mirror of https://github.com/axmolengine/axmol.git
Modified Light Shader
This commit is contained in:
parent
61def04ca6
commit
216c40fe9e
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@ -30,10 +30,10 @@
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NS_CC_BEGIN
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#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
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#define CC_MAX_POINT_LIGHT_NUM 1
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#define CC_MAX_SPOT_LIGHT_NUM 1
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#define CC_MAX_AMBIENT_LIGHT_NUM 1
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#define MAX_DIRECTIONAL_LIGHT_NUM 1
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#define MAX_POINT_LIGHT_NUM 1
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#define MAX_SPOT_LIGHT_NUM 1
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#define MAX_AMBIENT_LIGHT_NUM 1
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enum class LightType
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{
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@ -517,7 +517,7 @@ void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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GLuint textureID = mesh->getTexture() ? mesh->getTexture()->getName() : 0;
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meshCommand.init(_globalZOrder, textureID, programstate, _blend, mesh->getVertexBuffer(), mesh->getIndexBuffer(), mesh->getPrimitiveType(), mesh->getIndexFormat(), mesh->getIndexCount(), transform);
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meshCommand.init(_globalZOrder, textureID, programstate, _blend, mesh->getVertexBuffer(), mesh->getIndexBuffer(), mesh->getPrimitiveType(), mesh->getIndexFormat(), mesh->getIndexCount(), _lightMask, transform);
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auto skin = mesh->getSkin();
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if (skin)
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@ -425,49 +425,11 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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{
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return false;
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}
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GLchar def[256];
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sprintf(def
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, "#define CC_MAX_DIRECTIONAL_LIGHT_NUM %d \n"
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"#define CC_MAX_POINT_LIGHT_NUM %d \n"
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"#define CC_MAX_SPOT_LIGHT_NUM %d \n"
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"#define CC_MAX_AMBIENT_LIGHT_NUM %d \n"
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, CC_MAX_DIRECTIONAL_LIGHT_NUM, CC_MAX_POINT_LIGHT_NUM, CC_MAX_SPOT_LIGHT_NUM, CC_MAX_AMBIENT_LIGHT_NUM);
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GLchar lightStruct[] = {
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"#if CC_MAX_DIRECTIONAL_LIGHT_NUM \n"
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"uniform vec3 CC_DirLightSourceColor[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"uniform vec3 CC_DirLightSourceDirection[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"uniform float CC_DirLightSourceIntensity[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"#endif \n"
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"#if CC_MAX_POINT_LIGHT_NUM \n"
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"uniform vec3 CC_PointLightSourceColor[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform vec3 CC_PointLightSourcePosition[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform float CC_PointLightSourceRangeInverse[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform float CC_PointLightSourceIntensity[CC_MAX_POINT_LIGHT_NUM]; \n"
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"#endif \n"
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"#if CC_MAX_SPOT_LIGHT_NUM \n"
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"uniform vec3 CC_SpotLightSourceColor[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform vec3 CC_SpotLightSourcePosition[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform vec3 CC_SpotLightSourceDirection[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceInnerAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceOuterAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceRangeInverse[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceIntensity[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"#endif \n"
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//"#if CC_MAX_AMBIENT_LIGHT_NUM \n"
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"uniform vec3 CC_AmbientLightSourceColor[CC_MAX_AMBIENT_LIGHT_NUM]; \n"
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"uniform float CC_AmbientLightSourceIntensity[CC_MAX_AMBIENT_LIGHT_NUM]; \n"
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//"#endif \n"
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};
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const GLchar *sources[] = {
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
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(type == GL_VERTEX_SHADER ? "precision highp float;\n precision highp int;\n" : "precision mediump float;\n precision mediump int;\n"),
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#endif
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def,
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lightStruct,
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"uniform mat4 CC_PMatrix;\n"
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"uniform mat4 CC_MVMatrix;\n"
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"uniform mat4 CC_MVPMatrix;\n"
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@ -60,7 +60,8 @@ MeshCommand::MeshCommand()
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, _matrixPaletteSize(0)
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, _materialID(0)
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, _vao(0)
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, _useLights(false)
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, _lightMask(-1)
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, _preProgram(-1)
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{
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_type = RenderCommand::Type::MESH_COMMAND;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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@ -79,6 +80,7 @@ void MeshCommand::init(float globalOrder,
