Correct specular highlights, light colors

This commit is contained in:
saschawillems 2016-07-17 15:14:52 +02:00
parent f3a86c292c
commit 94d8f7b94a
5 changed files with 21 additions and 26 deletions

View file

@ -73,7 +73,6 @@ float filterPCF(vec4 sc, float layer)
return shadowFactor / count;
}
void main()
{
// Get G-Buffer values
@ -112,18 +111,19 @@ void main()
float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
// Diffuse lighting.
// Diffuse lighting
float NdotL = max(0.0, dot(N, L));
vec3 diff = vec3(NdotL);
// Specular lighting.
// Specular lighting
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = vec3(pow(NdotR, 16.0));
vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5);
fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb ;
fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
}
// Shadow calculations in a separate pass
for(int i = 0; i < LIGHT_COUNT; ++i)
{
vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);

View file

@ -14,23 +14,14 @@ layout (binding = 0) uniform UBO
} ubo;
layout (location = 0) out vec2 outUV;
//layout (location = 1) out vec4 outShadowCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
/*
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0 );
*/
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
//outShadowCoord = (biasMat * ubo.lightMVP * ubo.modelview) * vec4(inPos, 1.0);
}

View file

@ -540,7 +540,7 @@ public:
vkMeshLoader::MeshCreateInfo meshCreateInfo;
meshCreateInfo.scale = glm::vec3(15.0f);
meshCreateInfo.uvscale = glm::vec2(2.0f);
meshCreateInfo.uvscale = glm::vec2(1.0f, 1.5f);
meshCreateInfo.center = glm::vec3(0.0f, 2.3f, 0.0f);
loadMesh(getAssetPath() + "models/openbox.dae", &meshes.background, vertexLayout, &meshCreateInfo);
}
@ -1073,13 +1073,14 @@ public:
{
std::vector<glm::vec4> lightPositions =
{
glm::vec4(-14.0f, -0.5f, 15.0f, 0.0f),
glm::vec4(-14.0f, -0.5f, 15.0f, 0.0f),
glm::vec4(14.0f, -4.0f, 12.0f, 0.0f),
glm::vec4(0.0f, -10.0f, 4.0f, 0.0f)
};
std::vector<glm::vec4> lightColors =
{
glm::vec4(1.0f, 0.0f, 0.0f, 0.0f),
// glm::vec4(1.0f),
glm::vec4(1.0f, 0.5f, 0.5f, 0.0f),
glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
glm::vec4(1.0f, 1.0f, 1.0f, 0.0f),
};
@ -1091,15 +1092,17 @@ public:
};
// Animate
// todo: wip
lightPositions[0].x = -14.0f + abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
lightPositions[0].z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
if (!paused)
{
lightPositions[0].x = -14.0f + abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
lightPositions[0].z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
lightPositions[1].x = 14.0f - abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
lightPositions[1].z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
lightPositions[1].x = 14.0f - abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
lightPositions[1].z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
lightPositions[2].x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
lightPositions[2].z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
lightPositions[2].x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
lightPositions[2].z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
}
for (uint32_t i = 0; i < static_cast<uint32_t>(lightPositions.size()); i++)
{
@ -1115,7 +1118,7 @@ public:
glm::mat4 shadowModel = glm::mat4();
uboShadowGS.mvp[i] = shadowProj * shadowView * shadowModel;
light->viewMatrix = uboShadowGS.mvp[i];
light->viewMatrix = uboShadowGS.mvp[i];
}
uint8_t *pData;
@ -1127,6 +1130,7 @@ public:
vkUnmapMemory(device, uniformData.uboShadowGS.memory);
uboFragmentLights.viewPos = glm::vec4(uboOffscreenVS.view[3]);
uboFragmentLights.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);;
VK_CHECK_RESULT(vkMapMemory(device, uniformData.fsLights.memory, 0, sizeof(uboFragmentLights), 0, (void **)&pData));
memcpy(pData, &uboFragmentLights, sizeof(uboFragmentLights));
@ -1189,7 +1193,7 @@ public:
if (!prepared)
return;
draw();
if (!paused)
//if (!paused)
updateUniformBufferDeferredLights();
}