrollFog::DrawScrollFog(float r, float g, float b, float a)
void R3DScrollFog::AllocResources()
{
bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, std::string(), std::string(), vertexShaderFog, fragmentShaderFog);
m_locMVP = glGetUniformLocation(m_shaderProgram, "mvp");
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_vbo.Create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(SFTriangle) * (2), m_triangles);
}
m_locMVP = glGetUniformLocation(m_shaderProgram, "mvp");
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
m_vbo.Create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(SFTriangle) * (2), m_triangles);
}
void R3DScrollFog::DeallocResources()
{

View file

@ -9,13 +9,13 @@ class R3DScrollFog
{
public:
R3DScrollFog();
~R3DScrollFog();
void DrawScrollFog(float r, float g, float b, float a);
private:
R3DScrollFog();
~R3DScrollFog();
void DrawScrollFog(float rbga[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse);
private:
void AllocResources();
void DeallocResources();
@ -42,12 +42,16 @@ private:
GLuint m_shaderProgram;
GLuint m_vertexShader;
GLuint m_fragmentShader;
GLuint m_locFogColour;
GLuint m_locMVP;
VBO m_vbo;
};
GLuint m_locFogColour;
GLuint m_locMVP;
GLuint m_locFogAttenuation;
GLuint m_locFogAmbient;
GLuint m_locSpotFogColor;
GLuint m_locSpotEllipse;
VBO m_vbo;
};
}

