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Increase the maximum number of lights to 4 for Mesa vc4
Testing on the latest Raspbian release shows that the open-source Mesa driver can handle 4 lights on all P3D examples without tripping up during register allocation. Still an issue with 8 lights, so leave it at 4 for now, and re-test with 6 next time around.
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/* | ||
Part of the Processing project - http://processing.org | ||
Copyright (c) 2012-15 The Processing Foundation | ||
Copyright (c) 2004-12 Ben Fry and Casey Reas | ||
Copyright (c) 2001-04 Massachusetts Institute of Technology | ||
This library is free software; you can redistribute it and/or | ||
modify it under the terms of the GNU Lesser General Public | ||
License as published by the Free Software Foundation, version 2.1. | ||
This library is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | ||
Lesser General Public License for more details. | ||
You should have received a copy of the GNU Lesser General | ||
Public License along with this library; if not, write to the | ||
Free Software Foundation, Inc., 59 Temple Place, Suite 330, | ||
Boston, MA 02111-1307 USA | ||
*/ | ||
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uniform mat4 modelviewMatrix; | ||
uniform mat4 transformMatrix; | ||
uniform mat3 normalMatrix; | ||
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uniform int lightCount; | ||
uniform vec4 lightPosition[8]; | ||
uniform vec3 lightNormal[8]; | ||
uniform vec3 lightAmbient[8]; | ||
uniform vec3 lightDiffuse[8]; | ||
uniform vec3 lightSpecular[8]; | ||
uniform vec3 lightFalloff[8]; | ||
uniform vec2 lightSpot[8]; | ||
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attribute vec4 position; | ||
attribute vec4 color; | ||
attribute vec3 normal; | ||
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attribute vec4 ambient; | ||
attribute vec4 specular; | ||
attribute vec4 emissive; | ||
attribute float shininess; | ||
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varying vec4 vertColor; | ||
varying vec4 backVertColor; | ||
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const float zero_float = 0.0; | ||
const float one_float = 1.0; | ||
const vec3 zero_vec3 = vec3(0.0); | ||
const vec3 minus_one_vec3 = vec3(0.0-1.0); | ||
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float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) { | ||
vec3 lpv = lightPos - vertPos; | ||
vec3 dist = vec3(one_float); | ||
dist.z = dot(lpv, lpv); | ||
dist.y = sqrt(dist.z); | ||
return one_float / dot(dist, coeff); | ||
} | ||
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float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) { | ||
vec3 lpv = normalize(lightPos - vertPos); | ||
vec3 nln = minus_one_vec3 * lightNorm; | ||
float spotCos = dot(nln, lpv); | ||
return spotCos <= minCos ? zero_float : pow(spotCos, spotExp); | ||
} | ||
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float lambertFactor(vec3 lightDir, vec3 vecNormal) { | ||
return max(zero_float, dot(lightDir, vecNormal)); | ||
} | ||
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float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) { | ||
vec3 np = normalize(vertPos); | ||
vec3 ldp = normalize(lightDir - np); | ||
return pow(max(zero_float, dot(ldp, vecNormal)), shine); | ||
} | ||
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void main() { | ||
// Vertex in clip coordinates | ||
gl_Position = transformMatrix * position; | ||
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// Vertex in eye coordinates | ||
vec3 ecVertex = vec3(modelviewMatrix * position); | ||
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// Normal vector in eye coordinates | ||
vec3 ecNormal = normalize(normalMatrix * normal); | ||
vec3 ecNormalInv = ecNormal * minus_one_vec3; | ||
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// Light calculations | ||
vec3 totalAmbient = vec3(0, 0, 0); | ||
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vec3 totalFrontDiffuse = vec3(0, 0, 0); | ||
vec3 totalFrontSpecular = vec3(0, 0, 0); | ||
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vec3 totalBackDiffuse = vec3(0, 0, 0); | ||
vec3 totalBackSpecular = vec3(0, 0, 0); | ||
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// prevent register allocation failure by limiting ourselves to | ||
// two lights for now | ||
for (int i = 0; i < 2; i++) { | ||
if (lightCount == i) break; | ||
