From 34688578ae7f3dd65010ffd84f7a66930ad43bd4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Benjamin=20=E2=80=98Touky=E2=80=99=20Huet?= Date: Wed, 9 Oct 2013 22:35:42 +0000 Subject: [PATCH] Added Shiny flat lolfx --- src/Makefile.am | 3 +- src/easymesh/easymesh.cpp | 1 + src/easymesh/shiny.lolfx | 12 ++- src/easymesh/shinyflat.lolfx | 203 +++++++++++++++++++++++++++++++++++ src/lolcore.vcxproj | 1 + src/lolcore.vcxproj.filters | 3 + 6 files changed, 217 insertions(+), 6 deletions(-) create mode 100644 src/easymesh/shinyflat.lolfx diff --git a/src/Makefile.am b/src/Makefile.am index 2b17b630..ed83a77c 100644 --- a/src/Makefile.am +++ b/src/Makefile.am @@ -66,7 +66,8 @@ liblolcore_sources = \ \ easymesh/easymesh.cpp easymesh/easymesh.h \ easymesh/csgbsp.cpp easymesh/csgbsp.h \ - easymesh/shiny.lolfx easymesh/shinydebugwireframe.lolfx \ + easymesh/shiny.lolfx easymesh/shinyflat.lolfx \ + easymesh/shinydebugwireframe.lolfx \ easymesh/shinydebuglighting.lolfx easymesh/shinydebugnormal.lolfx \ easymesh/shinydebugUV.lolfx easymesh/shiny_SK.lolfx \ easymesh/easymesh-compiler.cpp easymesh/easymesh-compiler.h \ diff --git a/src/easymesh/easymesh.cpp b/src/easymesh/easymesh.cpp index da41fd89..baa49683 100644 --- a/src/easymesh/easymesh.cpp +++ b/src/easymesh/easymesh.cpp @@ -23,6 +23,7 @@ #include "easymesh/easymesh-compiler.h" LOLFX_RESOURCE_DECLARE(shiny); +LOLFX_RESOURCE_DECLARE(shinyflat); LOLFX_RESOURCE_DECLARE(shinydebugwireframe); LOLFX_RESOURCE_DECLARE(shinydebuglighting); LOLFX_RESOURCE_DECLARE(shinydebugnormal); diff --git a/src/easymesh/shiny.lolfx b/src/easymesh/shiny.lolfx index cfa09a75..bd9d3c77 100644 --- a/src/easymesh/shiny.lolfx +++ b/src/easymesh/shiny.lolfx @@ -60,6 +60,8 @@ vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); void main(void) { + vec3 TNormal = pass_TNormal; + /* Material properties */ vec3 specular_reflect = vec3(0.8, 0.75, 0.4); float specular_power = 60.0; @@ -83,16 +85,16 @@ void main(void) { /* Point light -- no attenuation yet */ s = normalize((in_View * pos).xyz - pass_Vertex.xyz); - r = reflect(-s, pass_TNormal); + r = reflect(-s, TNormal); } else { /* Directional light */ s = normalize(-pos.xyz); - r = reflect(s, pass_TNormal); + r = reflect(s, TNormal); } - float sdotn = max(dot(s, pass_TNormal), 0.0); + float sdotn = max(dot(s, TNormal), 0.0); diffuse += color.xyz * sdotn; if (sdotn > 0.0) specular += color.xyz * specular_reflect @@ -114,8 +116,8 @@ void main(void) else { new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); - sdotn = max(dot(new_LightDir, pass_TNormal), 0.0); - r = reflect(-new_LightDir, pass_TNormal); + sdotn = max(dot(new_LightDir, TNormal), 0.0); + r = reflect(-new_LightDir, TNormal); if (sdotn > 0.0 && light_radius_mod > 0.0) specular += specular_color * min(specular_reflect, light_radius_mod) * pow(max(dot(r, v), 0.0), specular_power); diff --git a/src/easymesh/shinyflat.lolfx b/src/easymesh/shinyflat.lolfx new file mode 100644 index 00000000..857b68bb --- /dev/null +++ b/src/easymesh/shinyflat.lolfx @@ -0,0 +1,203 @@ + +[vert.glsl] +#version 120 + +attribute vec3 in_Position; +attribute vec3 in_Normal; +attribute vec4 in_Color; + +uniform mat4 in_ModelView; +uniform mat4 in_View; +uniform mat4 in_Proj; +uniform mat3 in_NormalMat; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec4 vertex = in_ModelView * vec4(in_Position, 1.0); + vec3 tnorm = normalize(in_NormalMat * in_Normal); + + pass_Vertex = vertex; + pass_TNormal = tnorm; + pass_Color = in_Color; + + gl_Position = in_Proj * vertex; +} + +[frag.glsl] +#version 120 + +#if defined GL_ES +precision highp float; +#endif + +uniform float in_Damage; +uniform mat4 in_View; +uniform mat4 in_Inv_View; + +uniform vec4 u_Lights[8 * 2]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +#if 0 +//Cos(45) = 0.70710678118 +//1.0 - Cos(45) = 0.29289321881 + +const float cos_45 = 0.70710678118; +const float inv_cos_45 = 0.29289321881; + +//Cube Light +vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); +vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); +vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); +vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); +#endif + +void