added normals to voxel shader

This commit is contained in:
ZappoMan 2013-09-27 13:26:58 -07:00
parent 605c2f30cf
commit dbfc0956c1

View file

@ -26,14 +26,17 @@ const int VERTICES_PER_FACE = 4;
const int COORD_PER_VERTEX = 3;
const int COORD_PER_FACE = COORD_PER_VERTEX * VERTICES_PER_FACE;
void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec4 color) {
void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec4 color, vec4 normal) {
for (int v = 0; v < VERTICES_PER_FACE; v++ ) {
vec4 vertex = corner;
for (int c = 0; c < COORD_PER_VERTEX; c++ ) {
int cIndex = c + (v * COORD_PER_VERTEX);
vertex[c] += (facePoints[cIndex] * scale);
}
gl_FrontColor = color;
gl_FrontColor = color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
gl_Position = gl_ModelViewProjectionMatrix * vertex;
EmitVertex();
}
@ -54,14 +57,21 @@ void main() {
float frontFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0 );
float backFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1 );
vec4 bottomNormal = vec4(0.0, -1, 0.0, 0.0);
vec4 topNormal = vec4(0.0, 1, 0.0, 0.0);
vec4 rightNormal = vec4( -1, 0.0, 0.0, 0.0);
vec4 leftNormal = vec4( 1, 0.0, 0.0, 0.0);
vec4 frontNormal = vec4(0.0, 0.0, -1, 0.0);
vec4 backNormal = vec4(0.0, 0.0, 1, 0.0);
for(i = 0; i < gl_VerticesIn; i++) {
corner = gl_PositionIn[i];
scale = voxelSize[i];
faceOfVoxel(corner, scale, bottomFace, gl_FrontColorIn[i]);
faceOfVoxel(corner, scale, topFace, gl_FrontColorIn[i]);
faceOfVoxel(corner, scale, rightFace, gl_FrontColorIn[i]);
faceOfVoxel(corner, scale, leftFace, gl_FrontColorIn[i]);
faceOfVoxel(corner, scale, frontFace, gl_FrontColorIn[i]);
faceOfVoxel(corner, scale, backFace, gl_FrontColorIn[i]);
faceOfVoxel(corner, scale, bottomFace, gl_FrontColorIn[i], bottomNormal);
faceOfVoxel(corner, scale, topFace, gl_FrontColorIn[i], topNormal );
faceOfVoxel(corner, scale, rightFace, gl_FrontColorIn[i], rightNormal );
faceOfVoxel(corner, scale, leftFace, gl_FrontColorIn[i], leftNormal );
faceOfVoxel(corner, scale, frontFace, gl_FrontColorIn[i], frontNormal );
faceOfVoxel(corner, scale, backFace, gl_FrontColorIn[i], backNormal );
}
}