From ed5740b6f667628f344d9dd17686424ce9e2de82 Mon Sep 17 00:00:00 2001 From: taw27 Date: Sat, 26 Jul 2008 23:19:32 +0000 Subject: Initial normal mapping stuff git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@176 84d2e878-0bd5-11dd-ad15-13eda11d74c5 --- data/Makefile.am | 7 ++++--- data/shaders/lighting.frag | 42 +++++++++++++++++++++++++++++++----------- data/shaders/lighting.vert | 2 ++ 3 files changed, 37 insertions(+), 14 deletions(-) (limited to 'data') diff --git a/data/Makefile.am b/data/Makefile.am index 28241e0..9ea8369 100644 --- a/data/Makefile.am +++ b/data/Makefile.am @@ -1,12 +1,13 @@ modelsdir = $(datadir)/thrust3d/models -models_DATA = models/floor models/lander models/randombox models/walle models/walln models/wallw models/walls models/platform \ - models/ceiling models/tiledfloor +models_DATA = models/floor models/lander models/randombox models/walle models/walln models/wallw models/walls \ + models/platform models/ceiling models/tiledfloor shadersdir = $(datadir)/thrust3d/shaders shaders_DATA = shaders/lighting.vert shaders/lighting.frag shaders/swirlytron.vert shaders/swirlytron.frag texturesdir = $(datadir)/thrust3d/textures -textures_DATA = textures/floor1.png textures/tiledwall.png textures/radioactive.png textures/fuel.png textures/font.png textures/concrete.png +textures_DATA = textures/floor1.png textures/tiledwall.png textures/radioactive.png textures/fuel.png \ + textures/font.png textures/concrete.png textures/tiledwall-normals.png roomsdir = $(datadir)/thrust3d/rooms rooms_DATA = rooms/00-00-00 rooms/00-00-01 rooms/00-00-02 rooms/00-00-03 rooms/00-00-04 rooms/00-01-04 rooms/00-02-04 diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag index ef7ce18..0b11b36 100644 --- a/data/shaders/lighting.frag +++ b/data/shaders/lighting.frag @@ -12,11 +12,15 @@ varying vec3 normal; varying vec3 light0vc; +varying vec3 light0hvc; varying vec3 light1vc; varying vec3 light2vc; varying vec3 light2hvc; uniform sampler2D texture; +uniform sampler2D normalmap; + +uniform bool has_normals; uniform bool fill_light_enabled; uniform bool texture_enabled; uniform bool texture_emits; @@ -31,9 +35,13 @@ void main() { vec3 emit; vec3 diff = vec3(0.0, 0.0, 0.0); vec3 spec = vec3(0.0, 0.0, 0.0); + vec3 norm = normal; + + if ( has_normals ) { + norm += (texture2D(normalmap, gl_TexCoord[0].st).rgb - vec3(0.5, 0.5, 0.5)) / 2.0; + } - vec3 norm = normalize(normal); - float ndothv = max(dot(norm, normalize(light2hvc)), 0.0); + norm = normalize(norm); /* Ambient */ ambi = col_ambi_diff * gl_LightModel.ambient.rgb; @@ -43,21 +51,33 @@ void main() { /* Fill-in light (light 2) */ if ( fill_light_enabled ) { - + + float ndothv; + + ndothv = max(dot(norm, normalize(light2hvc)), 0.0); diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0); spec += gl_LightSource[2].specular.rgb * pow(ndothv, 80.0); } else { /* Spotlight (light 0) - positional, spotlight */ - float falloff = 1/ ( gl_LightSource[0].constantAttenuation + float falloff; + float spot; + float ndothv; + + falloff = 1/ ( gl_LightSource[0].constantAttenuation + gl_LightSource[0].linearAttenuation * length(light0vc) + gl_LightSource[0].quadraticAttenuation * pow(length(light0vc), 2.0) ); - float spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0); + spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0); spot = pow(spot, gl_LightSource[0].spotExponent); - diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * max(dot(normalize(light0vc).xyz, norm), 0.0); - spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * pow(ndothv, 80.0); - + + ndothv = max(dot(norm, normalize(light0hvc)), 0.0); + + diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * + max(dot(normalize(light0vc).xyz, norm), 0.0); + + spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(ndothv, 80.0); + /* Background glow (light 1) - diffuse only, directional */ diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0); @@ -73,9 +93,9 @@ void main() { min(emit.b + ambi.b + diff.b + spec.b + tex.b, 1.0), alpha); } else { - gl_FragColor = vec4(tex.r * min(emit.r + ambi.r + diff.r + spec.r, 1.0), - tex.g * min(emit.g + ambi.g + diff.g + spec.g, 1.0), - tex.b * min(emit.b + ambi.b + diff.b + spec.b, 1.0), + gl_FragColor = vec4(min(tex.r * (ambi.r + diff.r) + spec.r, 1.0), + min(tex.g * (ambi.g + diff.g) + spec.g, 1.0), + min(tex.b * (ambi.b + diff.b) + spec.b, 1.0), alpha); } diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert index 294d5ba..ddbe8ab 100644 --- a/data/shaders/lighting.vert +++ b/data/shaders/lighting.vert @@ -12,6 +12,7 @@ varying vec3 normal; varying vec3 light0vc; +varying vec3 light0hvc; varying vec3 light1vc; varying vec3 light2vc; varying vec3 light2hvc; @@ -24,6 +25,7 @@ void main() { /* Spotlight - positional light */ vec4 vert = gl_ModelViewMatrix * gl_Vertex; light0vc = gl_LightSource[0].position.xyz - vert.xyz; + light0hvc = normalize(gl_LightSource[0].halfVector.xyz); /* Diffuse "background glow" - this can be normalised only once, here, since 'position' * is really 'direction' and is the same for all vertices. */ -- cgit v1.2.3