main(void) +{ + vec3 TNormal = pass_TNormal; + vec3 X = dFdx(pass_Vertex.xyz); + vec3 Y = dFdy(pass_Vertex.xyz); + TNormal = normalize(cross(X, Y) ) * length(normalize(pass_TNormal)); + + /* Material properties */ + vec3 specular_reflect = vec3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + vec3 ambient = vec3(0.1, 0.1, 0.1); + vec3 specular = vec3(0.0, 0.0, 0.0); + vec3 diffuse = vec3(0.0, 0.0, 0.0); + + /* Light precalculations */ + vec3 v = normalize(-pass_Vertex.xyz); + + /* Apply lighting */ + for (int i = 0; i < 8; i++) + { + vec4 pos = u_Lights[i * 2]; + vec4 color = u_Lights[i * 2 + 1]; + vec3 s, r; + + if (pos.w > 0.0) + { + /* Point light -- no attenuation yet */ + s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + r = reflect(-s, TNormal); + } + else + { + /* Directional light */ + s = normalize(-pos.xyz); + r = reflect(s, TNormal); + } + + float sdotn = max(dot(s, TNormal), 0.0); + diffuse += color.xyz * sdotn; + if (sdotn > 0.0) + specular += color.xyz * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + } + +#if 0 + //Light calculation for cube light + vec3 specular_color = vec3(1.0, 1.0, 0.6); + vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; + vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); + vec3 new_LightDir = Local_Vertex - Proj_Vertex; + + vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer)); + float light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z)); + + if (length(new_LightDir) == 0.0) + sdotn = 1.0; + else + { + new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); + sdotn = max(dot(new_LightDir, TNormal), 0.0); + r = reflect(-new_LightDir, TNormal); + if (sdotn > 0.0 && light_radius_mod > 0.0) + specular += specular_color * min(specular_reflect, light_radius_mod) + * pow(max(dot(r, v), 0.0), specular_power); + } + diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); + //---------- +#endif + + vec3 light = ambient + diffuse + specular; + + vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); + gl_FragColor = real_color * vec4(light, 1.0); +} + +[vert.hlsl] + +void main(float3 in_Vertex : POSITION, + float3 in_Normal : NORMAL, + float4 in_Color : COLOR, + uniform float4x4 in_ModelView, + uniform float4x4 in_Model, + uniform float4x4 in_Proj, + uniform float3x3 in_NormalMat, + out float4 pass_Vertex : TEXCOORD0, + out float3 pass_TNormal : TEXCOORD1, + out float4 pass_Color : COLOR, + out float4 out_Position : POSITION) +{ + float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + + pass_Vertex = eye; + pass_TNormal = tnorm; +#ifdef _XBOX + pass_Color = in_Color.abgr; +#else + pass_Color = in_Color; +#endif + + out_Position = mul(in_Proj, eye); +} + +[frag.hlsl] + +void main(float4 pass_Vertex : TEXCOORD0, + float3 pass_TNormal : TEXCOORD1, + float4 pass_Color : COLOR, + uniform float in_Damage, + out float4 out_FragColor : COLOR) +{ + float3 in_LightDir = float3(0.3, 0.3, 0.7); + + /* Material properties */ + float3 specular_reflect = float3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + float ambient_mul = 0.5; + float3 ambient_color = float3(0.25, 0.2, 0.35); + float3 diffuse_color = float3(1.0, 1.0, 0.6); + float3 specular_color = float3(1.0, 1.0, 0.6); + + float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ + float3 v = normalize(-pass_Vertex.xyz); + float3 r = reflect(-s, pass_TNormal); + + float3 ambient = ambient_color; + float sdotn = max(dot(s, pass_TNormal), 0.0); + float3 diffuse = diffuse_color * sdotn; + float3 specular = float3(0.0, 0.0, 0.0); + if (sdotn > 0.0) + specular = specular_color * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + float3 light = ambient + diffuse + specular; + + float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) + + (1.0 - in_Damage) * pass_Color; + out_FragColor = real_color * float4(light, 1.0); +} + diff --git a/src/lolcore.vcxproj b/src/lolcore.vcxproj index 3e248047..a077ca9f 100644 --- a/src/lolcore.vcxproj +++ b/src/lolcore.vcxproj @@ -312,6 +312,7 @@ + diff --git a/src/lolcore.vcxproj.filters b/src/lolcore.vcxproj.filters index 3ca630b5..ae229dfd 100644 --- a/src/lolcore.vcxproj.filters +++ b/src/lolcore.vcxproj.filters @@ -683,6 +683,9 @@ easymesh + + easymesh +