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https://github.com/OpenSpace/OpenSpace.git
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* Add model vertex color support * Fix an issue with the Tiangong model not loading properly and set a correct bounding sphere size for it * Update caching for models * Update previous model examples to the new format * And add a new example to test the new vertex colors support * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Add a model example with lighting * Improve the basic example and add a separate example for vertex colors * Add visual test for vertex colors (#3348) * Update the readme file for the visual tests * Add asset instruction to the visual testing readme * Add visual test for RenderableModel with vertex colors * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Update test when asset changed name --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Update Ghoul --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se>
179 lines
6.4 KiB
GLSL
179 lines
6.4 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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in vec2 vs_st;
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in vec3 vs_normalViewSpace;
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in vec4 vs_positionCameraSpace;
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in float vs_screenSpaceDepth;
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in mat3 vs_TBN;
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in vec3 vs_color;
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uniform float ambientIntensity = 0.2;
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uniform float diffuseIntensity = 1.0;
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uniform float specularIntensity = 1.0;
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uniform bool performShading = true;
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uniform bool use_forced_color = false;
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uniform bool use_vertex_colors = false;
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uniform bool has_texture_diffuse;
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uniform bool has_texture_normal;
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uniform bool has_texture_specular;
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uniform bool has_color_specular;
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uniform sampler2D texture_diffuse;
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uniform sampler2D texture_normal;
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uniform sampler2D texture_specular;
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uniform vec4 color_diffuse;
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uniform vec4 color_specular;
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uniform float opacity = 1.0;
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uniform int nLightSources;
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uniform vec3 lightDirectionsViewSpace[8];
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uniform float lightIntensities[8];
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uniform bool performManualDepthTest = false;
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uniform sampler2D gBufferDepthTexture;
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uniform vec2 resolution;
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Fragment getFragment() {
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Fragment frag;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 0.0);
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frag.disableLDR2HDR = true;
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frag.color.a = opacity;
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if (performManualDepthTest) {
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// gl_FragCoord.x goes from 0 to resolution.x and gl_FragCoord.y goes from 0 to
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// resolution.y, need to normalize it
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vec2 texCoord = gl_FragCoord.xy;
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texCoord.x = texCoord.x / resolution.x;
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texCoord.y = texCoord.y / resolution.y;
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// Manual depth test
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float gBufferDepth = denormalizeFloat(texture(gBufferDepthTexture, texCoord).x);
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if (vs_screenSpaceDepth > gBufferDepth) {
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frag.color = vec4(0.0);
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frag.depth = gBufferDepth;
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return frag;
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}
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}
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// Render invisible mesh with flashy procedural material
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if (use_forced_color) {
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vec3 adjustedPos = floor(vs_positionCameraSpace.xyz / 500.0);
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float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
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chessboard = fract(chessboard * 0.5);
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chessboard *= 2;
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// Pink and complementary green in a chessboard pattern
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frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
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return frag;
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}
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// Base color
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vec4 diffuseAlbedo = vec4(0.0);
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if (has_texture_diffuse) {
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diffuseAlbedo = texture(texture_diffuse, vs_st);
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}
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else {
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diffuseAlbedo = color_diffuse;
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}
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// Multiply with vertex color if specified
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if (use_vertex_colors) {
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diffuseAlbedo.rgb *= vs_color;
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// Make sure to not go beyond color range
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diffuseAlbedo.r = clamp(diffuseAlbedo.r, 0.0, 1.0);
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diffuseAlbedo.g = clamp(diffuseAlbedo.g, 0.0, 1.0);
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diffuseAlbedo.b = clamp(diffuseAlbedo.b, 0.0, 1.0);
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}
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if (performShading) {
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// Specular color
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vec3 specularAlbedo;
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if (has_texture_specular) {
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specularAlbedo = texture(texture_specular, vs_st).rgb;
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}
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else {
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if (has_color_specular) {
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specularAlbedo = color_specular.rgb;
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}
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else {
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specularAlbedo = diffuseAlbedo.rgb;
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}
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}
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// Bump mapping
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vec3 normal;
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if (has_texture_normal) {
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vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
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normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
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normal = normalize(vs_TBN * normalAlbedo);
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}
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else {
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normal = normalize(vs_normalViewSpace);
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}
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frag.gNormal = vec4(normal, 0.0);
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// Could be seperated into ambinet, diffuse and specular and passed in as uniforms
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const vec3 lightColor = vec3(1.0);
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const float specularPower = 100.0;
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// Ambient light
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vec3 totalLightColor = ambientIntensity * lightColor * diffuseAlbedo.rgb;
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vec3 viewDirection = normalize(vs_positionCameraSpace.xyz);
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for (int i = 0; i < nLightSources; i++) {
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// Diffuse light
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vec3 lightDirection = lightDirectionsViewSpace[i];
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float diffuseFactor = max(dot(normal, lightDirection), 0.0);
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vec3 diffuseColor =
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diffuseIntensity * lightColor * diffuseFactor * diffuseAlbedo.rgb;
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// Specular light
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vec3 reflectDirection = reflect(lightDirection, normal);
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float specularFactor =
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pow(max(dot(viewDirection, reflectDirection), 0.0), specularPower);
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vec3 specularColor =
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specularIntensity * lightColor * specularFactor * specularAlbedo;
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totalLightColor += lightIntensities[i] * (diffuseColor + specularColor);
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}
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frag.color.rgb = totalLightColor;
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}
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else {
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frag.color.rgb = diffuseAlbedo.rgb;
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}
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frag.color.a = diffuseAlbedo.a * opacity;
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return frag;
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}
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