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GLenum primitive,
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GLenum indexFormat,
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ssize_t indexCount,
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unsigned short lightMask,
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const Mat4 &mv)
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{
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CCASSERT(glProgramState, "GLProgramState cannot be nill");
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@ -93,12 +95,10 @@ void MeshCommand::init(float globalOrder,
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_primitive = primitive;
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_indexFormat = indexFormat;
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_indexCount = indexCount;
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_lightMask = lightMask;
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_mv.set(mv);
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_useLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
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(0 < CC_MAX_POINT_LIGHT_NUM) ||
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(0 < CC_MAX_SPOT_LIGHT_NUM) ||
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(0 < CC_MAX_AMBIENT_LIGHT_NUM);
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updateLightUniforms();
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}
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void MeshCommand::setCullFaceEnabled(bool enable)
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@ -230,7 +230,7 @@ void MeshCommand::batchDraw()
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_glProgramState->applyGLProgram(_mv);
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_glProgramState->applyUniforms();
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if (_useLights)
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if (_lightMask)
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{
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applyLightUniforms();
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}
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@ -274,7 +274,7 @@ void MeshCommand::execute()
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_glProgramState->apply(_mv);
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if (_useLights)
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if (_lightMask)
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{
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applyLightUniforms();
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}
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@ -331,9 +331,7 @@ void MeshCommand::applyLightUniforms()
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if (scene)
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{
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GLProgram *glProgram = _glProgramState->getGLProgram();
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GLint programID = glProgram->getProgram();
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auto &lights = scene->getLights();
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char str[64];
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GLint enabledDirLightNum = 0;
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GLint enabledPointLightNum = 0;
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GLint enabledSpotLightNum = 0;
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@ -341,76 +339,57 @@ void MeshCommand::applyLightUniforms()
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for (unsigned int i = 0; i < lights.size(); ++i)
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{
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BaseLight3D *light = lights[i];
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float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
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bool useLight = light->isEnabled();
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useLight = useLight && ((unsigned short)light->getLightFlag() & _lightMask);
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float intensity = useLight == true? light->getIntensity() : 0.0f;
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switch (light->getLightType())
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{
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case LightType::DIRECTIONAL:
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{
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CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
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CCASSERT(enabledDirLightNum < MAX_DIRECTIONAL_LIGHT_NUM, "");
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DirectionLight3D *dirLight = static_cast<DirectionLight3D *>(light);
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Vec3 dir = dirLight->getDirectionInWorld();
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dir.normalize();
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const Color3B &col = dirLight->getDisplayedColor();
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sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_DIRECTIONAL_COLOR] + enabledDirLightNum, col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_DIRECTIONAL_DIR] + enabledDirLightNum, dir.x, dir.y, dir.z);
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++enabledDirLightNum;
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}
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break;
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case LightType::POINT:
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{
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CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
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CCASSERT(enabledPointLightNum < MAX_POINT_LIGHT_NUM, "");
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PointLight3D *pointLight = static_cast<PointLight3D *>(light);
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Mat4 mat= pointLight->getNodeToWorldTransform();
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const Color3B &col = pointLight->getDisplayedColor();
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sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), 1.0f / pointLight->getRange());
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sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_POINT_COLOR] + enabledPointLightNum, col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_POINT_POSITION] + enabledPointLightNum, mat.m[12], mat.m[13], mat.m[14]);