View file

@ -2,30 +2,29 @@
#include "Graphics/Shader.h"
namespace New3D {
static const char *vertexShaderBasic =
static const char *vertexShaderBasic =
// uniforms
"uniform float fogIntensity;\n"
"uniform float fogDensity;\n"
"uniform float fogStart;\n"
//outputs to fragment shader
"varying float fsFogFactor;\n"
"varying float fsSpecularTerm;\n" // specular light term (additive)
"varying vec3 fsViewVertex;\n"
"varying vec3 fsViewNormal;\n" // per vertex normal vector
"uniform float fogStart;\n"
//outputs to fragment shader
"varying float fsFogFactor;\n"
"varying vec3 fsViewVertex;\n"
"varying vec3 fsViewNormal;\n" // per vertex normal vector
"varying vec4 fsColor;\n"
"void main(void)\n"
"{\n"
"fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
"{\n"
"fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
"float z = length(fsViewVertex);\n"
"fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
"fsColor = gl_Color;\n"
"gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
"fsColor = gl_Color;\n"
"gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
@ -41,40 +40,45 @@ static const char *fragmentShaderBasic =
"uniform int alphaTest;\n"
"uniform int textureAlpha;\n"
"uniform vec3 fogColour;\n"
"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
"uniform vec3 spotColor;\n" // spotlight RGB color
"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
"uniform int lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
"uniform float specularCoefficient;\n" // specular coefficient
"uniform float shininess;\n" // specular shininess
//interpolated inputs from vertex shader
"varying float fsFogFactor;\n"
"varying float fsSpecularTerm;\n" // specular light term (additive)
"varying vec3 fsViewVertex;\n"
"varying vec3 fsViewNormal;\n" // per vertex normal vector
"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
"uniform vec3 spotColor;\n" // spotlight RGB color
"uniform vec3 spotFogColor;\n" // spotlight RGB color on fog
"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
"uniform int lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
"uniform float specularCoefficient;\n" // specular coefficient
"uniform float shininess;\n" // specular shininess
"uniform float fogAttenuation;\n"
"uniform float fogAmbient;\n"
//interpolated inputs from vertex shader
"varying float fsFogFactor;\n"
"varying vec3 fsViewVertex;\n"
"varying vec3 fsViewNormal;\n" // per vertex normal vector
"varying vec4 fsColor;\n"
"void main()\n"
"{\n"
"vec4 tex1Data;\n"
"vec4 colData;\n"
"vec4 finalData;\n"
"bool discardFragment = false;\n"
"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
"if(textureEnabled==1) {\n"
"tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
"if (microTexture==1) {\n"
"vec2 scale = baseTexSize/256.0;\n"
"vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);\n"
"tex1Data = (tex1Data+tex2Data)/2.0;\n"
"vec4 tex1Data;\n"
"vec4 colData;\n"
"vec4 finalData;\n"
"vec4 fogData;\n"
"bool discardFragment = false;\n"
"fogData = vec4(fogColour.rgb * fogAmbient, fsFogFactor);\n"
"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
"if(textureEnabled==1) {\n"
"tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
"if (microTexture==1) {\n"
"vec2 scale = baseTexSize/256.0;\n"
"vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);\n"
"tex1Data = (tex1Data+tex2Data)/2.0;\n"
"}\n"
"if (alphaTest==1) {\n" // does it make any sense to do this later?
@ -95,14 +99,20 @@ static const char *fragmentShaderBasic =
"discardFragment = true;\n"
"}\n"
"if (discardFragment) {\n"
"discard;\n"
"}\n"
"if (lightEnable==1) {\n"
"vec3 lightIntensity;\n"
"vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
"float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
"if (discardFragment) {\n"
"discard;\n"
"}\n"
"float ellipse;\n"
"ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);\n"
"ellipse = pow(ellipse, 2.0);\n" // decay rate = square of distance from center
"ellipse = 1.0 - ellipse;\n" // invert
"ellipse = max(0.0, ellipse);\n" // clamp
"if (lightEnable==1) {\n"
"vec3 lightIntensity;\n"
"vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
"float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
"sunVector = lighting[0] * vec3(1.0, -1.0, -1.0);\n"
@ -112,40 +122,43 @@ static const char *fragmentShaderBasic =
// Total light intensity: sum of all components
"lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse
"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
"vec2 ellipse;\n"
"float insideSpot;\n"
// Compute spotlight and apply lighting
"ellipse = (gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw;\n"
"insideSpot = dot(ellipse, ellipse);\n"
"if ((insideSpot <= 1.0) && (-fsViewVertex.z >= spotRange.x)) {\n"
"lightIntensity.rgb += (1.0 - insideSpot)*spotColor;\n"
"}\n"
"finalData.rgb *= lightIntensity;\n"
"if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
"float nDotL = max(dot(fsViewNormal,sunVector),0.0);\n"
"finalData.rgb += vec3(specularCoefficient * pow(nDotL,shininess));\n"
//"vec3 v = normalize(-fsViewVertex);\n"
//"vec3 h = normalize(sunVector + v);\n" // halfway vector
//"float NdotHV = max(dot(fsViewNormal,h),0.0);\n"
//"finalData.rgb += vec3(specularCoefficient * pow(NdotHV,shininess));\n"
"}\n"
"}\n"
"finalData.rgb = mix(finalData.rgb, fogColour, fsFogFactor);\n"
"gl_FragColor = finalData;\n"
"}\n";
"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
// Compute spotlight and apply lighting
"float enable, range, d;\n"
"float inv_r = 1.0 / spotEllipse.z;\n" // slope of decay function
"d = spotRange.x + spotRange.y + fsViewVertex.z;\n"
"enable = step(spotRange.x + min(spotRange.y, 0.0), -fsViewVertex.z);\n"
// inverse-linear falloff
// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
// y = 1 / (d/r + 1)^2
"range = 1.0 / pow(min(0.0, d * inv_r) - 1.0, 2.0);\n"
"range = clamp(range, 0.0, 1.0);\n"
"range *= enable;\n"
"float lobeEffect = range * ellipse;\n"
"lightIntensity.rgb += spotColor*lobeEffect;\n"
"finalData.rgb *= lightIntensity;\n"
"if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
"float nDotL = max(dot(fsViewNormal,sunVector),0.0);\n"
"finalData.rgb += vec3(specularCoefficient * pow(nDotL,shininess));\n"
"}\n"
"}\n"
// Spotlight on fog
"vec3 lSpotFogColor = spotFogColor * ellipse * fogColour.rgb;\n"
// Fog & spotlight applied
"finalData.rgb = mix(finalData.rgb, lSpotFogColor * fogAttenuation + fogData.rgb, fogData.a);\n"
"gl_FragColor = finalData;\n"
"}\n";
R3DShader::R3DShader()
{
@ -211,20 +224,23 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize");
m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable");
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable");
m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
m_locSpecCoefficient= glGetUniformLocation(m_shaderProgram, "specularCoefficient");
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
return success;
}
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
return success;
}
void R3DShader::SetShader(bool enable)
{
@ -331,17 +347,20 @@ void R3DShader::SetMeshUniforms(const Mesh* m)
void R3DShader::SetViewportUniforms(const Viewport *vp)
{
//didn't bother caching these, they don't get frequently called anyway
glUniform1f (m_locFogDensity, vp->fogParams[3]);
glUniform1f (m_locFogStart, vp->fogParams[4]);
glUniform3fv(m_locFogColour, 1, vp->fogParams);
glUniform3fv(m_locLighting, 2, vp->lightingParams);
glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
glUniform2fv(m_locSpotRange, 1, vp->spotRange);
glUniform3fv(m_locSpotColor, 1, vp->spotColor);
}
void R3DShader::SetModelStates(const Model* model)
glUniform1f (m_locFogDensity, vp->fogParams[3]);
glUniform1f (m_locFogStart, vp->fogParams[4]);
glUniform3fv(m_locFogColour, 1, vp->fogParams);
glUniform1f (m_locFogAttenuation, vp->fogParams[5]);
glUniform1f (m_locFogAmbient, vp->fogParams[6]);
glUniform3fv(m_locLighting, 2, vp->lightingParams);
glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
glUniform2fv(m_locSpotRange, 1, vp->spotRange);
glUniform3fv(m_locSpotColor, 1, vp->spotColor);
glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
}
void R3DShader::SetModelStates(const Model* model)
{
//==========
MatDet test;

View file

@ -59,20 +59,23 @@ private:
// viewport uniform locations
GLint m_locFogIntensity;
GLint m_locFogDensity;
GLint m_locFogStart;
GLint m_locFogColour;
// lighting
GLint m_locLighting;
GLint m_locFogDensity;
GLint m_locFogStart;
GLint m_locFogColour;
GLint m_locFogAttenuation;
GLint m_locFogAmbient;
// lighting
GLint m_locLighting;
GLint m_locLightEnable;
GLint m_locShininess;
GLint m_locSpecCoefficient;
GLint m_locSpotEllipse;
GLint m_locSpotRange;
GLint m_locSpotColor;
};
} // New3D
GLint m_locSpotEllipse;
GLint m_locSpotRange;
GLint m_locSpotColor;
GLint m_locSpotFogColor;
};
} // New3D
#endif