瀏覽代碼

Standard Lighting (3/3)

- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
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victorfisac 9 年之前
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共有 2 個檔案被更改,包括 34 行新增18 行删除
  1. +31
    -13
      examples/resources/shaders/standard.fs
  2. +3
    -5
      examples/shaders_standard_lighting.c

+ 31
- 13
examples/resources/shaders/standard.fs 查看文件

@ -8,12 +8,18 @@ in vec3 fragNormal;
out vec4 finalColor;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform vec4 colTint;
uniform vec4 colAmbient;
uniform vec4 colDiffuse;
uniform vec4 colSpecular;
uniform float glossiness;
uniform int useNormal;
uniform int useSpecular;
uniform mat4 modelMatrix;
uniform vec3 viewDir;
@ -24,7 +30,7 @@ struct Light {
vec3 direction;
vec4 diffuse;
float intensity;
float attenuation;
float radius;
float coneAngle;
};
@ -32,27 +38,27 @@ const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 err">v)
vec3 CalcPointLight(Light l, vec3 n, vec3 nf">v, float s)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 surfaceToLight = l.position - surfacePos;
// Diffuse shading
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness);
spec = pow(dot(n, h), 3 + glossiness)*s;
}
return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 err">v)
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 nf">v, float s)
{
vec3 lightDir = normalize(-l.direction);
@ -64,14 +70,14 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
spec = pow(dot(n, h), 3 + glossiness)*s;
}
// Combine results
return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcSpotLight(Light l, vec3 n, vec3 err">v)
vec3 CalcSpotLight(Light l, vec3 n, vec3 nf">v, float s)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 lightToSurface = normalize(surfacePos - l.position);
@ -95,7 +101,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
spec = pow(dot(n, h), 3 + glossiness)*s;
}
return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
@ -104,9 +110,10 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
void main()
{
// Calculate fragment normal in screen space
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 normal = normalize(normalMatrix*fragNormal);
// Normalize normal and view direction vectors
vec3 n = normalize(normal);
vec3 v = normalize(viewDir);
@ -115,6 +122,17 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
// Calculate normal texture color fetching or set to maximum normal value by default
if(useNormal == 1)
{
n *= texture(texture1, fragTexCoord).rgb;
n = normalize(n);
}
// Calculate specular texture color fetching or set to maximum specular value by default
float spec = 1.0;
if(useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
@ -123,14 +141,14 @@ void main()
// Calculate lighting based on light type
switch (lights[i].type)
{
case 0: lighting += CalcPointLight(lights[i], n, v); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
case 2: lighting += CalcSpotLight(lights[i], n, v); break;
case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
default: break;
}
}
}
// Calculate final fragment color
finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
finalColor = vec4(texelColor.rgb*lighting*colTint.rgb, texelColor.a*colTint.a);
}

+ 3
- 5
examples/shaders_standard_lighting.c 查看文件

@ -69,8 +69,6 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
float framesCounter = 0; // Define frames counter to update model rotation
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -81,8 +79,6 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
framesCounter += 0.5f;
//----------------------------------------------------------------------------------
// Draw
@ -93,7 +89,7 @@ int main()
Begin3dMode(camera);
DrawModelEx(dwarf, position, p">(Vector3){ 0.0f, 1.0f, 0.0f }, framesCounter, (Vector3){ 2.0f, mf">2.0f, 2.0f}, RED); // Draw 3d model with texture
DrawModel(dwarf, position, 2.0f, n">WHITE); // Draw 3d model with texture
DrawLights(); // Draw all created lights in 3D world
@ -102,6 +98,8 @@ int main()
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------

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