Files
OpenSpace/modules/base/shaders/model_fs.glsl
Malin E 01483ef982 Add support for model vertex colors (#3346)
* 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

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Co-authored-by: Alexander Bock <alexander.bock@liu.se>

* Update Ghoul

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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
2024-07-17 15:56:06 +02:00

179 lines
6.4 KiB
GLSL

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