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vec3 lightPos = lightPosition[i].xyz; | ||
bool isDir = lightPosition[i].w < one_float; | ||
float spotCos = lightSpot[i].x; | ||
float spotExp = lightSpot[i].y; | ||
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vec3 lightDir; | ||
float falloff; | ||
float spotf; | ||
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if (isDir) { | ||
falloff = one_float; | ||
lightDir = minus_one_vec3 * lightNormal[i]; | ||
} else { | ||
falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]); | ||
lightDir = normalize(lightPos - ecVertex); | ||
} | ||
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spotf = spotExp > zero_float ? spotFactor(lightPos, ecVertex, lightNormal[i], | ||
spotCos, spotExp) | ||
: one_float; | ||
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if (any(greaterThan(lightAmbient[i], zero_vec3))) { | ||
totalAmbient += lightAmbient[i] * falloff; | ||
} | ||
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if (any(greaterThan(lightDiffuse[i], zero_vec3))) { | ||
totalFrontDiffuse += lightDiffuse[i] * falloff * spotf * | ||
lambertFactor(lightDir, ecNormal); | ||
totalBackDiffuse += lightDiffuse[i] * falloff * spotf * | ||
lambertFactor(lightDir, ecNormalInv); | ||
} | ||
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if (any(greaterThan(lightSpecular[i], zero_vec3))) { | ||
totalFrontSpecular += lightSpecular[i] * falloff * spotf * | ||
blinnPhongFactor(lightDir, ecVertex, ecNormal, shininess); | ||
totalBackSpecular += lightSpecular[i] * falloff * spotf * | ||
blinnPhongFactor(lightDir, ecVertex, ecNormalInv, shininess); | ||
} | ||
} | ||
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// Calculating final color as result of all lights (plus emissive term). | ||
// Transparency is determined exclusively by the diffuse component. | ||
vertColor = vec4(totalAmbient, 0) * ambient + | ||
vec4(totalFrontDiffuse, 1) * color + | ||
vec4(totalFrontSpecular, 0) * specular + | ||
vec4(emissive.rgb, 0); | ||
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backVertColor = vec4(totalAmbient, 0) * ambient + | ||
vec4(totalBackDiffuse, 1) * color + | ||
vec4(totalBackSpecular, 0) * specular + | ||
vec4(emissive.rgb, 0); | ||
} |
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160 changes: 160 additions & 0 deletions
160
core/src/processing/opengl/shaders/TexLightVert-brcm.glsl
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,160 @@ | ||
/* | ||
Part of the Processing project - http://processing.org | ||
Copyright (c) 2012-15 The Processing Foundation | ||
Copyright (c) 2004-12 Ben Fry and Casey Reas | ||
Copyright (c) 2001-04 Massachusetts Institute of Technology | ||
This library is free software; you can redistribute it and/or | ||
modify it under the terms of the GNU Lesser General Public | ||
License as published by the Free Software Foundation, version 2.1. | ||
This library is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | ||
Lesser General Public License for more details. | ||
You should have received a copy of the GNU Lesser General | ||
Public License along with this library; if not, write to the | ||
Free Software Foundation, Inc., 59 Temple Place, Suite 330, | ||
Boston, MA 02111-1307 USA | ||
*/ | ||
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uniform mat4 modelviewMatrix; | ||
uniform mat4 transformMatrix; | ||
uniform mat3 normalMatrix; | ||
uniform mat4 texMatrix; | ||
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uniform int lightCount; | ||
uniform vec4 lightPosition[8]; | ||
uniform vec3 lightNormal[8]; | ||
uniform vec3 lightAmbient[8]; | ||
uniform vec3 lightDiffuse[8]; | ||
uniform vec3 lightSpecular[8]; | ||
uniform vec3 lightFalloff[8]; | ||
uniform vec2 lightSpot[8]; | ||
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attribute vec4 position; | ||
attribute vec4 color; | ||
attribute vec3 normal; | ||
attribute vec2 texCoord; | ||
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attribute vec4 ambient; | ||
attribute vec4 specular; | ||
attribute vec4 emissive; | ||
attribute float shininess; | ||
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varying vec4 vertColor; | ||
varying vec4 backVertColor; | ||
varying vec4 vertTexCoord; | ||
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const float zero_float = 0.0; | ||
const float one_float = 1.0; | ||
const vec3 zero_vec3 = vec3(0.0); | ||
const vec3 minus_one_vec3 = vec3(0.0-1.0); | ||
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float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) { | ||
