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Working on getting glow to work with deferred lighting.
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0f3a020b5d
commit
580d591dc4
8 changed files with 15 additions and 13 deletions
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@ -20,7 +20,7 @@ varying vec4 normal;
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void main(void) {
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// set the diffuse, normal, specular data
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, 0.5)));
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gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
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}
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@ -34,7 +34,7 @@ void main(void) {
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// set the diffuse, normal, specular data
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, 0.5)));
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gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
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gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
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}
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@ -37,7 +37,7 @@ void main(void) {
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// set the diffuse, normal, specular data
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, 0.5)));
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gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
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gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
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gl_FrontMaterial.shininess / 128.0);
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@ -23,7 +23,7 @@ varying vec4 normal;
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void main(void) {
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// set the diffuse, normal, specular data
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
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gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, 0.5)));
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gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
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gl_FrontMaterial.shininess / 128.0);
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@ -2700,7 +2700,6 @@ void Application::updateShadowMap() {
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const GLfloat WORLD_AMBIENT_COLOR[] = { 0.525f, 0.525f, 0.6f };
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const GLfloat WORLD_DIFFUSE_COLOR[] = { 0.6f, 0.525f, 0.525f };
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const GLfloat WORLD_SPECULAR_COLOR[] = { 0.94f, 0.94f, 0.737f, 1.0f };
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const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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void Application::setupWorldLight() {
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@ -43,6 +43,9 @@ public:
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/// Stops using the glow effect.
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void end();
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/// Returns the current glow intensity.
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float getIntensity() const { return _intensity; }
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/// Renders the glow effect. To be called after rendering the scene.
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/// \param toTexture whether to render to a texture, rather than to the frame buffer
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/// \return the framebuffer object to which we rendered, or NULL if to the frame buffer
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@ -430,20 +430,20 @@ bool Model::render(float alpha, RenderMode mode) {
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_EQUAL, 0.0f);
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glAlphaFunc(GL_EQUAL, Application::getInstance()->getGlowEffect()->getIntensity());
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
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mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
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mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
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mode == DEFAULT_RENDER_MODE);
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renderMeshes(alpha, mode, false);
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renderMeshes(mode, false);
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glDisable(GL_ALPHA_TEST);
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// render translucent meshes afterwards
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renderMeshes(alpha, mode, true);
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renderMeshes(mode, true);
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
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@ -1192,7 +1192,7 @@ void Model::deleteGeometry() {
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}
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}
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void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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void Model::renderMeshes(RenderMode mode, bool translucent) {
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updateVisibleJointStates();
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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@ -1298,7 +1298,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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if (!mesh.colors.isEmpty()) {
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glEnableClientState(GL_COLOR_ARRAY);
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} else {
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glColor4f(1.0f, 1.0f, 1.0f, alpha);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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if (!mesh.texCoords.isEmpty()) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -1317,8 +1317,8 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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glBindTexture(GL_TEXTURE_2D, 0);
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} else {
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glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
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glm::vec4 specular = glm::vec4(part.specularColor, alpha);
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glm::vec4 diffuse = glm::vec4(part.diffuseColor, Application::getInstance()->getGlowEffect()->getIntensity());
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glm::vec4 specular = glm::vec4(part.specularColor, 1.0f);
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glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
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@ -259,7 +259,7 @@ private:
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void applyNextGeometry();
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void deleteGeometry();
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void renderMeshes(float alpha, RenderMode mode, bool translucent);
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void renderMeshes(RenderMode mode, bool translucent);
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QVector<JointState> createJointStates(const FBXGeometry& geometry);
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void initJointTransforms();
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