GL3: Specular related

--HG--
branch : opengl3
hg/feature/opengl3
kaetemi 11 years ago
parent 2aa36f413d
commit 270342a07d

@ -606,9 +606,15 @@ namespace NL3D
else
ss << "vec4 texel = vec4(0.5, 0.5, 0.5, 1.0);" << std::endl;*/
generateTexEnv();
ss << "fragColor = texop" << (IDRV_MAT_MAXTEXTURES - 1) << ";" << std::endl;
switch (material->getShader())
{
case CMaterial::Specular:
generateSpecular();
break;
default:
generateTexEnv();
break;
}
if (desc->fogEnabled())
addFog();
@ -816,6 +822,22 @@ namespace NL3D
ss << "vec4 texop" << stage << " = texop" << (stage - 1) << ";" << std::endl;
}
}
ss << "fragColor = texop" << (IDRV_MAT_MAXTEXTURES - 1) << ";" << std::endl;
}
void CGLSLShaderGenerator::generateSpecular()
{
/*s << "vec4 texel;" << std::endl;
ss << "texel.rgb = texel0.rgb * diffuseColor.rgb;" << std::endl;
ss << "texel.a = texel0.a;" << std::endl;
ss << "texel.rgb = texel1.rgb * texel.a + texel.rgb;" << std::endl;
ss << "texel.a = texel1.a;" << std::endl;*/
// FIXME GL3 SPECULAR: VERIFY IF THIS WORKS
ss << "vec3 specop0 = texel0.rgb * diffuse.rgb;" << std::endl;
ss << "vec4 specop1 = vec4(texel1.rgb * texel0.a + specop0, texel0.a);" << std::endl;
ss << "fragColor = specop1;" << std::endl;
}

@ -127,7 +127,10 @@ namespace NL3D
void generateNormalPS();
// output texop3
void generateTexEnv();
void generateSpecular();
void generateLightMapPS();
void generateSpecularPS();

@ -270,6 +270,7 @@ namespace
if (desc.TexGenMode[i] >= 0)
ss << "texCoord" << i << " = vec4(0.0, 0.0, 0.0, 0.0);" << std::endl;
// FIXME GL3 SPECULAR: TEXGEN REFLECTION CUBE
// TODO: Texgen calculation
}

Loading…
Cancel
Save