vec3 lpv = lightPos - vertPos; | ||
vec3 dist = vec3(one_float); | ||
dist.z = dot(lpv, lpv); | ||
dist.y = sqrt(dist.z); | ||
return one_float / dot(dist, coeff); | ||
} | ||
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float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) { | ||
vec3 lpv = normalize(lightPos - vertPos); | ||
vec3 nln = minus_one_vec3 * lightNorm; | ||
float spotCos = dot(nln, lpv); | ||
return spotCos <= minCos ? zero_float : pow(spotCos, spotExp); | ||
} | ||
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float lambertFactor(vec3 lightDir, vec3 vecNormal) { | ||
return max(zero_float, dot(lightDir, vecNormal)); | ||
} | ||
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float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) { | ||
vec3 np = normalize(vertPos); | ||
vec3 ldp = normalize(lightDir - np); | ||
return pow(max(zero_float, dot(ldp, vecNormal)), shine); | ||
} | ||
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void main() { | ||
// Vertex in clip coordinates | ||
gl_Position = transformMatrix * position; | ||
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// Vertex in eye coordinates | ||
vec3 ecVertex = vec3(modelviewMatrix * position); | ||
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// Normal vector in eye coordinates | ||
vec3 ecNormal = normalize(normalMatrix * normal); | ||
vec3 ecNormalInv = ecNormal * minus_one_vec3; | ||
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// Light calculations | ||
vec3 totalAmbient = vec3(0, 0, 0); | ||
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vec3 totalFrontDiffuse = vec3(0, 0, 0); | ||
vec3 totalFrontSpecular = vec3(0, 0, 0); | ||
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vec3 totalBackDiffuse = vec3(0, 0, 0); | ||
vec3 totalBackSpecular = vec3(0, 0, 0); | ||
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// prevent register allocation failure by limiting ourselves to | ||
// two lights for now | ||
for (int i = 0; i < 2; i++) { | ||
if (lightCount == i) break; | ||
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vec3 lightPos = lightPosition[i].xyz; | ||
bool isDir = lightPosition[i].w < one_float; | ||
float spotCos = lightSpot[i].x; | ||
float spotExp = lightSpot[i].y; | ||
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vec3 lightDir; | ||
float falloff; | ||
float spotf; | ||
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if (isDir) { | ||
falloff = one_float; | ||
lightDir = minus_one_vec3 * lightNormal[i]; | ||
} else { | ||
falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]); | ||
lightDir = normalize(lightPos - ecVertex); | ||
} | ||
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spotf = spotExp > zero_float ? spotFactor(lightPos, ecVertex, lightNormal[i], | ||
spotCos, spotExp) | ||
: one_float; | ||
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if (any(greaterThan(lightAmbient[i], zero_vec3))) { | ||
totalAmbient += lightAmbient[i] * falloff; | ||
} | ||
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if (any(greaterThan(lightDiffuse[i], zero_vec3))) { | ||
totalFrontDiffuse += lightDiffuse[i] * falloff * spotf * | ||
lambertFactor(lightDir, ecNormal); | ||
totalBackDiffuse += lightDiffuse[i] * falloff * spotf * | ||
lambertFactor(lightDir, ecNormalInv); | ||
} | ||
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if (any(greaterThan(lightSpecular[i], zero_vec3))) { | ||
totalFrontSpecular += lightSpecular[i] * falloff * spotf * | ||
blinnPhongFactor(lightDir, ecVertex, ecNormal, shininess); | ||
totalBackSpecular += lightSpecular[i] * falloff * spotf * | ||
blinnPhongFactor(lightDir, ecVertex, ecNormalInv, shininess); | ||
} | ||
} | ||
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// Calculating final color as result of all lights (plus emissive term). | ||
// Transparency is determined exclusively by the diffuse component. | ||
vertColor = vec4(totalAmbient, 0) * ambient + | ||
vec4(totalFrontDiffuse, 1) * color + | ||
vec4(totalFrontSpecular, 0) * specular + | ||
vec4(emissive.rgb, 0); | ||
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backVertColor = vec4(totalAmbient, 0) * ambient + | ||
vec4(totalBackDiffuse, 1) * color + | ||
vec4(totalBackSpecular, 0) * specular + | ||
vec4(emissive.rgb, 0); | ||
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// Calculating texture coordinates, with r and q set both to one | ||
vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0); | ||
} |
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