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