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glProgram->setUniformLocationWith1f(_lightUniforms[UNIFORM_POINT_RANGE_INVERSE] + enabledPointLightNum, 1.0f / pointLight->getRange());
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++enabledPointLightNum;
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}
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break;
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case LightType::SPOT:
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{
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CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
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CCASSERT(enabledSpotLightNum < MAX_SPOT_LIGHT_NUM, "");
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SpotLight3D *spotLight = static_cast<SpotLight3D *>(light);
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Vec3 dir = spotLight->getDirectionInWorld();
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dir.normalize();
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Mat4 mat= light->getNodeToWorldTransform();
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const Color3B &col = spotLight->getDisplayedColor();
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sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), spotLight->getCosInnerAngle());
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sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), spotLight->getCosOuterAngle());
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sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), 1.0f / spotLight->getRange());
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sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_SPOT_COLOR] + enabledSpotLightNum, col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_SPOT_POSITION] + enabledSpotLightNum, mat.m[12], mat.m[13], mat.m[14]);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_SPOT_DIR] + enabledSpotLightNum, dir.x, dir.y, dir.z);
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glProgram->setUniformLocationWith1f(_lightUniforms[UNIFORM_SPOT_INNER_ANGLE_COS] + enabledSpotLightNum, spotLight->getCosInnerAngle());
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glProgram->setUniformLocationWith1f(_lightUniforms[UNIFORM_SPOT_OUTER_ANGLE_COS] + enabledSpotLightNum, spotLight->getCosOuterAngle());
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glProgram->setUniformLocationWith1f(_lightUniforms[UNIFORM_SPOT_RANGE_INVERSE] + enabledSpotLightNum, 1.0f / spotLight->getRange());
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++enabledSpotLightNum;
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}
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break;
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case LightType::AMBIENT:
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{
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CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
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AmbientLight3D *ambLight = static_cast<AmbientLight3D *>(light);
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const Color3B &col = ambLight->getDisplayedColor();
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sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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glProgram->setUniformLocationWith3f(_lightUniforms[UNIFORM_AMBIENT_COLOR] + enabledAmbientLightNum, col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
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++enabledAmbientLightNum;
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}
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break;
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@ -421,6 +400,33 @@ void MeshCommand::applyLightUniforms()
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}
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}
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void MeshCommand::updateLightUniforms()
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{
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GLProgram *glProgram = _glProgramState->getGLProgram();
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GLint programID = glProgram->getProgram();
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if (programID != _preProgram)
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{
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_lightUniforms[UNIFORM_DIRECTIONAL_COLOR] = glGetUniformLocation(programID, "u_DirLightSourceColor");
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_lightUniforms[UNIFORM_DIRECTIONAL_DIR] = glGetUniformLocation(programID, "u_DirLightSourceDirection");
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_lightUniforms[UNIFORM_POINT_COLOR] = glGetUniformLocation(programID, "u_PointLightSourceColor");
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_lightUniforms[UNIFORM_POINT_POSITION] = glGetUniformLocation(programID, "u_PointLightSourcePosition");
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_lightUniforms[UNIFORM_POINT_RANGE_INVERSE] = glGetUniformLocation(programID, "u_PointLightSourceRangeInverse");
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_lightUniforms[UNIFORM_SPOT_COLOR] = glGetUniformLocation(programID, "u_SpotLightSourceColor");
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_lightUniforms[UNIFORM_SPOT_POSITION] = glGetUniformLocation(programID, "u_SpotLightSourcePosition");
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_lightUniforms[UNIFORM_SPOT_DIR] = glGetUniformLocation(programID, "u_SpotLightSourceDirection");
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_lightUniforms[UNIFORM_SPOT_INNER_ANGLE_COS] = glGetUniformLocation(programID, "u_SpotLightSourceInnerAngleCos");
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_lightUniforms[UNIFORM_SPOT_OUTER_ANGLE_COS] = glGetUniformLocation(programID, "u_SpotLightSourceOuterAngleCos");
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_lightUniforms[UNIFORM_SPOT_RANGE_INVERSE] = glGetUniformLocation(programID, "u_SpotLightSourceRangeInverse");
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_lightUniforms[UNIFORM_AMBIENT_COLOR] = glGetUniformLocation(programID, "u_AmbientLightSourceColor");
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_preProgram = programID;
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}
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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void MeshCommand::listenRendererRecreated(EventCustom* event)
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{
