From: Mikko Rasa Date: Mon, 13 Aug 2012 21:21:05 +0000 (+0300) Subject: Add a standard program feature for environment-mapped reflections X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=b85b8b599473a76e055008a2d45432d02848cb42 Add a standard program feature for environment-mapped reflections --- diff --git a/source/program.cpp b/source/program.cpp index 749a7d9c..02e0a1b4 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -19,7 +19,7 @@ const char *standard_vertex_src[] = "!lm", "varying vec4 v_color;\n", "l!n", "varying vec3 v_normal;\n", "l", "varying vec3 v_light_dir;\n", - "p", "varying vec3 v_eye_dir;\n", + "p|e", "varying vec3 v_eye_dir;\n", "r", "vec4 transform_vertex(vec4);\n", "lr", "vec3 transform_normal(vec3);\n", 0, "void main()\n", @@ -35,9 +35,9 @@ const char *standard_vertex_src[] = "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n", "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n", "l!n", "\tv_light_dir = eye_light_dir;\n", - "p", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n", - "pn", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n", - "p!n", "\tv_eye_dir = eye_dir;\n", + "p|e", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n", + "p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n", + "p|e!n", "\tv_eye_dir = eye_dir;\n", "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n", "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n", "!lm", "\tv_color = gl_Color;\n", @@ -50,12 +50,14 @@ const char *standard_fragment_src[] = "t", "uniform sampler2D texture;\n", "n", "uniform sampler2D normalmap;\n", "s", "uniform sampler2DShadow shadow;\n", + "e", "uniform samplerCube environment;\n", + "e", "uniform float reflectivity;\n", "t|n", "varying vec2 v_texcoord;\n", "s", "varying vec3 v_shadowcoord;\n", "!lm", "varying vec4 v_color;\n", "l!n", "varying vec3 v_normal;\n", "l", "varying vec3 v_light_dir;\n", - "p", "varying vec3 v_eye_dir;\n", + "p|e", "varying vec3 v_eye_dir;\n", 0, "void main()\n", 0, "{\n", "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n", @@ -64,6 +66,9 @@ const char *standard_fragment_src[] = "p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n", "p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n", "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n", + /* XXX This is incorrect with normal mapping, since the vectors are in TBN + space but environment map is expected to be in eye space */ + "e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n", 0, "\tgl_FragColor = ", "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)", "t", "texture2D(texture, v_texcoord)", @@ -77,6 +82,7 @@ const char *standard_fragment_src[] = "s", "*l_shadow", "lm", "+gl_FrontLightModelProduct.sceneColor", "l", ")", + "e", "+reflection*reflectivity", 0, ";\n", 0, "}\n", 0, 0 @@ -296,6 +302,7 @@ Program::StandardFeatures::StandardFeatures(): specular(false), normalmap(false), shadow(false), + reflection(false), transform(false) { } @@ -316,6 +323,8 @@ string Program::StandardFeatures::create_flags() const } if(shadow) flags += 's'; + if(reflection) + flags += 'e'; if(transform) flags += 'r'; diff --git a/source/program.h b/source/program.h index ac8e24b5..b6007073 100644 --- a/source/program.h +++ b/source/program.h @@ -43,6 +43,7 @@ public: bool specular; bool normalmap; bool shadow; + bool reflection; bool transform; StandardFeatures();