Separate Diffuse and Specular components

This allows to bypass alpha test, and have colored specular lights.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14777 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2013-12-24 20:51:53 +00:00
parent 5f23483bd9
commit 65b32757f3
5 changed files with 23 additions and 14 deletions

View File

@ -1,15 +1,15 @@
uniform sampler2D diffuse_and_spec;
uniform sampler2D diffuse;
uniform sampler2D specular;
uniform sampler2D ambient_occlusion;
uniform vec3 ambient;
//uniform sampler2D spectex;
void main()
{
vec2 texc = gl_TexCoord[0].xy;
vec3 diffuse = texture2D(diffuse_and_spec, texc).xyz;
vec3 specular = texture2D(diffuse_and_spec, texc).www;
vec3 diffuse = texture2D(diffuse, texc).xyz;
vec3 spec = texture2D(specular, texc).xyz;
float ao = texture2D(ambient_occlusion, texc).x;
gl_FragColor = vec4(diffuse + ao * ambient, 1.0);
gl_FragColor = vec4(diffuse + spec + ao * ambient, 1.0);
}

View File

@ -25,11 +25,12 @@ void main() {
// Light Direction
vec3 L = normalize(xpos.xyz - center);
float NdotL = max(0.0, dot(norm, -L)) * att;
float NdotL = max(0.0, dot(norm, -L));
// Reflected light dir
vec3 R = reflect(-L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
float Specular = pow(RdotE, spec);
gl_FragColor = vec4(NdotL * col, Specular + 0.001); // Irrlicht force alpha test, can't be 0
gl_FragData[0] = vec4(NdotL * col * att, 1.);
gl_FragData[1] = vec4(Specular * col, 1.);
}

View File

@ -46,6 +46,7 @@ void main() {
outcol *= cloud;
}
gl_FragData[0] = vec4(NdotL * col, Specular+ 0.001); // Irrlicht force alpha test, can't be 0
gl_FragData[1] = vec4(1.0);
gl_FragData[0] = vec4(NdotL * col, 1.);
gl_FragData[1] = vec4(Specular * col, 1.);
gl_FragData[2] = vec4(1.0);
}

View File

@ -343,8 +343,10 @@ void LightBlendProvider::OnSetConstants(IMaterialRendererServices *srv, int)
srv->setVertexShaderConstant("ambient", ambient, 3);
int tex = 0;
srv->setVertexShaderConstant("diffuse_and_spec", &tex, 1);
srv->setVertexShaderConstant("diffuse", &tex, 1);
tex = 1;
srv->setVertexShaderConstant("specular", &tex, 1);
tex = 2;
srv->setVertexShaderConstant("ambient_occlusion", &tex, 1);
}

View File

@ -670,7 +670,13 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
video::SOverrideMaterial &overridemat,
int cam)
{
m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_TMP1), true, false,
core::array<video::IRenderTarget> rtts;
// Diffuse
rtts.push_back(m_rtts->getRTT(RTT_TMP1));
// Specular
rtts.push_back(m_rtts->getRTT(RTT_TMP2));
m_video_driver->setRenderTarget(rtts, true, false,
video::SColor(0, 0, 0, 0));
const vector3df camcenter = cambox.getCenter();
@ -781,9 +787,8 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
lightmat.ZBuffer = video::ECFN_ALWAYS;
lightmat.setFlag(video::EMF_BILINEAR_FILTER, false);
lightmat.setTexture(0, m_rtts->getRTT(RTT_TMP1));
// Apply ambient occlusion
lightmat.setTexture(1, m_rtts->getRTT(RTT_SSAO));
lightmat.setTexture(1, m_rtts->getRTT(RTT_TMP2));
lightmat.setTexture(2, m_rtts->getRTT(RTT_SSAO));
lightmat.MaterialType = m_shaders->getShader(ES_LIGHTBLEND);
if (!m_lightviz)