SHINY REFLECTIONS YAY
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e2054a51a8
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4 changed files with 37 additions and 5 deletions
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@ -54,11 +54,14 @@ uniform int numPointLights;
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uniform DirLight sunLight;
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uniform Material material;
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uniform sampler2DArray studs;
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uniform samplerCube skybox;
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uniform float transparency;
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uniform float reflectance;
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uniform vec3 texScale;
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// Functions
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// Functions
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vec3 calculateReflection();
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vec3 calculateDirectionalLight(DirLight light);
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vec3 calculatePointLight(PointLight light);
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mat3 lookAlong(vec3 pos, vec3 forward, vec3 up);
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@ -68,6 +71,7 @@ mat3 lookAlong(vec3 pos, vec3 forward, vec3 up);
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void main() {
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vec3 result = vec3(0.0);
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result += calculateReflection();
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result += calculateDirectionalLight(sunLight);
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for (int i = 0; i < numPointLights; i++) {
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@ -95,6 +99,25 @@ mat3 lookAlong(vec3 pos, vec3 forward, vec3 up) {
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return mat3(s, u, f);
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}
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vec3 sampleSkybox()
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{
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vec3 norm = normalize(vNormal);
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(-viewDir, norm);
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return textureLod(skybox,reflectDir, 5.0 * (1.0-material.shininess)).rgb;
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}
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vec3 calculateReflection() {
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vec3 norm = normalize(vNormal);
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(viewDir, norm);
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float fresnel = (pow(1.0-max(dot(viewDir, norm), 0.0), 5.0));
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vec3 result = sampleSkybox() * mix(fresnel * material.specular, vec3(1.0), reflectance);
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return result;
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}
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vec3 calculateDirectionalLight(DirLight light) {
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// Calculate diffuse
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vec3 norm = normalize(vNormal);
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@ -105,10 +128,13 @@ vec3 calculateDirectionalLight(DirLight light) {
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// float fresnel = (pow(1.0-max(dot(viewDir, norm), 0.0), 5.0));
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vec3 ambient = light.ambient * material.diffuse;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 ambient = light.ambient * (material.diffuse * (1.0-reflectance));
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vec3 diffuse = light.diffuse * diff * (material.diffuse * (1.0-reflectance));
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vec3 specular = light.specular * spec * material.specular;
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// specular += sampleSkybox() * fresnel * material.specular;
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return (ambient + diffuse + specular);
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}
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@ -83,6 +83,7 @@ public:
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DEF_PROP_CATEGORY(APPEARANCE)
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DEF_PROP Color3 color;
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DEF_PROP float transparency = 0.f;
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DEF_PROP float reflectance = 0.f;
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DEF_PROP_CATEGORY(BEHAVIOR)
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DEF_PROP_(on_update=onUpdated) bool anchored = false;
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@ -137,6 +137,7 @@ static void renderPart(std::shared_ptr<BasePart> part) {
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shader->set("normalMatrix", normalMatrix);
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shader->set("texScale", size);
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shader->set("transparency", part->transparency);
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shader->set("reflectance", part->reflectance);
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shader->set("surfaces[" + std::to_string(NormalId::Right) + "]", (int)part->rightSurface);
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shader->set("surfaces[" + std::to_string(NormalId::Top) + "]", (int)part->topSurface);
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@ -183,11 +184,14 @@ void renderParts() {
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shader->set("numPointLights", 0);
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studsTexture->activate(0);
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shader->set("studs", 0);
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skyboxTexture->activate(1);
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shader->set("skybox", 1);
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// Pre-calculate the normal matrix for the shader
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// Pass in the camera position
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shader->set("viewPos", camera.cameraPos);
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// Sort by nearest
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std::map<float, std::shared_ptr<BasePart>> sorted;
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@ -22,6 +22,7 @@ Skybox::Skybox(std::array<std::string, 6> faces, unsigned int format) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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stbi_image_free(data);
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}
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@ -31,7 +32,7 @@ Skybox::Skybox(std::array<std::string, 6> faces, unsigned int format) {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Interpolation
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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@ -41,5 +42,5 @@ Skybox::~Skybox() {
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void Skybox::activate(unsigned int textureIdx) {
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glActiveTexture(GL_TEXTURE0 + textureIdx);
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glBindTexture(GL_TEXTURE_2D, this->ID);
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glBindTexture(GL_TEXTURE_CUBE_MAP, this->ID);
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}
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