Fixed specular lighting on water not being consistent between opengl and software
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3c351bbe5c
commit
2b5b35e3b4
4 changed files with 25 additions and 16 deletions
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@ -10,6 +10,7 @@
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#include "NoiseFunctionSimplex.h"
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#include "FloatNode.h"
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#include "FloatDiff.h"
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#include "IntNode.h"
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OpenGLWater::OpenGLWater(OpenGLRenderer *renderer):
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OpenGLPart(renderer)
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@ -42,12 +43,16 @@ void OpenGLWater::initialize()
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// Watch for definition changes
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renderer->getScenery()->getTerrain()->propWaterHeight()->addWatcher(this, true);
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renderer->getScenery()->getWater()->propReflection()->addWatcher(this, true);
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renderer->getScenery()->getWater()->propModel()->addWatcher(this, false);
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}
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void OpenGLWater::update()
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{
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Color water_color = *renderer->getScenery()->getWater()->material->base;
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renderer->getSharedState()->set("waterColor", water_color);
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WaterDefinition *water = renderer->getScenery()->getWater();
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renderer->getSharedState()->set("waterMaterialColor", *water->material->base);
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renderer->getSharedState()->set("waterMaterialReflection", water->material->reflection);
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renderer->getSharedState()->set("waterMaterialShininess", water->material->shininess);
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renderer->getSharedState()->set("waterMaterialHardness", water->material->hardness);
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renderer->getSharedState()->set("simplexSampler", NoiseFunctionSimplex::getNormalTexture(), true, true);
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}
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@ -77,6 +82,10 @@ void OpenGLWater::nodeChanged(const DefinitionNode *node, const DefinitionDiff *
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{
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renderer->getSharedState()->set("waterReflection", renderer->getScenery()->getWater()->propReflection()->getValue());
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}
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else if (node->getPath() == "/water/model")
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{
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update();
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}
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}
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void OpenGLWater::setEnabled(bool enabled)
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@ -285,11 +285,8 @@ vec4 getSkyColor(vec3 location, vec3 direction)
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return vec4(applyWeatherEffects(SPHERE_SIZE, nightsky + sunTransmittance.rgb, vec3(1), inscattering), 1.0);
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}
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vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float reflection, float shininess, float hardness)
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{
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float material_hardness = 0.3;
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float material_reflection = 1.0;
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float r0 = Rg + WORKAROUND_OFFSET + location.y * WORLD_SCALING;
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vec3 sun_position = sunDirection * SUN_DISTANCE;
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float muS = dot(vec3(0.0, 1.0, 0.0), normalize(sun_position - vec3(0.0, r0, 0.0)));
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@ -301,15 +298,15 @@ vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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/* diffused light */
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float diffuse = dot(sunDirection, normal);
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float sign = (diffuse < 0.0) ? -1.0 : 1.0;
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if (material_hardness <= 0.5)
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if (hardness <= 0.5)
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{
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float hardness = material_hardness * 2.0;
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diffuse = (1.0 - hardness) * (diffuse * diffuse) * sign + hardness * diffuse;
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float hardness_factor = hardness * 2.0;
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diffuse = (1.0 - hardness_factor) * (diffuse * diffuse) * sign + hardness_factor * diffuse;
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}
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else if (diffuse != 0.0)
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{
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float hardness = (material_hardness - 0.5) * 2.0;
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diffuse = (1.0 - hardness) * diffuse + hardness * sign * sqrt(abs(diffuse));
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float hardness_factor = (hardness - 0.5) * 2.0;
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diffuse = (1.0 - hardness) * diffuse + hardness_factor * sign * sqrt(abs(diffuse));
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}
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if (diffuse > 0.0)
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{
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@ -317,14 +314,14 @@ vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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}
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/* specular reflection */
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if (shininess > 0.0 && material_reflection > 0.0)
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if (shininess > 0.0 && reflection > 0.0)
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{
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vec3 view = normalize(location - cameraLocation);
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vec3 reflect = sunDirection - normal * 2.0 * dot(sunDirection, normal);
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float specular = dot(reflect, view);
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if (specular > 0.0)
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{
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specular = pow(specular, shininess) * material_reflection;
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specular = pow(specular, shininess) * reflection * ISun;
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if (specular > 0.0)
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{
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result += specular * light_color;
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@ -1,11 +1,14 @@
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uniform vec4 waterColor;
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uniform vec4 waterMaterialColor;
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uniform float waterMaterialReflection;
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uniform float waterMaterialShininess;
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uniform float waterMaterialHardness;
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uniform float waterReflection;
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void main(void)
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{
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vec3 normal = noiseNormal2d(unprojected.xz, 0.001);
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gl_FragColor = applyLighting(unprojected, normal, waterColor, 16.0);
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gl_FragColor = applyLighting(unprojected, normal, waterMaterialColor, waterMaterialReflection, waterMaterialShininess, waterMaterialHardness);
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vec3 reflected = reflect(unprojected - cameraLocation, normal);
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reflected.y = max(reflected.y, 0.0);
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@ -80,7 +80,7 @@ Color LightingManager::applyFinalComponent(const LightComponent &component, cons
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}
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/* specular reflection */
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if (material.reflection > 0.0 && component.reflection > 0.0)
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if (material.shininess > 0.0 && material.reflection > 0.0 && component.reflection > 0.0)
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{
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Vector3 view = location.sub(eye).normalize();
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Vector3 reflect = direction_inv.sub(normal.scale(2.0 * direction_inv.dotProduct(normal)));
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