Supermodel/Src/Graphics/Legacy3D/Shaders/Vertex.glsl

210 lines
7.7 KiB
GLSL

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Vertex.glsl
*
* Vertex shader for 3D rendering.
*/
#version 120
// Global uniforms
uniform mat4 modelViewMatrix; // model -> view space matrix
uniform mat4 projectionMatrix; // view space -> screen space matrix
uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height)
uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
uniform vec3 spotColor; // spotlight RGB color
// Custom vertex attributes
attribute vec4 subTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
attribute vec4 texParams; // .x=texture enable (if 1, else 0), .y=use transparency (if >=0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode
attribute float texFormat; // T1RGB5 contour texture (if > 0)
attribute float texMap; // texture map number
attribute float transLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value
attribute float lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
attribute float specular; // specular coefficient (0.0 if disabled)
attribute float shininess; // specular shininess
attribute float fogIntensity; // fog intensity (1.0, full fog effect, 0.0, no fog)
// Custom outputs to fragment shader
varying vec4 fsSubTexture;
varying vec4 fsTexParams;
varying float fsTexFormat;
varying float fsTexMap;
varying float fsTransLevel;
varying vec3 fsLightIntensity; // total light intensity for this vertex
varying float fsSpecularTerm; // specular light term (additive)
varying float fsFogFactor; // fog factor
varying float fsViewZ;
// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)
mat3 GetLinearPart( mat4 m )
{
mat3 result;
result[0][0] = m[0][0];
result[0][1] = m[0][1];
result[0][2] = m[0][2];
result[1][0] = m[1][0];
result[1][1] = m[1][1];
result[1][2] = m[1][2];
result[2][0] = m[2][0];
result[2][1] = m[2][1];
result[2][2] = m[2][2];
return result;
}
void main(void)
{
vec3 viewVertex; // vertex coordinates in view space
vec3 viewNormal; // vertex normal in view space
vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
vec3 halfway;
float specFactor;
// Transform vertex
gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;
viewVertex = vec3(modelViewMatrix * gl_Vertex);
/*
* Modulation
*
* Polygon color serves as material color (modulating the light intensity)
* for textured polygons. The fragment shader will ignore (overwrite) the
* the color passed to it if the fragment is textured.
*
* Untextured fragments must be set to the polygon color and the light
* intensity is initialized to 1.0 here. Alpha must be set to 1.0 because
* the fragment shader multiplies it by the polygon translucency setting.
*
* TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified
* for the vertex? If so, we can remove that line from here.
*/
gl_FrontColor = gl_Color; // untextured polygons will use this
gl_FrontColor.a = 1.0;
fsLightIntensity = vec3(1.0,1.0,1.0);
if (texParams.x > 0.5) // textured
fsLightIntensity *= gl_Color.rgb;
/*
* Sun Light
*
* Parallel light source and ambient lighting are only applied for non-
* luminous polygons.
*/
fsSpecularTerm = 0.0;
if (lightEnable > 0.5) // not luminous
{
// Normal -> view space
viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);
// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
sunVector = lighting[0]*vec3(1.0,-1.0,-1.0);
// Compute diffuse factor for sunlight
sunFactor = max(dot(sunVector,viewNormal),0.0);
// Total light intensity: sum of all components
fsLightIntensity *= min(1.0,(sunFactor*lighting[1].x+lighting[1].y));
/*
* Specular Lighting
*
* The specular term is treated similarly to the "separate specular
* color" functionality of OpenGL: it is added as a highlight in the
* fragment shader. This allows even black textures to be lit.
*
* TO-DO: Ambient intensity viewport parameter is known but what about
* the intensity of the specular term? Always applied with full
* intensity here but this is unlikely to be correct.
*/
if (shininess >= 0.0)
{
// Standard specular lighting equation
if (sunFactor > 0.0)
{
vec3 V = normalize(-viewVertex);
vec3 H = normalize(sunVector+V); // halfway vector
fsSpecularTerm = specular*pow(max(dot(viewNormal,H),0.0),shininess);
// Phong formula
// vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);
// vec3 V = normalize(-viewVertex);
// fsSpecularTerm = lighting[1].x * specular * pow(max(dot(R,V),0.0),4.);
//
// This looks decent in Scud Race attract mode. It is directionally
// correct (highlights appear in the right places under the same
// conditions as the actual game). In game play, it no longer works.
// This is loosely based on the Model 2 formula, which is:
//
// s = 2*dot(light, normal)*normal.z - light.z
//
// float dot1 = dot(sunVector, viewNormal);
// float s = dot1*viewNormal.z;
// fsSpecularTerm =specular * pow(max(s, 0.0), 2.);
//
}
/*
vec3 V = normalize(-viewVertex);
vec3 H = normalize(sunVector+V); // halfway vector
float s = max(10.0,64.0-shininess); // seems to look nice, but probably not correct
fsSpecularTerm = pow(max(dot(viewNormal,H),0.0),s);
if (sunFactor <= 0.0) fsSpecularTerm = 0.0;
*/
// Faster approximation
//float temp = max(dot(viewNormal,H),0.0);
//float s = 64.0-shininess;
//fsSpecularTerm = temp/(s-temp*s+temp);
// Phong formula
//vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);
//vec3 V = normalize(-viewVertex);
//float s = max(2.0,64.0-shininess);
//fsSpecularTerm = pow(max(dot(R,V),0.0),s);
}
}
// Fog
float z = length(viewVertex);
fsFogFactor = clamp(1.0-fogIntensity*(gl_Fog.start+z*gl_Fog.density), 0.0, 1.0);
// Pass viewspace Z coordinate (for spotlight)
fsViewZ = -viewVertex.z; // convert Z from GL->Real3D convention (want +Z to be further into screen)
// Pass remaining parameters to fragment shader
gl_TexCoord[0] = gl_MultiTexCoord0;
fsSubTexture = subTexture;
fsTexParams = texParams;
fsTransLevel = transLevel;
fsTexFormat = texFormat;
fsTexMap = texMap;
}