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Support point specular lighting (#6188)
Fix passing light specular colors with shader lighting methods (with help from wazabear)
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c1f7a9c258
commit
820fc068d1
8 changed files with 54 additions and 14 deletions
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@ -95,6 +95,7 @@
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Feature #5492: Let rain and snow collide with statics
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Feature #6149: Dehardcode Lua API_REVISION
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Feature #6152: Playing music via lua scripts
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Feature #6188: Specular lighting from point light sources
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Feature #6447: Add LOD support to Object Paging
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Feature #6491: Add support for Qt6
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Feature #6556: Lua API for sounds
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@ -36,9 +36,11 @@ namespace SceneUtil
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// if (time == mLastTime)
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// return;
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osg::Light* light = node->getLight(nv->getTraversalNumber());
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if (mType == LT_Normal)
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{
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node->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor);
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light->setDiffuse(mDiffuseColor);
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traverse(node, nv);
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return;
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}
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@ -63,7 +65,10 @@ namespace SceneUtil
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mPhase = mPhase <= 0.5f ? 1.f : 0.25f;
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}
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node->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor * mBrightness * node->getActorFade());
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osg::Vec4f result = mDiffuseColor * mBrightness * node->getActorFade();
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light->setDiffuse(result);
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light->setSpecular(result);
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traverse(node, nv);
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}
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@ -536,6 +536,7 @@ namespace SceneUtil
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configurePosition(lightMat, light->getPosition() * mViewMatrix);
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configureAmbient(lightMat, light->getAmbient());
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configureDiffuse(lightMat, light->getDiffuse());
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configureSpecular(lightMat, light->getSpecular());
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configureAttenuation(lightMat, light->getConstantAttenuation(), light->getLinearAttenuation(),
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light->getQuadraticAttenuation(), lightList[i]->mLightSource->getRadius());
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@ -1214,6 +1215,7 @@ namespace SceneUtil
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auto& buf = getUBOManager()->getLightBuffer(frameNum);
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buf->setDiffuse(index, light->getDiffuse());
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buf->setAmbient(index, light->getAmbient());
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buf->setSpecular(index, light->getSpecular());
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buf->setAttenuationRadius(index,
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osg::Vec4(light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation(),
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lightSource->getRadius()));
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@ -124,7 +124,7 @@ namespace SceneUtil
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}
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light->setDiffuse(diffuse);
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light->setAmbient(ambient);
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light->setSpecular(osg::Vec4f(0, 0, 0, 0));
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light->setSpecular(diffuse); // ESM format doesn't provide specular
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lightSource->setLight(light);
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@ -95,7 +95,7 @@ void main()
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#endif
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if (matSpec != vec3(0.0))
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gl_FragData[0].xyz += getSpecular(viewNormal, normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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@ -242,7 +242,7 @@ vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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matSpec *= specStrength;
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if (matSpec != vec3(0.0))
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{
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gl_FragData[0].xyz += getSpecular(viewNormal, viewVec, shininess, matSpec) * shadowing;
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gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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}
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gl_FragData[0] = applyFogAtPos(gl_FragData[0], passViewPos, far);
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@ -108,7 +108,7 @@ void main()
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if (matSpec != vec3(0.0))
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{
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gl_FragData[0].xyz += getSpecular(viewNormal, normalize(passViewPos), shininess, matSpec) * shadowing;
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gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
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}
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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@ -90,15 +90,47 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
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}
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
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float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
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{
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vec3 lightDir = normalize(lcalcPosition(0));
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float NdotL = dot(viewNormal, lightDir);
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if (NdotL <= 0.0)
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return vec3(0.0);
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vec3 halfVec = normalize(lightDir - viewDirection);
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float NdotH = dot(viewNormal, halfVec);
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return pow(max(NdotH, 0.0), max(1e-4, shininess)) * lcalcSpecular(0).xyz * matSpec;
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if (dot(viewNormal, lightDir) > 0.0)
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{
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vec3 halfVec = normalize(lightDir - viewDir);
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float NdotH = max(dot(viewNormal, halfVec), 0.0);
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return pow(NdotH, shininess);
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}
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return 0.0;
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, float shadowing)
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{
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shininess = max(shininess, 1e-4);
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vec3 viewDir = normalize(viewPos);
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vec3 specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lcalcPosition(0)));
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specularLight *= shadowing;
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for (int i = @startLight; i < @endLight; ++i)
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{
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#if @lightingMethodUBO
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int lightIndex = PointLightIndex[i];
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#else
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int lightIndex = i;
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#endif
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vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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float lightDistance = length(lightPos);
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#if !@lightingMethodFFP
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if (lightDistance > lcalcRadius(lightIndex) * 2.0)
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continue;
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#endif
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float illumination = lcalcIllumination(lightIndex, lightDistance);
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float intensity = calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lightPos));
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specularLight += lcalcSpecular(lightIndex).xyz * intensity * illumination;
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}
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return specularLight;
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}
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#endif
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