From: Mikko Rasa Date: Sat, 24 Apr 2021 11:59:22 +0000 (+0300) Subject: Redesign Light to only have a single color X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=615f1717f32064a7adb2b848e8646c2c3cf11f61;p=libs%2Fgl.git Redesign Light to only have a single color It makes little sense physically to have different diffuse and specular colors. The light exporter for Blender was already committed with this new parameter name. --- diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 02d697b0..4315b9ec 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -140,7 +140,7 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln light = normalize(eye_light_dir); float shadow = get_shadow_factor(0); - vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].diffuse.rgb, base_color, metalness, roughness)*shadow; + vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow; color *= get_occlusion_value(); diff --git a/shaderlib/msp_interface.glsl b/shaderlib/msp_interface.glsl index ed40aa4a..c4b27b11 100644 --- a/shaderlib/msp_interface.glsl +++ b/shaderlib/msp_interface.glsl @@ -1,8 +1,7 @@ struct LightSourceParameters { vec4 position; - vec4 diffuse; - vec4 specular; + vec3 color; }; struct ClipPlane diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 570024ab..6b6de6ff 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -102,7 +102,7 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s vec3 color = phong_ambient(surface_diffuse); float shadow = get_shadow_factor(0); - color += phong_one_light(light, normal, look, light_sources[0].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow; + color += phong_one_light(light, normal, look, light_sources[0].color, surface_diffuse, surface_specular, shininess)*shadow; if(use_emission) color += get_emission_color(); diff --git a/source/materials/light.cpp b/source/materials/light.cpp index e910411f..d84be2ac 100644 --- a/source/materials/light.cpp +++ b/source/materials/light.cpp @@ -11,8 +11,7 @@ namespace Msp { namespace GL { Light::Light(): - diffuse(1), - specular(1), + color(1), position(0, 0, 1, 0), spot_dir(0, 0, -1), spot_exp(0), @@ -40,14 +39,9 @@ void Light::update_matrix() matrix = Matrix::from_columns(columns); } -void Light::set_diffuse(const Color &c) +void Light::set_color(const Color &c) { - diffuse = c; -} - -void Light::set_specular(const Color &c) -{ - specular = c; + color = c; } void Light::set_matrix(const Matrix &m) @@ -107,8 +101,7 @@ void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, u { string base = format("light_sources[%d]", i); shdata.uniform(base+".position", view_matrix*position); - shdata.uniform(base+".diffuse", diffuse); - shdata.uniform(base+".specular", specular); + shdata.uniform(base+".color", color.r, color.g, color.b); } @@ -116,12 +109,15 @@ Light::Loader::Loader(Light &l): DataFile::ObjectLoader(l) { add("attenuation", &Loader::attenuation); - add("diffuse", &Loader::diffuse); + add("color", &Loader::color); add("position", &Loader::position); - add("specular", &Loader::specular); add("spot_direction", &Loader::spot_direction); add("spot_exponent", &Loader::spot_exponent); add("spot_cutoff", &Loader::spot_cutoff); + + // Deprecated + add("diffuse", &Loader::color); + add("specular"); } void Light::Loader::attenuation(float c, float l, float q) @@ -129,9 +125,9 @@ void Light::Loader::attenuation(float c, float l, float q) obj.set_attenuation(c, l, q); } -void Light::Loader::diffuse(float r, float g, float b) +void Light::Loader::color(float r, float g, float b) { - obj.set_diffuse(Color(r, g, b)); + obj.set_color(Color(r, g, b)); } void Light::Loader::position(float x, float y, float z, float w) @@ -139,11 +135,6 @@ void Light::Loader::position(float x, float y, float z, float w) obj.set_position(Vector4(x, y, z, w)); } -void Light::Loader::specular(float r, float g, float b) -{ - obj.set_specular(Color(r, g, b)); -} - void Light::Loader::spot_direction(float x, float y, float z) { obj.set_spot_direction(Vector3(x, y, z)); diff --git a/source/materials/light.h b/source/materials/light.h index c7e28188..d097d04a 100644 --- a/source/materials/light.h +++ b/source/materials/light.h @@ -35,17 +35,15 @@ public: private: void attenuation(float, float, float); - void diffuse(float, float, float); + void color(float, float, float); void position(float, float, float, float); - void specular(float, float, float); void spot_direction(float, float, float); void spot_exponent(float); void spot_cutoff(float); }; private: - Color diffuse; - Color specular; + Color color; Vector4 position; Vector3 spot_dir; Vector3 direction; @@ -60,16 +58,16 @@ private: void update_matrix(); public: - /** Sets the diffuse (direction-independent) color of the Light. Provided - to shaders with the name light_sources[i].diffuse. */ - void set_diffuse(const Color &c); + /** Sets the color of the Light. Provided + to shaders as light_sources[i].color. */ + void set_color(const Color &); - /** Sets the specular (direction-dependent) color of the Light. Provided to - shaders with the name light_sources[i].specular. */ - void set_specular(const Color &c); + const Color &get_color() const { return color; } - const Color &get_diffuse() const { return diffuse; } - const Color &get_specular() const { return specular; } + DEPRECATED void set_diffuse(const Color &c) { set_color(c); } + DEPRECATED void set_specular(const Color &) { } + DEPRECATED const Color &get_diffuse() const { return color; } + DEPRECATED const Color &get_specular() const { return color; } /** Sets the postion and orientation of the Light from a matrix. Negative Z axis is used as the spot direction, other axes are ignored. */