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@ -46,7 +46,7 @@ public:
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MeshCommand();
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~MeshCommand();
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void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexType, ssize_t indexCount, const Mat4 &mv);
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void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexType, ssize_t indexCount, unsigned short lightMask, const Mat4 &mv);
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void setCullFaceEnabled(bool enable);
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// ModelView transform
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Mat4 _mv;
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bool _useLights;
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unsigned short _lightMask;
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protected:
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void updateLightUniforms();
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enum LightUniform
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{
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UNIFORM_DIRECTIONAL_COLOR,
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UNIFORM_DIRECTIONAL_DIR,
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UNIFORM_POINT_COLOR,
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UNIFORM_POINT_POSITION,
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UNIFORM_POINT_RANGE_INVERSE,
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UNIFORM_SPOT_COLOR,
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UNIFORM_SPOT_POSITION,
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UNIFORM_SPOT_DIR,
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UNIFORM_SPOT_INNER_ANGLE_COS,
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UNIFORM_SPOT_OUTER_ANGLE_COS,
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UNIFORM_SPOT_RANGE_INVERSE,
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UNIFORM_AMBIENT_COLOR,
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UNIFORM_MAX,
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};
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GLint _lightUniforms[UNIFORM_MAX];
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GLint _preProgram;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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EventListenerCustom* _rendererRecreatedListener;
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@ -1,29 +1,51 @@
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const char* cc3D_ColorNormal_frag = STRINGIFY(
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\n#define MAX_DIRECTIONAL_LIGHT_NUM 1 \n
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\n#define MAX_POINT_LIGHT_NUM 1 \n
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\n#define MAX_SPOT_LIGHT_NUM 1 \n
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\n#define MAX_AMBIENT_LIGHT_NUM 1 \n
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM];
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#if (MAX_POINT_LIGHT_NUM > 0)\n
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uniform vec3 u_PointLightSourceColor[MAX_POINT_LIGHT_NUM];
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uniform float u_PointLightSourceRangeInverse[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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uniform vec3 u_SpotLightSourceColor[MAX_SPOT_LIGHT_NUM];
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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uniform float u_SpotLightSourceInnerAngleCos[MAX_SPOT_LIGHT_NUM];
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uniform float u_SpotLightSourceOuterAngleCos[MAX_SPOT_LIGHT_NUM];
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uniform float u_SpotLightSourceRangeInverse[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#if (MAX_AMBIENT_LIGHT_NUM > 0)\n
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uniform vec3 u_AmbientLightSourceColor[MAX_AMBIENT_LIGHT_NUM];
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\n#endif\n
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\n#ifdef GL_ES\n
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|
||||
varying mediump vec2 TextureCoordOut;
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#if MAX_POINT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#if MAX_SPOT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
varying mediump vec3 v_normal;
|
||||
\n#endif\n
|
||||
|
||||
\n#else\n
|
||||
|
||||
varying vec2 TextureCoordOut;
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#if MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#if MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
varying vec3 v_normal;
|
||||
\n#endif\n
|
||||
|
||||
|
@ -41,59 +63,59 @@ vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, fl
|
|||
|
||||
void main(void)
|
||||
{
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
vec3 normal = normalize(v_normal);
|
||||
\n#endif\n
|
||||
|
||||
vec4 combinedColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
// Directional light contribution
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
||||
{
|
||||
vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i] * CC_DirLightSourceIntensity[i], 1.0);
|
||||
vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, u_DirLightSourceColor[i], 1.0);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
// Point light contribution
|
||||
\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
|
||||
vec3 ldir = v_vertexToPointLightDirection[i] * u_PointLightSourceRangeInverse[i];
|
||||
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i] * CC_PointLightSourceIntensity[i], attenuation);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), u_PointLightSourceColor[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
// Spot light contribution
|
||||
\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
||||
{
|
||||
// Compute range attenuation
|
||||
vec3 ldir = v_vertexToSpotLightDirection[i] * CC_SpotLightSourceRangeInverse[i];
|
||||
vec3 ldir = v_vertexToSpotLightDirection[i] * u_SpotLightSourceRangeInverse[i];
|
||||
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
|
||||
vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
|
||||
|
||||
vec3 spotLightDirection = normalize(CC_SpotLightSourceDirection[i] * 2.0);
|
||||
vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0);
|
||||
|
||||
// "-lightDirection" is used because light direction points in opposite direction to spot direction.
