diff --git a/src/gl/data/gl_matrix.cpp b/src/gl/data/gl_matrix.cpp index d8017ad40..115882857 100644 --- a/src/gl/data/gl_matrix.cpp +++ b/src/gl/data/gl_matrix.cpp @@ -442,7 +442,7 @@ VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix) mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) + mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]); - invDet = 1.0f/det; + invDet = 1.0/det; mMatrix[0] = (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) * invDet; mMatrix[1] = (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) * invDet; diff --git a/src/gl/data/gl_vertexbuffer.cpp b/src/gl/data/gl_vertexbuffer.cpp index 4e76b51cb..d14599eb8 100644 --- a/src/gl/data/gl_vertexbuffer.cpp +++ b/src/gl/data/gl_vertexbuffer.cpp @@ -71,6 +71,7 @@ void FSimpleVertexBuffer::BindVBO() glEnableVertexAttribArray(VATTR_TEXCOORD); glEnableVertexAttribArray(VATTR_COLOR); glDisableVertexAttribArray(VATTR_VERTEX2); + glDisableVertexAttribArray(VATTR_NORMAL); } else { @@ -236,6 +237,7 @@ void FFlatVertexBuffer::BindVBO() glEnableVertexAttribArray(VATTR_TEXCOORD); glDisableVertexAttribArray(VATTR_COLOR); glDisableVertexAttribArray(VATTR_VERTEX2); + glDisableVertexAttribArray(VATTR_NORMAL); } else { diff --git a/src/gl/data/gl_vertexbuffer.h b/src/gl/data/gl_vertexbuffer.h index 596de35d9..f777118fd 100644 --- a/src/gl/data/gl_vertexbuffer.h +++ b/src/gl/data/gl_vertexbuffer.h @@ -271,6 +271,7 @@ struct FModelVertex { float x, y, z; // world position float u, v; // texture coordinates + unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV. void Set(float xx, float yy, float zz, float uu, float vv) { @@ -283,7 +284,13 @@ struct FModelVertex void SetNormal(float nx, float ny, float nz) { - // GZDoom currently doesn't use normals. This function is so that the high level code can pretend it does. + /* + int inx = int(nx * 512); + int iny = int(ny * 512); + int inz = int(nz * 512); + packedNormal = 0x40000000 | ((inx & 1023) << 20) | ((iny & 1023) << 10) | (inz & 1023); + */ + packedNormal = 0; // Per-pixel lighting for models isn't implemented yet so leave this at 0 for now. } }; diff --git a/src/gl/models/gl_models.cpp b/src/gl/models/gl_models.cpp index 91bd9131e..f3dfbd569 100644 --- a/src/gl/models/gl_models.cpp +++ b/src/gl/models/gl_models.cpp @@ -119,6 +119,7 @@ void FModelVertexBuffer::BindVBO() glEnableVertexAttribArray(VATTR_VERTEX); glEnableVertexAttribArray(VATTR_TEXCOORD); glEnableVertexAttribArray(VATTR_VERTEX2); + glEnableVertexAttribArray(VATTR_NORMAL); glDisableVertexAttribArray(VATTR_COLOR); } else @@ -245,6 +246,7 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x); glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u); glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x); + glVertexAttribPointer(VATTR_NORMAL, 4, GL_UNSIGNED_INT_2_10_10_10_REV, false, sizeof(FModelVertex), &VMO[frame2].packedNormal); } else { diff --git a/src/gl/models/gl_voxels.cpp b/src/gl/models/gl_voxels.cpp index 6213eb006..288b1a9db 100644 --- a/src/gl/models/gl_voxels.cpp +++ b/src/gl/models/gl_voxels.cpp @@ -248,6 +248,7 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3 FModelVertex vert; unsigned int indx[4]; + vert.packedNormal = 0; // currently this is not being used for voxels. vert.u = (((col & 15) * 255 / 16) + 7) / 255.f; vert.v = (((col / 16) * 255 / 16) + 7) / 255.f; @@ -271,6 +272,7 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3 vert.y = -z3 + PivotZ; indx[3] = AddVertex(vert, check); + mIndices.Push(indx[0]); mIndices.Push(indx[1]); mIndices.Push(indx[3]); diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index 967296cb8..a8c9c5da2 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -141,6 +141,7 @@ bool FRenderState::ApplyShader() } glVertexAttrib4fv(VATTR_COLOR, mColor.vec); + glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec); activeShader->muDesaturation.Set(mDesaturation / 255.f); activeShader->muFogEnabled.Set(fogset); @@ -269,12 +270,16 @@ bool FRenderState::ApplyShader() if (mModelMatrixEnabled) { mModelMatrix.matrixToGL(activeShader->modelmatrix_index); + VSMatrix norm; + norm.computeNormalMatrix(mModelMatrix); + mNormalModelMatrix.matrixToGL(activeShader->normalmodelmatrix_index); activeShader->currentModelMatrixState = true; } else if (activeShader->currentModelMatrixState) { activeShader->currentModelMatrixState = false; identityMatrix.matrixToGL(activeShader->modelmatrix_index); + identityMatrix.matrixToGL(activeShader->normalmodelmatrix_index); } return true; } diff --git a/src/gl/renderer/gl_renderstate.h b/src/gl/renderer/gl_renderstate.h index 1c0a20348..6a1856910 100644 --- a/src/gl/renderer/gl_renderstate.h +++ b/src/gl/renderer/gl_renderstate.h @@ -90,6 +90,7 @@ class FRenderState float mShaderTimer; FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer; + FStateVec4 mNormal; FStateVec4 mColor; FStateVec4 mCameraPos; FStateVec4 mGlowTop, mGlowBottom; @@ -119,6 +120,8 @@ public: VSMatrix mViewMatrix; VSMatrix mModelMatrix; VSMatrix mTextureMatrix; + VSMatrix mNormalViewMatrix; + VSMatrix mNormalModelMatrix; FRenderState() { @@ -180,6 +183,16 @@ public: void SetClipHeight(float height, float direction); + void SetNormal(FVector3 norm) + { + mNormal.Set(norm.X, norm.Y, norm.Z, 0.f); + } + + void SetNormal(float x, float y, float z) + { + mNormal.Set(x, y, z, 0.f); + } + void SetColor(float r, float g, float b, float a = 1.f, int desat = 0) { mColor.Set(r, g, b, a); diff --git a/src/gl/scene/gl_flats.cpp b/src/gl/scene/gl_flats.cpp index 90f3be66f..394ca1626 100644 --- a/src/gl/scene/gl_flats.cpp +++ b/src/gl/scene/gl_flats.cpp @@ -374,6 +374,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG } #endif + gl_RenderState.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y); switch (pass) { @@ -502,6 +503,11 @@ inline void GLFlat::PutFlat(bool fog) void GLFlat::Process(sector_t * model, int whichplane, bool fog) { plane.GetFromSector(model, whichplane); + if (whichplane != int(ceiling)) + { + // Flip the normal if the source plane has a different orientation than what we are about to render. + plane.plane.FlipVert(); + } if (!fog) { @@ -641,7 +647,7 @@ void GLFlat::ProcessSector(sector_t * frontsector) Colormap.CopyFrom3DLight(light); } renderstyle = STYLE_Translucent; - Process(frontsector, false, false); + Process(frontsector, sector_t::floor, false); } } @@ -700,7 +706,7 @@ void GLFlat::ProcessSector(sector_t * frontsector) Colormap.CopyFrom3DLight(light); } renderstyle = STYLE_Translucent; - Process(frontsector, true, false); + Process(frontsector, sector_t::ceiling, false); } } diff --git a/src/gl/scene/gl_portal.cpp b/src/gl/scene/gl_portal.cpp index 4a7fa9d7a..50693d75c 100644 --- a/src/gl/scene/gl_portal.cpp +++ b/src/gl/scene/gl_portal.cpp @@ -1217,7 +1217,7 @@ void GLEEHorizonPortal::DrawContents() if (sector->GetTexture(sector_t::ceiling) != skyflatnum) { GLHorizonInfo horz; - horz.plane.GetFromSector(sector, true); + horz.plane.GetFromSector(sector, sector_t::ceiling); horz.lightlevel = gl_ClampLight(sector->GetCeilingLight()); horz.colormap = sector->ColorMap; if (portal->mType == PORTS_PLANE) @@ -1230,7 +1230,7 @@ void GLEEHorizonPortal::DrawContents() if (sector->GetTexture(sector_t::floor) != skyflatnum) { GLHorizonInfo horz; - horz.plane.GetFromSector(sector, false); + horz.plane.GetFromSector(sector, sector_t::floor); horz.lightlevel = gl_ClampLight(sector->GetFloorLight()); horz.colormap = sector->ColorMap; if (portal->mType == PORTS_PLANE) diff --git a/src/gl/scene/gl_skydome.cpp b/src/gl/scene/gl_skydome.cpp index 1653d2bb8..015b42016 100644 --- a/src/gl/scene/gl_skydome.cpp +++ b/src/gl/scene/gl_skydome.cpp @@ -114,6 +114,7 @@ void FSkyVertexBuffer::BindVBO() glEnableVertexAttribArray(VATTR_TEXCOORD); glEnableVertexAttribArray(VATTR_COLOR); glDisableVertexAttribArray(VATTR_VERTEX2); + glDisableVertexAttribArray(VATTR_NORMAL); } else { diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 19753f742..ab88f2f9c 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -406,6 +406,7 @@ void GLSprite::Draw(int pass) gl_RenderState.Apply(); FVector3 v[4]; + gl_RenderState.SetNormal(0, 0, 0); CalculateVertices(v); FQuadDrawer qd; diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index 32dc6ee5b..143029ba7 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -60,6 +60,15 @@ struct GLSeg float x1,x2; float y1,y2; float fracleft, fracright; // fractional offset of the 2 vertices on the linedef + + FVector3 Normal() const + { + // we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim + float x = y2 - y1; + float y = x1 - x2; + float length = sqrt(x*x + y*y); + return FVector3(x / length, 0, y / length); + } }; struct texcoord diff --git a/src/gl/scene/gl_walls.cpp b/src/gl/scene/gl_walls.cpp index 3a7baec33..db16a941a 100644 --- a/src/gl/scene/gl_walls.cpp +++ b/src/gl/scene/gl_walls.cpp @@ -470,7 +470,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2) } else { - hi.plane.GetFromSector(fs, true); + hi.plane.GetFromSector(fs, sector_t::ceiling); hi.lightlevel = gl_ClampLight(fs->GetCeilingLight()); hi.colormap = fs->ColorMap; @@ -498,7 +498,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2) } else { - hi.plane.GetFromSector(fs, false); + hi.plane.GetFromSector(fs, sector_t::floor); hi.lightlevel = gl_ClampLight(fs->GetFloorLight()); hi.colormap = fs->ColorMap; diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index a7884b51a..dbc43fd22 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -254,14 +254,13 @@ void GLWall::RenderMirrorSurface() if (GLRenderer->mirrortexture == NULL) return; // For the sphere map effect we need a normal of the mirror surface, - Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1); - v.Normalize(); + FVector3 v = glseg.Normal(); if (!gl.legacyMode) { // we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is. - tcs[LOLFT].u = tcs[LORGT].u = tcs[UPLFT].u = tcs[UPRGT].u = v.X(); - tcs[LOLFT].v = tcs[LORGT].v = tcs[UPLFT].v = tcs[UPRGT].v = v.Z(); + tcs[LOLFT].u = tcs[LORGT].u = tcs[UPLFT].u = tcs[UPRGT].u = v.X; + tcs[LOLFT].v = tcs[LORGT].v = tcs[UPLFT].v = tcs[UPRGT].v = v.Z; gl_RenderState.EnableTextureMatrix(true); gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix); @@ -414,6 +413,7 @@ void GLWall::RenderTranslucentWall() //========================================================================== void GLWall::Draw(int pass) { + gl_RenderState.SetNormal(glseg.Normal()); switch (pass) { case GLPASS_LIGHTSONLY: diff --git a/src/gl/shaders/gl_shader.cpp b/src/gl/shaders/gl_shader.cpp index d4e05dfa8..8f78e22e4 100644 --- a/src/gl/shaders/gl_shader.cpp +++ b/src/gl/shaders/gl_shader.cpp @@ -179,6 +179,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char * glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord"); glBindAttribLocation(hShader, VATTR_COLOR, "aColor"); glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2"); + glBindAttribLocation(hShader, VATTR_NORMAL, "aNormal"); glLinkProgram(hShader); @@ -241,6 +242,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char * texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix"); vertexmatrix_index = glGetUniformLocation(hShader, "uQuadVertices"); texcoordmatrix_index = glGetUniformLocation(hShader, "uQuadTexCoords"); + normalviewmatrix_index = glGetUniformLocation(hShader, "NormalViewMatrix"); + normalmodelmatrix_index = glGetUniformLocation(hShader, "NormalModelMatrix"); quadmode_index = glGetUniformLocation(hShader, "uQuadMode"); if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER)) @@ -328,14 +331,14 @@ FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath // //========================================================================== -void FShader::ApplyMatrices(VSMatrix *proj, VSMatrix *view) +void FShader::ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm) { Bind(); glUniformMatrix4fv(projectionmatrix_index, 1, false, proj->get()); glUniformMatrix4fv(viewmatrix_index, 1, false, view->get()); + glUniformMatrix4fv(normalviewmatrix_index, 1, false, norm->get()); } - //========================================================================== // // @@ -556,23 +559,26 @@ void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view) } else { + VSMatrix norm; + norm.computeNormalMatrix(*view); + for (int i = 0; i < 4; i++) { - mTextureEffects[i]->ApplyMatrices(proj, view); - mTextureEffectsNAT[i]->ApplyMatrices(proj, view); + mTextureEffects[i]->ApplyMatrices(proj, view, &norm); + mTextureEffectsNAT[i]->ApplyMatrices(proj, view, &norm); } - mTextureEffects[4]->ApplyMatrices(proj, view); + mTextureEffects[4]->ApplyMatrices(proj, view, &norm); if (gl_fuzztype != 0) { - mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view); + mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view, &norm); } for (unsigned i = 12; i < mTextureEffects.Size(); i++) { - mTextureEffects[i]->ApplyMatrices(proj, view); + mTextureEffects[i]->ApplyMatrices(proj, view, &norm); } for (int