Redesigned lighting shader system

This commit is contained in:
raysan5 2016-09-05 20:15:21 +02:00
parent 9d66bc4a05
commit 36f20376e6
3 changed files with 130 additions and 89 deletions

View File

@ -427,7 +427,9 @@ typedef struct Shader {
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
int colSpecularLoc; // Specular color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
@ -464,7 +466,7 @@ typedef struct LightData {
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Light diffuse color

View File

@ -337,6 +337,8 @@ static int screenHeight; // Default framebuffer height
// Lighting data
static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount = 0; // Enabled lights counter
static int lightsLocs[MAX_LIGHTS][8]; // 8 possible location points per light:
// enabled, type, position, target, radius, diffuse, intensity, coneAngle
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -362,9 +364,10 @@ static void SetStereoConfig(VrDeviceInfo info);
// Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
static char *ReadTextFile(const char *fileName); // Read chars array from text file
static char *ReadTextFile(const char *fileName); // Read chars array from text file
#endif
#if defined(RLGL_OCULUS_SUPPORT)
@ -1939,9 +1942,14 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glUseProgram(material.shader.id);
// Upload to shader material.colDiffuse
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255);
// Upload to shader material.colAmbient (if available)
if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
// Upload to shader material.colSpecular (if available)
if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
@ -1950,32 +1958,35 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Check if using standard shader to get location points
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
if (material.shader.id == standardShader.id)
// If not using default shader, we check for some additional location points
// NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one
if (material.shader.id != defaultShader.id)
{
// Transpose and inverse model transformations matrix for fragment normal calculations
Matrix transInvTransform = transform;
MatrixTranspose(&transInvTransform);
MatrixInvert(&transInvTransform);
// Send model transformations matrix to shader
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
// Setup shader uniforms for lights
SetShaderLights(material.shader);
// Upload to shader material.colAmbient
glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
// Upload to shader material.colSpecular
glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
// Upload to shader glossiness
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
// Check if model matrix is located in shader and upload value
int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix");
if (modelMatrixLoc != -1)
{
// Transpose and inverse model transformations matrix for fragment normal calculations
Matrix transInvTransform = transform;
MatrixTranspose(&transInvTransform);
MatrixInvert(&transInvTransform);
// Send model transformations matrix to shader
glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform));
}
// Check if view direction is located in shader and upload value
// NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position)
int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir");
if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10);
// Check if glossiness is located in shader and upload value
int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness");
if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness);
// Set shader lights values for enabled lights
// NOTE: Lights array location points are obtained on shader loading (if available)
if (lightsCount > 0) SetShaderLightsValues(material.shader);
}
// Set shader textures (diffuse, normal, specular)
@ -3100,7 +3111,7 @@ static Shader LoadStandardShader(void)
shader = GetDefaultShader();
}
#else
shader = defaultShader;
shader = GetDefaultShader();
TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id);
#endif
@ -3112,12 +3123,12 @@ static Shader LoadStandardShader(void)
static void LoadDefaultShaderLocations(Shader *shader)
{
// NOTE: Default shader attrib locations have been fixed before linking:
// vertex position location = 0
// vertex texcoord location = 1
// vertex normal location = 2
// vertex color location = 3
// vertex tangent location = 4
// vertex texcoord2 location = 5
// vertex position location = 0
// vertex texcoord location = 1
// vertex normal location = 2
// vertex color location = 3
// vertex tangent location = 4
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
@ -3131,10 +3142,18 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
shader->colDiffuseLoc = glGetUniformLocation(shader->id, "colDiffuse");
shader->colAmbientLoc = glGetUniformLocation(shader->id, "colAmbient");
shader->colSpecularLoc = glGetUniformLocation(shader->id, "colSpecular");
shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
// TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
// Try to get lights location points (if available)
GetShaderLightsLocations(*shader);
}
// Unload default shader
@ -3425,7 +3444,7 @@ static void DrawDefaultBuffers(int eyesCount)
Matrix matMVP = MatrixMultiply(modelview, projection);
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.mapTexture0Loc, 0);
// NOTE: Additional map textures not considered for default buffers drawing
@ -3620,82 +3639,100 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
// Setup shader uniform values for lights array
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
static void SetShaderLights(Shader shader)
// Get shader locations for lights (up to MAX_LIGHTS)
static void GetShaderLightsLocations(Shader shader)
{
int locPoint = -1;
char locName[32] = "lights[x].position\0";
char locName[32] = "lights[x].\0";
char locNameUpdated[64];
for (int i = 0; i < MAX_LIGHTS; i++)
{
locName[7] = '0' + i;
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "enabled\0");
lightsLocs[i][0] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "type\0");
lightsLocs[i][1] = glGetUniformLocation(shader.id, locNameUpdated);
if (lights[i] != NULL) // Only upload registered lights data
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "position\0");
lightsLocs[i][2] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "direction\0");
lightsLocs[i][3] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "radius\0");
lightsLocs[i][4] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "diffuse\0");
lightsLocs[i][5] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "intensity\0");
lightsLocs[i][6] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "coneAngle\0");
lightsLocs[i][7] = glGetUniformLocation(shader.id, locNameUpdated);
}
}
// Set shader uniform values for lights
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
static void SetShaderLightsValues(Shader shader)
{
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (i < lightsCount)
{
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
locPoint = GetShaderLocation(shader, locName);
glUniform1i(locPoint, lights[i]->enabled);
memcpy(&locName[10], "type\0", strlen("type\0") + 1);
locPoint = GetShaderLocation(shader, locName);
glUniform1i(locPoint, lights[i]->type);
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
locPoint = glGetUniformLocation(shader.id, locName);
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
locPoint = glGetUniformLocation(shader.id, locName);
glUniform1f(locPoint, lights[i]->intensity);
glUniform1i(lightsLocs[i][0], lights[i]->enabled);
glUniform1i(lightsLocs[i][1], lights[i]->type);
glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
glUniform1f(lightsLocs[i][6], lights[i]->intensity);
switch (lights[i]->type)
{
case LIGHT_POINT:
{
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
locPoint = GetShaderLocation(shader, locName);
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
locPoint = GetShaderLocation(shader, locName);
glUniform1f(locPoint, lights[i]->radius);
glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
glUniform1f(lightsLocs[i][4], lights[i]->radius);
} break;
case LIGHT_DIRECTIONAL:
{
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
locPoint = GetShaderLocation(shader, locName);
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
VectorNormalize(&direction);
glUniform3f(locPoint, direction.x, direction.y, direction.z);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
} break;
case LIGHT_SPOT:
{
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
locPoint = GetShaderLocation(shader, locName);
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
locPoint = GetShaderLocation(shader, locName);
glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
VectorNormalize(&direction);
glUniform3f(locPoint, direction.x, direction.y, direction.z);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
locPoint = GetShaderLocation(shader, locName);
glUniform1f(locPoint, lights[i]->coneAngle);
glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
} break;
default: break;
}
// TODO: Pass to the shader any other required data from LightData struct
}
else // Not enabled lights
else
{
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
locPoint = GetShaderLocation(shader, locName);
glUniform1i(locPoint, 0);
glUniform1i(lightsLocs[i][0], 0); // Light disabled
}
}
}

View File

@ -168,7 +168,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
int colDiffuseLoc; // Color uniform location point (fragment shader)
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
int colSpecularLoc; // Specular color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)