|
||||
float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection);
|
||||
|
||||
// Apply spot attenuation
|
||||
attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i] * CC_SpotLightSourceIntensity[i], attenuation);
|
||||
attenuation *= smoothstep(u_SpotLightSourceOuterAngleCos[i], u_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, u_SpotLightSourceColor[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_AMBIENT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_AMBIENT_LIGHT_NUM; ++i)
|
||||
{
|
||||
combinedColor.xyz += CC_AmbientLightSourceColor[i] * CC_AmbientLightSourceIntensity[i];
|
||||
combinedColor.xyz += u_AmbientLightSourceColor[i];
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0) || (CC_MAX_AMBIENT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0) || (MAX_AMBIENT_LIGHT_NUM > 0))\n
|
||||
gl_FragColor = u_color * combinedColor;
|
||||
\n#else\n
|
||||
gl_FragColor = u_color;
|
||||
|
|
|
@ -1,29 +1,51 @@
|
|||
|
||||
const char* cc3D_ColorNormalTex_frag = STRINGIFY(
|
||||
\n#define MAX_DIRECTIONAL_LIGHT_NUM 1 \n
|
||||
\n#define MAX_POINT_LIGHT_NUM 1 \n
|
||||
\n#define MAX_SPOT_LIGHT_NUM 1 \n
|
||||
\n#define MAX_AMBIENT_LIGHT_NUM 1 \n
|
||||
|
||||
\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM];
|
||||
uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_PointLightSourceColor[MAX_POINT_LIGHT_NUM];
|
||||
uniform float u_PointLightSourceRangeInverse[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_SpotLightSourceColor[MAX_SPOT_LIGHT_NUM];
|
||||
uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
|
||||
uniform float u_SpotLightSourceInnerAngleCos[MAX_SPOT_LIGHT_NUM];
|
||||
uniform float u_SpotLightSourceOuterAngleCos[MAX_SPOT_LIGHT_NUM];
|
||||
uniform float u_SpotLightSourceRangeInverse[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if (MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_AmbientLightSourceColor[MAX_AMBIENT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
|
||||
\n#ifdef GL_ES\n
|
||||
|
||||
varying mediump vec2 TextureCoordOut;
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#if MAX_POINT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#if MAX_SPOT_LIGHT_NUM\n
|
||||
varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
varying mediump vec3 v_normal;
|
||||
\n#endif\n
|
||||
|
||||
\n#else\n
|
||||
|
||||
varying vec2 TextureCoordOut;
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#if MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#if MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
varying vec3 v_normal;
|
||||
\n#endif\n
|
||||
|
||||
|
@ -41,59 +63,59 @@ vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, fl
|
|||
|
||||
void main(void)
|
||||
{
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
vec3 normal = normalize(v_normal);
|
||||
\n#endif\n
|
||||
|
||||
vec4 combinedColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
// Directional light contribution
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
||||
{
|
||||
vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i] * CC_DirLightSourceIntensity[i], 1.0);
|
||||
vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, u_DirLightSourceColor[i], 1.0);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
// Point light contribution
|
||||
\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
|
||||
vec3 ldir = v_vertexToPointLightDirection[i] * u_PointLightSourceRangeInverse[i];
|
||||
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i] * CC_PointLightSourceIntensity[i], attenuation);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), u_PointLightSourceColor[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
// Spot light contribution
|
||||
\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
||||
{
|
||||
// Compute range attenuation
|
||||
vec3 ldir = v_vertexToSpotLightDirection[i] * CC_SpotLightSourceRangeInverse[i];
|
||||
vec3 ldir = v_vertexToSpotLightDirection[i] * u_SpotLightSourceRangeInverse[i];
|
||||
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
|
||||
vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
|
||||
|
||||
vec3 spotLightDirection = normalize(CC_SpotLightSourceDirection[i] * 2.0);
|
||||
vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0);
|
||||
|
||||
// "-lightDirection" is used because light direction points in opposite direction to spot direction.
