Rewrote collision shader to use generated normals with fake lighting instead of generated UV coords

This commit is contained in:
parax0 2016-12-24 03:05:51 -07:00
parent b362a23e4b
commit c0fb54888d
5 changed files with 38 additions and 29 deletions

View File

@ -1,17 +1,16 @@
#version 330 core
// Input
in vec2 TexCoord;
in vec4 LightColor;
// Output
out vec4 PixelColor;
// Uniforms
uniform sampler2D Texture;
uniform vec4 TintColor;
// Main
void main()
{
PixelColor = vec4(texture(Texture, TexCoord).rgb, 0) * TintColor;
PixelColor = LightColor * TintColor;
}

View File

@ -1,11 +1,11 @@
// This shader will be obsoleted soon when the collision rendering is improved
#version 330 core
// Input
layout(location = 0) in vec3 Position;
layout(location = 0) in vec3 RawPosition;
layout(location = 1) in vec3 RawNormal;
// Output
out vec2 TexCoord;
out vec4 LightColor;
// Uniforms
layout(std140) uniform MVPBlock
@ -18,11 +18,12 @@ layout(std140) uniform MVPBlock
// Main
void main()
{
mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
gl_Position = vec4(Position, 1) * MVP;
mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
gl_Position = vec4(RawPosition, 1) * MVP;
// UV Generation
float avg = (Position.x + Position.z) / 2;
TexCoord.x = avg;
TexCoord.y = Position.y + (avg / 2);
// Fake lighting; render one white skylight pointing straight down with an ambient 0.5
float LightDot = dot(RawNormal, vec3(0, 0, -1));
float Alpha = (-LightDot + 1.0) / 2;
float LightAlpha = mix(0.5, 0.9, Alpha);
LightColor = vec4(LightAlpha, LightAlpha, LightAlpha, 1.0);
}

View File

@ -333,7 +333,6 @@ void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/
{
Init();
mpCollisionShader->SetCurrent();
LoadCheckerboardTexture(0);
static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);

View File

@ -4,7 +4,7 @@
CCollisionMesh::CCollisionMesh()
{
mVBO.SetVertexDesc(ePosition);
mVBO.SetVertexDesc(ePosition | eNormal);
mVertexCount = 0;
mLineCount = 0;
mFaceCount = 0;
@ -31,13 +31,10 @@ void CCollisionMesh::BufferGL()
mBuffered = false;
}
// Add all the verts to our VBO, first...
mVBO.Reserve(mCollisionVertices.size());
for (u16 iVtx = 0; iVtx < mCollisionVertices.size(); iVtx++)
mVBO.AddVertex(CVertex(mCollisionVertices[iVtx].Pos));
// Then add all the relevant indices to the IBO
// Add all the relevant indices to the IBO
mVBO.Reserve(mCollisionFaces.size() * 3);
mIBO.Reserve(mCollisionFaces.size() * 3);
for (u32 iVtx = 0; iVtx < mCollisionFaces.size(); iVtx++)
{
u16 Verts[3];
@ -56,14 +53,29 @@ void CCollisionMesh::BufferGL()
Verts[2] = pLineB->Vertices[1];
// Some faces have a property that indicates they need to be inverted
if (!pFace->Properties.Invert)
mIBO.AddIndices(&Verts[0], 3);
else
if (pFace->Properties.Invert)
{
mIBO.AddIndex(Verts[2]);
mIBO.AddIndex(Verts[1]);
mIBO.AddIndex(Verts[0]);
u16 V0 = Verts[0];
Verts[0] = Verts[2];
Verts[2] = V0;
}
// Generate vertices - we don't share vertices between triangles in order to get the generated normals looking correct
CCollisionVertex& rVert0 = mCollisionVertices[Verts[0]];
CCollisionVertex& rVert1 = mCollisionVertices[Verts[1]];
CCollisionVertex& rVert2 = mCollisionVertices[Verts[2]];
CVector3f V0toV1 = (rVert1.Pos - rVert0.Pos).Normalized();
CVector3f V0toV2 = (rVert2.Pos - rVert0.Pos).Normalized();
CVector3f FaceNormal = V0toV1.Cross(V0toV2).Normalized();
for (u32 iVtx = 0; iVtx < 3; iVtx++)
{
CVertex Vtx;
Vtx.Position = mCollisionVertices[ Verts[iVtx] ].Pos;
Vtx.Normal = FaceNormal;
u16 Index = mVBO.AddVertex(Vtx);
mIBO.AddIndex(Index);
}
}

View File

@ -39,8 +39,6 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)