skycraft: per-object specular color
This commit is contained in:
parent
6966c5d45f
commit
ee7f5e9595
@ -15,12 +15,14 @@ uniform mat4 uView;
|
|||||||
uniform vec3 uLightDirection;
|
uniform vec3 uLightDirection;
|
||||||
uniform float uAmbiantLight;
|
uniform float uAmbiantLight;
|
||||||
uniform vec3 uGlowColor;
|
uniform vec3 uGlowColor;
|
||||||
|
uniform vec3 uSpecularColor;
|
||||||
|
|
||||||
varying highp vec2 vTextureCoord;
|
varying highp vec2 vTextureCoord;
|
||||||
varying lowp vec3 vLighting;
|
varying lowp vec3 vLighting;
|
||||||
varying lowp vec3 vRay;
|
varying lowp vec3 vRay;
|
||||||
varying lowp vec3 vLightDir;
|
varying lowp vec3 vLightDir;
|
||||||
varying lowp vec3 vNormal;
|
varying lowp vec3 vNormal;
|
||||||
|
varying lowp vec3 vSpecularColor;
|
||||||
|
|
||||||
highp mat3 transpose(in highp mat3 inmat) {
|
highp mat3 transpose(in highp mat3 inmat) {
|
||||||
highp vec3 x = inmat[0];
|
highp vec3 x = inmat[0];
|
||||||
@ -50,6 +52,7 @@ void main() {
|
|||||||
vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
|
vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
|
||||||
vLightDir = -uLightDirection;
|
vLightDir = -uLightDirection;
|
||||||
vNormal = normal;
|
vNormal = normal;
|
||||||
|
vSpecularColor = uSpecularColor;
|
||||||
}
|
}
|
||||||
`;
|
`;
|
||||||
|
|
||||||
@ -61,6 +64,7 @@ varying lowp vec3 vLighting;
|
|||||||
varying lowp vec3 vRay;
|
varying lowp vec3 vRay;
|
||||||
varying lowp vec3 vLightDir;
|
varying lowp vec3 vLightDir;
|
||||||
varying lowp vec3 vNormal;
|
varying lowp vec3 vNormal;
|
||||||
|
varying lowp vec3 vSpecularColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
highp vec4 color = texture2D(uSampler, vTextureCoord);
|
highp vec4 color = texture2D(uSampler, vTextureCoord);
|
||||||
@ -69,7 +73,7 @@ void main() {
|
|||||||
}
|
}
|
||||||
lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
|
lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
|
||||||
lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
|
lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
|
||||||
lowp vec3 specular = 0.8 * specularAmount * vec3(1.0, 1.0, 0.8);
|
lowp vec3 specular = specularAmount * vSpecularColor;
|
||||||
gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
|
gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
|
||||||
}
|
}
|
||||||
`;
|
`;
|
||||||
@ -86,6 +90,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
|
|||||||
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
||||||
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
||||||
const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
|
const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
|
||||||
|
const specularColorLoc = gl.getUniformLocation(program, 'uSpecularColor');
|
||||||
|
|
||||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
||||||
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
||||||
@ -123,12 +128,14 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
|
|||||||
numVertices,
|
numVertices,
|
||||||
lightDirection,
|
lightDirection,
|
||||||
glowColor,
|
glowColor,
|
||||||
|
specularColor,
|
||||||
} = objectParams;
|
} = objectParams;
|
||||||
|
|
||||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
||||||
se3.translation(...position), orientation)));
|
se3.translation(...position), orientation)));
|
||||||
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
||||||
gl.uniform3fv(glowColorLoc, glowColor);
|
gl.uniform3fv(glowColorLoc, glowColor);
|
||||||
|
gl.uniform3fv(specularColorLoc, specularColor);
|
||||||
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
||||||
|
|
||||||
@ -240,7 +247,7 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
|
|||||||
function getObjects(context, body, parentPosition = undefined) {
|
function getObjects(context, body, parentPosition = undefined) {
|
||||||
const objects = [];
|
const objects = [];
|
||||||
const {gl, glContext, player} = context;
|
const {gl, glContext, player} = context;
|
||||||
const {position, orientation, glowColor} = body;
|
const {position, orientation, glowColor, specularColor} = body;
|
||||||
|
|
||||||
if (body.glBuffer === undefined) {
|
if (body.glBuffer === undefined) {
|
||||||
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
||||||
@ -252,6 +259,7 @@ function getObjects(context, body, parentPosition = undefined) {
|
|||||||
position,
|
position,
|
||||||
glContext,
|
glContext,
|
||||||
glowColor,
|
glowColor,
|
||||||
|
specularColor,
|
||||||
});
|
});
|
||||||
if (parentPosition !== undefined) {
|
if (parentPosition !== undefined) {
|
||||||
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
|
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
|
||||||
@ -268,6 +276,7 @@ function getObjects(context, body, parentPosition = undefined) {
|
|||||||
orientation: shipOrientation,
|
orientation: shipOrientation,
|
||||||
position: shipPos,
|
position: shipPos,
|
||||||
glContext,
|
glContext,
|
||||||
|
specularColor: [0.8, 0.8, 0.8],
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -311,7 +320,7 @@ export function draw(context) {
|
|||||||
].reduce(se3.product));
|
].reduce(se3.product));
|
||||||
let lastGlContext;
|
let lastGlContext;
|
||||||
|
|
||||||
for (const {position, orientation, geometry, glContext, glowColor} of objects) {
|
for (const {position, orientation, geometry, glContext, glowColor, specularColor} of objects) {
|
||||||
if (glContext !== lastGlContext) {
|
if (glContext !== lastGlContext) {
|
||||||
glContext.setupScene({
|
glContext.setupScene({
|
||||||
projectionMatrix: projMatrix,
|
projectionMatrix: projMatrix,
|
||||||
@ -330,6 +339,7 @@ export function draw(context) {
|
|||||||
numVertices: geometry.numVertices,
|
numVertices: geometry.numVertices,
|
||||||
lightDirection,
|
lightDirection,
|
||||||
glowColor: glowColor || [0, 0, 0],
|
glowColor: glowColor || [0, 0, 0],
|
||||||
|
specularColor: specularColor || [0, 0, 0],
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user