mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 01:24:03 +02:00
Perspective correction fix (lets us use lower tesselation on light volumes).
This commit is contained in:
parent
4d7dac97c5
commit
fd00461b4e
4 changed files with 16 additions and 13 deletions
|
@ -14,5 +14,6 @@
|
|||
void main(void) {
|
||||
gl_Position = ftransform();
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]), dot(projected, gl_ObjectPlaneT[3]), 0.0, 1.0);
|
||||
gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
|
||||
dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
||||
|
|
|
@ -40,16 +40,17 @@ uniform float radius;
|
|||
|
||||
void main(void) {
|
||||
// get the depth and exit early if it doesn't pass the test
|
||||
float depth = texture2D(depthMap, gl_TexCoord[0].st).r;
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
float depth = texture2D(depthMap, texCoord).r;
|
||||
if (depth < gl_FragCoord.z) {
|
||||
discard;
|
||||
}
|
||||
// compute the view space position using the depth
|
||||
float z = near / (depth * depthScale - 1.0);
|
||||
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
|
||||
vec4 position = vec4((depthTexCoordOffset + texCoord * depthTexCoordScale) * z, z, 1.0);
|
||||
|
||||
// get the normal from the map
|
||||
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
|
||||
vec4 normal = texture2D(normalMap, texCoord);
|
||||
vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
|
||||
|
||||
// compute the base color based on OpenGL lighting model
|
||||
|
@ -58,7 +59,7 @@ void main(void) {
|
|||
lightVector = lightVector / lightDistance;
|
||||
float diffuse = dot(normalizedNormal, lightVector);
|
||||
float facingLight = step(0.0, diffuse);
|
||||
vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightProduct[1].ambient +
|
||||
vec4 baseColor = texture2D(diffuseMap, texCoord) * (gl_FrontLightProduct[1].ambient +
|
||||
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
|
||||
|
||||
// compute attenuation based on distance, etc.
|
||||
|
@ -69,6 +70,6 @@ void main(void) {
|
|||
// add base to specular, modulate by attenuation
|
||||
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
|
||||
normalizedNormal));
|
||||
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
|
||||
vec4 specularColor = texture2D(specularMap, texCoord);
|
||||
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
|
||||
}
|
||||
|
|
|
@ -40,16 +40,17 @@ uniform float radius;
|
|||
|
||||
void main(void) {
|
||||
// get the depth and exit early if it doesn't pass the test
|
||||
float depth = texture2D(depthMap, gl_TexCoord[0].st).r;
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
float depth = texture2D(depthMap, texCoord).r;
|
||||
if (depth < gl_FragCoord.z) {
|
||||
discard;
|
||||
}
|
||||
// compute the view space position using the depth
|
||||
float z = near / (depth * depthScale - 1.0);
|
||||
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
|
||||
vec4 position = vec4((depthTexCoordOffset + texCoord * depthTexCoordScale) * z, z, 1.0);
|
||||
|
||||
// get the normal from the map
|
||||
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
|
||||
vec4 normal = texture2D(normalMap, texCoord);
|
||||
vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
|
||||
|
||||
// compute the base color based on OpenGL lighting model
|
||||
|
@ -58,7 +59,7 @@ void main(void) {
|
|||
lightVector = lightVector / lightDistance;
|
||||
float diffuse = dot(normalizedNormal, lightVector);
|
||||
float facingLight = step(0.0, diffuse);
|
||||
vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightProduct[1].ambient +
|
||||
vec4 baseColor = texture2D(diffuseMap, texCoord) * (gl_FrontLightProduct[1].ambient +
|
||||
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
|
||||
|
||||
// compute attenuation based on spot angle, distance, etc.
|
||||
|
@ -71,6 +72,6 @@ void main(void) {
|
|||
// add base to specular, modulate by attenuation
|
||||
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
|
||||
normalizedNormal));
|
||||
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
|
||||
vec4 specularColor = texture2D(specularMap, texCoord);
|
||||
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
|
||||
}
|
||||
|
|
|
@ -269,7 +269,7 @@ void DeferredLightingEffect::render() {
|
|||
|
||||
} else {
|
||||
glTranslatef(light.position.x, light.position.y, light.position.z);
|
||||
Application::getInstance()->getGeometryCache()->renderSphere(expandedRadius, 64, 64);
|
||||
Application::getInstance()->getGeometryCache()->renderSphere(expandedRadius, 32, 32);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
@ -323,7 +323,7 @@ void DeferredLightingEffect::render() {
|
|||
glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z);
|
||||
glTranslatef(0.0f, 0.0f, -light.radius * (1.0f + SCALE_EXPANSION * 0.5f));
|
||||
Application::getInstance()->getGeometryCache()->renderCone(expandedRadius * glm::tan(light.cutoff),
|
||||
expandedRadius, 64, 32);
|
||||
expandedRadius, 32, 1);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
|
Loading…
Reference in a new issue