|
||||
float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection);
|
||||
|
||||
// Apply spot attenuation
|
||||
attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i] * CC_SpotLightSourceIntensity[i], attenuation);
|
||||
attenuation *= smoothstep(u_SpotLightSourceOuterAngleCos[i], u_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, u_SpotLightSourceColor[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_AMBIENT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_AMBIENT_LIGHT_NUM; ++i)
|
||||
{
|
||||
combinedColor.xyz += CC_AmbientLightSourceColor[i] * CC_AmbientLightSourceIntensity[i];
|
||||
combinedColor.xyz += u_AmbientLightSourceColor[i];
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0) || (CC_MAX_AMBIENT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0) || (MAX_AMBIENT_LIGHT_NUM > 0))\n
|
||||
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * combinedColor;
|
||||
\n#else\n
|
||||
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
|
||||
|
|
|
@ -1,39 +1,50 @@
|
|||
|
||||
const char* cc3D_PositionNormalTex_vert = STRINGIFY(
|
||||
\n#define MAX_DIRECTIONAL_LIGHT_NUM 1 \n
|
||||
\n#define MAX_POINT_LIGHT_NUM 1 \n
|
||||
\n#define MAX_SPOT_LIGHT_NUM 1 \n
|
||||
\n#define MAX_AMBIENT_LIGHT_NUM 1 \n
|
||||
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texCoord;
|
||||
attribute vec3 a_normal;
|
||||
varying vec2 TextureCoordOut;
|
||||
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#if MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#if MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
varying vec3 v_normal;
|
||||
\n#endif\n
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 ePosition = CC_MVMatrix * a_position;
|
||||
\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToPointLightDirection[i] = CC_PointLightSourcePosition[i].xyz - ePosition.xyz;
|
||||
v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToSpotLightDirection[i] = CC_SpotLightSourcePosition[i] - ePosition.xyz;
|
||||
v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
v_normal = CC_NormalMatrix * a_normal;
|
||||
\n#endif\n
|
||||
|
||||
|
@ -44,6 +55,18 @@ void main(void)
|
|||
);
|
||||
|
||||
const char* cc3D_SkinPositionNormalTex_vert = STRINGIFY(
|
||||
\n#define MAX_DIRECTIONAL_LIGHT_NUM 1 \n
|
||||
\n#define MAX_POINT_LIGHT_NUM 1 \n
|
||||
\n#define MAX_SPOT_LIGHT_NUM 1 \n
|
||||
\n#define MAX_AMBIENT_LIGHT_NUM 1 \n
|
||||
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
|
||||
attribute vec3 a_position;
|
||||
|
||||
attribute vec4 a_blendWeight;
|
||||
|
@ -60,11 +83,11 @@ uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
|
|||
// Varyings
|
||||
varying vec2 TextureCoordOut;
|
||||
|
||||
\n#if CC_MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[CC_MAX_POINT_LIGHT_NUM];
|
||||
\n#if MAX_POINT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
\n#if CC_MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[CC_MAX_SPOT_LIGHT_NUM];
|
||||
\n#if MAX_SPOT_LIGHT_NUM\n
|
||||
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
||||
\n#endif\n
|
||||
varying vec3 v_normal;
|
||||
|
||||
|
@ -114,7 +137,7 @@ void getPositionAndNormal(out vec4 position, out vec3 normal)
|
|||
position.z = dot(p, matrixPalette3);
|
||||
position.w = p.w;
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
vec4 n = vec4(a_normal, 0.0);
|
||||
normal.x = dot(n, matrixPalette1);
|
||||
normal.y = dot(n, matrixPalette2);
|
||||
|
@ -129,21 +152,21 @@ void main()
|
|||
getPositionAndNormal(position, normal);
|
||||
|
||||
vec4 ePosition = CC_MVMatrix * position;
|
||||
\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_POINT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToPointLightDirection[i] = CC_PointLightSourcePosition[i].xyz- ePosition.xyz;
|
||||
v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
|
||||
\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
||||
{
|
||||
v_vertexToSpotLightDirection[i] = CC_SpotLightSourcePosition[i] - ePosition.xyz;
|
||||
v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
v_normal = CC_NormalMatrix * normal;
|
||||
\n#endif\n
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit af131ebbdefe0f34ac53f59f4ac7719879e56c5b
|
||||
Subproject commit 0fd9899d8797dad6fd68d99b5dc41a5548219a97
|
Loading…
Reference in New Issue