i = 0; i < MAX_EFFECTS; i++) { - mEffectShaders[i]->ApplyMatrices(proj, view); + mEffectShaders[i]->ApplyMatrices(proj, view, &norm); } if (mActiveShader != NULL) mActiveShader->Bind(); } diff --git a/src/gl/shaders/gl_shader.h b/src/gl/shaders/gl_shader.h index 343942321..679ae1172 100644 --- a/src/gl/shaders/gl_shader.h +++ b/src/gl/shaders/gl_shader.h @@ -285,7 +285,9 @@ class FShader int lights_index; int projectionmatrix_index; int viewmatrix_index; + int normalviewmatrix_index; int modelmatrix_index; + int normalmodelmatrix_index; int texturematrix_index; public: int vertexmatrix_index; @@ -318,7 +320,7 @@ public: bool Bind(); unsigned int GetHandle() const { return hShader; } - void ApplyMatrices(VSMatrix *proj, VSMatrix *view); + void ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm); }; diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 95ac874b7..fb1983fc7 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -1,6 +1,8 @@ in vec4 pixelpos; in vec2 glowdist; +in vec4 vWorldNormal; +in vec4 vEyeNormal; in vec4 vTexCoord; in vec4 vColor; @@ -121,6 +123,37 @@ float R_DoomLightingEquation(float light) return lightscale; } +//=========================================================================== +// +// Standard lambertian diffuse light calculation +// +//=========================================================================== + +float diffuseContribution(vec3 lightDirection, vec3 normal) +{ + return max(dot(normal, lightDirection), 0.0f); +} + +//=========================================================================== +// +// Calculates the brightness of a dynamic point light +// Todo: Find a better way to define which lighting model to use. +// (Specular mode has been removed for now.) +// +//=========================================================================== + +float pointLightAttenuation(vec4 lightpos) +{ + float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w; + #if 0 + return attenuation; + #else + vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz); + float diffuseAmount = diffuseContribution(lightDirection, normalize(vWorldNormal.xyz)); + return attenuation * diffuseAmount; + #endif +} + //=========================================================================== // // Calculate light @@ -196,7 +229,7 @@ vec4 getLightColor(float fogdist, float fogfactor) vec4 lightpos = lights[i]; vec4 lightcolor = lights[i+1]; - lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w; + lightcolor.rgb *= pointLightAttenuation(lightpos); dynlight.rgb += lightcolor.rgb; } // @@ -207,7 +240,7 @@ vec4 getLightColor(float fogdist, float fogfactor) vec4 lightpos = lights[i]; vec4 lightcolor = lights[i+1]; - lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w; + lightcolor.rgb *= pointLightAttenuation(lightpos); dynlight.rgb -= lightcolor.rgb; } } @@ -289,7 +322,7 @@ void main() vec4 lightpos = lights[i]; vec4 lightcolor = lights[i+1]; - lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w; + lightcolor.rgb *= pointLightAttenuation(lightpos); addlight.rgb += lightcolor.rgb; } frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0); diff --git a/wadsrc/static/shaders/glsl/main.vp b/wadsrc/static/shaders/glsl/main.vp index a2c1bac5b..1de8854c0 100644 --- a/wadsrc/static/shaders/glsl/main.vp +++ b/wadsrc/static/shaders/glsl/main.vp @@ -4,8 +4,12 @@ in vec2 aTexCoord; in vec4 aColor; #ifndef SIMPLE // we do not need these for simple shaders in vec4 aVertex2; +in vec4 aNormal; out vec4 pixelpos; out vec2 glowdist; + +out vec4 vWorldNormal; +out vec4 vEyeNormal; #endif out vec4 vTexCoord; @@ -54,6 +58,9 @@ void main() gl_ClipDistance[3] = -((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y; gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z); } + + vWorldNormal = NormalModelMatrix * aNormal; + vEyeNormal = NormalViewMatrix * vWorldNormal; #endif #ifdef SPHEREMAP diff --git a/wadsrc/static/shaders/glsl/shaderdefs.i b/wadsrc/static/shaders/glsl/shaderdefs.i index 3701694bc..8c5697a66 100644 --- a/wadsrc/static/shaders/glsl/shaderdefs.i +++ b/wadsrc/static/shaders/glsl/shaderdefs.i @@ -56,5 +56,7 @@ uniform int uQuadMode; uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform mat4 ModelMatrix; +uniform mat4 NormalViewMatrix; +uniform mat4 NormalModelMatrix; uniform mat4 TextureMatrix;