#5979: Cubemap support for opengl2.

This commit is contained in:
SmileTheory 2013-09-16 00:54:26 -07:00
parent 68a616c7f1
commit 7e875c6941
23 changed files with 1268 additions and 516 deletions

View file

@ -4,21 +4,16 @@ attribute vec4 attr_TexCoord1;
#endif
attribute vec4 attr_Color;
attribute vec4 attr_Position;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
#if defined(USE_VERT_TANGENT_SPACE)
attribute vec3 attr_Tangent;
attribute vec3 attr_Bitangent;
#endif
#if defined(USE_VERTEX_ANIMATION)
attribute vec4 attr_Position2;
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
#if defined(USE_VERT_TANGENT_SPACE)
attribute vec3 attr_Tangent2;
attribute vec3 attr_Bitangent2;
#endif
#endif
#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
@ -71,35 +66,28 @@ varying vec2 var_DiffuseTex;
varying vec2 var_LightTex;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
varying vec3 var_SampleToView;
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
varying vec3 var_ViewDir;
#endif
varying vec4 var_Color;
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
varying vec3 var_Position;
#endif
#if !defined(USE_FAST_LIGHT)
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
varying vec3 var_Normal;
#if defined(USE_VERT_TANGENT_SPACE)
varying vec3 var_Tangent;
varying vec3 var_Bitangent;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_VertLight;
varying vec3 var_lightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
varying vec3 var_LightDirection;
varying vec4 var_LightDir;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
varying vec3 var_PrimaryLightDirection;
varying vec3 var_PrimaryLightDir;
#endif
#if defined(USE_TCGEN)
@ -132,7 +120,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
float phase = offTurb.w;
vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
vec3 offsetPos = vec3(0); //position / 1024.0;
vec3 offsetPos = position * 0.0009765625;
offsetPos.x += offsetPos.z;
vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
@ -145,83 +133,53 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
#if defined(USE_VERT_TANGENT_SPACE)
vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
#endif
#else
vec4 position = attr_Position;
vec3 position = attr_Position;
vec3 normal = attr_Normal;
#if defined(USE_VERT_TANGENT_SPACE)
vec3 tangent = attr_Tangent;
vec3 bitangent = attr_Bitangent;
#endif
#endif
gl_Position = u_ModelViewProjectionMatrix * position;
#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
vec3 L = attr_LightDirection;
#endif
#if defined(USE_MODELMATRIX)
position = u_ModelMatrix * position;
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
#if defined(USE_VERT_TANGENT_SPACE)
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
#endif
#if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif
#endif
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
var_Position = position.xyz;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
var_SampleToView = u_ViewOrigin - position.xyz;
#endif
#if defined(USE_TCGEN)
vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
vec2 texCoords = attr_TexCoord0.st;
#endif
#if defined(USE_TCMOD)
var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
var_DiffuseTex = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
#else
var_DiffuseTex = texCoords;
#endif
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
#if defined(USE_MODELMATRIX)
position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
#endif
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif
#endif
#if defined(USE_LIGHTMAP)
var_LightTex = attr_TexCoord1.st;
#endif
#if !defined(USE_FAST_LIGHT)
var_Normal = normal;
#if defined(USE_VERT_TANGENT_SPACE)
var_Tangent = tangent;
var_Bitangent = bitangent;
#endif
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
#endif
#if !defined(USE_FAST_LIGHT)
var_LightDirection = L;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
var_VertLight = u_VertColor.rgb * attr_Color.rgb;
var_lightColor = u_VertColor.rgb * attr_Color.rgb;
var_Color.rgb = vec3(1.0);
var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;
#else
@ -229,17 +187,64 @@ void main()
#endif
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
#if defined(USE_INVSQRLIGHT)
float intensity = 1.0 / dot(L, L);
#else
float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
#endif
// inverse square light
float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
// zero light at radius, approximating q3 style
attenuation = 0.5 * attenuation - 0.5;
//attenuation = 0.0697168 * attenuation;
//attenuation *= step(0.294117, attenuation);
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= step(0.0, attenuation);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
// don't attenuate directional light
attenuation = (attenuation - 1.0) * u_LightOrigin.w + 1.0;
float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight;
var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
var_Normal = normal;
var_Tangent = tangent;
var_Bitangent = bitangent;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w);
#endif
var_PrimaryLightDir = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w));
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT_VECTOR)
var_LightDir = vec4(L, u_LightOrigin.w);
#else
var_LightDir = vec4(L, 0.0);
#endif
#endif
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
var_ViewDir = (u_ViewOrigin - position);
#endif
#if defined(USE_TANGENT_SPACE_LIGHT)
mat3 tangentToWorld = mat3(tangent, bitangent, normal);
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
var_PrimaryLightDir = var_PrimaryLightDir * tangentToWorld;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
#endif
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
var_ViewDir = var_ViewDir * tangentToWorld;
#endif
#endif
}