From 7b07b68bfdf03f13ed705188394cb7d26f4c2594 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Fri, 10 Jun 2016 00:49:51 +0200 Subject: [PATCH] Adapt standard shader to GL ES 2.0 Some shader calculations are now pre-calculated because some math functions doesn't exist in glsl 110. --- src/rlgl.c | 7 ++++++- src/standard_shader.h | 40 ++++++++++++++++++++++++---------------- 2 files changed, 30 insertions(+), 17 deletions(-) diff --git a/src/rlgl.c b/src/rlgl.c index c9944806..9a88a818 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1795,8 +1795,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // 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) { + // 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(transform)); + 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); diff --git a/src/standard_shader.h b/src/standard_shader.h index b2b8980c..a4bc9694 100644 --- a/src/standard_shader.h +++ b/src/standard_shader.h @@ -85,13 +85,13 @@ static const char fStandardShaderStr[] = "{\n" " vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" " vec3 surfaceToLight = l.position - surfacePos;\n" -" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n" +" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n" " float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n" " float spec = 0.0;\n" " if (diff > 0.0)\n" " {\n" " vec3 h = normalize(-l.direction + v);\n" -" spec = pow(dot(n, h), 3 + glossiness)*s;\n" +" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" " }\n" " return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n" "}\n" @@ -99,23 +99,23 @@ static const char fStandardShaderStr[] = "vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n" "{\n" " vec3 lightDir = normalize(-l.direction);\n" -" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n" +" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" " float spec = 0.0;\n" " if (diff > 0.0)\n" " {\n" " vec3 h = normalize(lightDir + v);\n" -" spec = pow(dot(n, h), 3 + glossiness)*s;\n" +" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" " }\n" " return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n" "}\n" "\n" "vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n" "{\n" -" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" +" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n" " vec3 lightToSurface = normalize(surfacePos - l.position);\n" " vec3 lightDir = normalize(-l.direction);\n" -" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n" -" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n" +" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" +" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n" " attenuation = dot(lightToSurface, -lightDir);\n" " float lightToSurfaceAngle = degrees(acos(attenuation));\n" " if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n" @@ -125,37 +125,45 @@ static const char fStandardShaderStr[] = " if (diffAttenuation > 0.0)\n" " {\n" " vec3 h = normalize(lightDir + v);\n" -" spec = pow(dot(n, h), 3 + glossiness)*s;\n" +" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" " }\n" " return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n" "}\n" "\n" "void main()\n" "{\n" -" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n" +" mat3 normalMatrix = mat3(modelMatrix);\n" " vec3 normal = normalize(normalMatrix*fragNormal);\n" " vec3 n = normalize(normal);\n" " vec3 v = normalize(viewDir);\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" vec4 texelColor = texture2D(texture0, fragTexCoord);\n" +#elif defined(GRAPHICS_API_OPENGL_33) " vec4 texelColor = texture(texture0, fragTexCoord);\n" +#endif " vec3 lighting = colAmbient.rgb;\n" " if (useNormal == 1)\n" " {\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" n *= texture2D(texture1, fragTexCoord).rgb;\n" +#elif defined(GRAPHICS_API_OPENGL_33) " n *= texture(texture1, fragTexCoord).rgb;\n" +#endif " n = normalize(n);\n" " }\n" " float spec = 1.0;\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n" +#elif defined(GRAPHICS_API_OPENGL_33) " if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" +#endif " for (int i = 0; i < lightsCount; i++)\n" " {\n" " if (lights[i].enabled == 1)\n" " {\n" -" switch (lights[i].type)\n" -" {\n" -" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n" -" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n" -" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n" -" default: break;\n" -" }\n" +" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n" +" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n" +" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n" " }\n" " }\n" #if defined(GRAPHICS_API_OPENGL_33)