Got the _good_ stencil shadows going
parent
376b06abc3
commit
e4f8d3e1b3
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@ -10,16 +10,17 @@ varying lowp vec3 vary_color;
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varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
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varying lowp vec3 vary_object_space_light;
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varying lowp vec3 vary_object_space_sky;
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void main (void) {
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lowp vec3 normal = normalize (vary_normal);
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lowp vec3 albedo = vary_color * max (uni_min_albedo, texture2D (uni_texture, vary_uv).rgb);
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lowp vec3 sky_color = pow (vec3 (42.0, 52.0, 109.0) / vec3 (255.0), vec3 (2.0));
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lowp vec3 sky_color = pow (vec3 (89.0, 125.0, 206.0) / vec3 (255.0), vec3 (2.0));
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lowp float sun_factor = dot (normal, vary_object_space_light);
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lowp float sky_factor = normal.z;
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lowp float sky_factor = dot (normal, vary_object_space_sky);
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lowp vec3 sun = max (sun_factor, 0.0) * (vec3 (1.0) - sky_color);
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lowp vec3 sky = (sky_factor * 0.5 + 0.5) * sky_color;
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@ -4,6 +4,7 @@
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#line 0
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uniform highp mat4 uni_mvp;
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uniform lowp vec3 uni_albedo;
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uniform lowp vec3 uni_object_space_sky;
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uniform lowp vec3 uni_object_space_light;
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attribute highp vec4 attr_pos;
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@ -14,6 +15,7 @@ varying lowp vec3 vary_color;
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varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
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varying lowp vec3 vary_object_space_light;
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varying lowp vec3 vary_object_space_sky;
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void main (void) {
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vary_uv = attr_uv;
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@ -21,6 +23,7 @@ void main (void) {
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vary_normal = attr_normal;
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vary_color = uni_albedo * uni_albedo;
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vary_object_space_light = normalize (uni_object_space_light);
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vary_object_space_sky = normalize (uni_object_space_sky);
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gl_Position = uni_mvp * attr_pos;
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}
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@ -3,18 +3,6 @@
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#define highp
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#line 0
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uniform lowp float uni_dither_phase;
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void main (void) {
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lowp float dither_phase = 0.0;
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dither_phase += 4.0 * mod (gl_FragCoord.y + 0.5, 4.0);
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dither_phase += mod (gl_FragCoord.x + 0.5, 4.0);
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dither_phase = mod (dither_phase, 16.0);
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lowp float dither = 1.0;
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if (dither_phase == 0.0 || dither_phase == 10.0) {
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dither = 0.0;
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}
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gl_FragColor = vec4 (vec3 (20.0, 12.0, 28.0) / vec3 (255.0), dither);
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gl_FragColor = vec4 (0.0, 0.0, 0.0, 1.0);
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}
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@ -104,6 +104,7 @@ use iota::iota;
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iota! {
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pub const MVP: u32 = iota;
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, OBJECT_SPACE_LIGHT
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, OBJECT_SPACE_SKY
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, ALBEDO
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, MIN_ALBEDO
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, MIN_BRIGHT
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@ -112,6 +113,14 @@ iota! {
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}
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}
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fn make_object_space_vec (inverse_model_mat: &Mat4, world_space_vec: &Vec3)
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-> Vec3
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{
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let v = world_space_vec;
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let v4 = *inverse_model_mat * Vec4::from ((v.x (), v.y (), v.z (), 0.0));
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Vec3::from ((v4.x (), v4.y (), v4.z ()))
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}
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fn main () {
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let sdl_context = sdl2::init ().unwrap ();
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let video_subsystem = sdl_context.video ().unwrap ();
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@ -159,6 +168,7 @@ fn main () {
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vec! [
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(MVP, "mvp"),
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(OBJECT_SPACE_LIGHT, "object_space_light"),
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(OBJECT_SPACE_SKY, "object_space_sky"),
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(ALBEDO, "albedo"),
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(MIN_ALBEDO, "min_albedo"),
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(MIN_BRIGHT, "min_bright"),
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@ -212,7 +222,7 @@ fn main () {
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let renderable_sky = RenderableModel::from_iqm (&sky_model);
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let (renderable_pitch, pitch_colors) = {
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let (renderable_pitch, pitch_colors, grass_index) = {
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let data = load_small_file ("pitch.iqm", 1024 * 1024);
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let model = Model::from_slice (&data);
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@ -238,8 +248,12 @@ fn main () {
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("Grass", (52.0, 101.0, 36.0)),
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].into_iter ());
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let mut grass_index = None;
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let colors: Vec <_> = (0..model.meshes.len ()).map (|i| {
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let name = str::from_utf8 (model.get_mesh_name (i)).unwrap ();
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if name == "Grass" {
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grass_index = Some (i);
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}
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match color_lookup.get (name) {
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Some (t) => color_from_255 (*t),
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@ -247,7 +261,7 @@ fn main () {
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}
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}).collect ();
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(RenderableModel::from_iqm (&model), colors)
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(RenderableModel::from_iqm (&model), colors, grass_index.unwrap ())
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};
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glezz::enable_vertex_attrib_array (attrs ["pos"]);
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@ -306,16 +320,17 @@ fn main () {
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let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
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let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
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//let light = Vec3::from ((0.0, 0.0, 0.0)).normalize ();
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let orange = color_from_255 ((210.0, 125.0, 44.0));
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let green = color_from_255 ((52.0, 101.0, 36.0));
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let off_white = color_from_255 ((222.0, 238.0, 214.0));
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let _off_white = color_from_255 ((222.0, 238.0, 214.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let off_black = color_from_255 ((20.0, 12.0, 28.0));
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let _off_black = color_from_255 ((20.0, 12.0, 28.0));
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glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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glezz::enable (gl::CULL_FACE);
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let pumpkin_model_mat =
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@ -330,18 +345,22 @@ fn main () {
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use uniforms::*;
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shader_program.use_program ();
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glezz::disable (gl::STENCIL_TEST);
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glezz::front_face (gl::CW);
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glezz::disable (gl::BLEND);
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
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let mvp = view_mat * pumpkin_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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let object_space_light = pumpkin_model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
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let object_space_light = Vec3::from ((object_space_light.x (), object_space_light.y (), object_space_light.z ()));
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let inverse_pumpkin = pumpkin_model_mat.inverse ();
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let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
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let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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{
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glezz::uniform_3fv (unis [&ALBEDO], &orange);
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@ -354,9 +373,10 @@ fn main () {
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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for (i, color) in pitch_colors.iter ().enumerate ().take (renderable_pitch.num_meshes ())
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{
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for i in 0..renderable_pitch.num_meshes () {
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glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [i]);
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glezz::uniform_3fv (unis [&ALBEDO], color);
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if i != grass_index {
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renderable_pitch.draw (&attrs, i);
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}
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}
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@ -373,17 +393,16 @@ fn main () {
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renderable_sky.draw (&attrs, 0);
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}
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glezz::enable (gl::STENCIL_TEST);
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unsafe {
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gl::StencilFunc (gl::ALWAYS, 1, 1);
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gl::StencilOp (gl::KEEP, gl::KEEP, gl::REPLACE);
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gl::ColorMask (0, 0, 0, 0);
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gl::DepthMask (0);
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gl::StencilMask (1);
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}
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shadow_shader.use_program ();
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glezz::front_face (gl::CCW);
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glezz::enable (gl::BLEND);
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glezz::blend_func (gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
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glezz::uniform_1f (shadow_unis [&DITHER_PHASE], dither_phase as f32);
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glezz::uniform_3fv (shadow_unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (shadow_unis [&MIN_ALBEDO], &white);
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glezz::uniform_3fv (shadow_unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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let view_mat = view_mat * shadow_mat;
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@ -398,11 +417,47 @@ fn main () {
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (shadow_unis [&MVP], &mvp);
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{
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for i in 0..renderable_pitch.num_meshes () {
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for i in 0..renderable_pitch.num_meshes () {
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if i != grass_index {
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renderable_pitch.draw (&shadow_attrs, i);
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}
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}
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unsafe {
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gl::ColorMask (255, 255, 255, 255);
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gl::DepthMask (1);
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}
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shader_program.use_program ();
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glezz::front_face (gl::CW);
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let inverse_pumpkin = pumpkin_model_mat.inverse ();
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let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
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let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [grass_index]);
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unsafe {
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gl::StencilFunc (gl::NOTEQUAL, 0, 1);
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gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
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}
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
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renderable_pitch.draw (&attrs, grass_index);
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unsafe {
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gl::StencilFunc (gl::EQUAL, 0, 1);
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gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
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}
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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renderable_pitch.draw (&attrs, grass_index);
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}
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window.gl_swap_window ();
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