diff options
-rw-r--r-- | data/shaders/light-refract.frag | 32 | ||||
-rw-r--r-- | src/scene-refract.cpp | 7 |
2 files changed, 21 insertions, 18 deletions
diff --git a/data/shaders/light-refract.frag b/data/shaders/light-refract.frag index f71a283..bcc5096 100644 --- a/data/shaders/light-refract.frag +++ b/data/shaders/light-refract.frag @@ -13,23 +13,29 @@ void main() const float matShininess = 100.0; const vec2 point_five = vec2(0.5); // Need the normalized eye direction and surface normal vectors to - // compute the refraction vector through the "front" surface of the object. + // compute the transmitted vector through the "front" surface of the object. vec3 eye_direction = normalize(-vertex_position.xyz); vec3 normalized_normal = normalize(vertex_normal); - vec3 front_refraction = refract(eye_direction, normalized_normal, 1.5); - // Offset the base map coordinate by the refaction vector, and re-normalize - // to texture coordinate space [0, 1]. - vec4 mc_perspective = MapCoord / MapCoord.w; - vec4 distance_value = texture2D(DistanceMap, mc_perspective.st); - float frontToBack = distance_value.z - mc_perspective.z; - vec3 back_position = (front_refraction - vertex_position) + frontToBack; - vec2 normcoord = (mc_perspective.st + front_refraction.st + point_five) * point_five; + vec3 front_refraction = refract(eye_direction, normalized_normal, 1.45); + // Find our best distance approximation through the object so we can + // project the transmitted vector to the back of the object to find + // the exit point. + vec3 mc_perspective = (MapCoord.xyz / MapCoord.w) + front_refraction; + vec2 dcoord = mc_perspective.st * point_five + point_five; + vec4 distance_value = texture2D(DistanceMap, dcoord); + vec3 back_position = vertex_position.xyz + front_refraction * distance_value.z; + // Use the exit point to index the map of back-side normals, and use the + // back-side position and normal to find the transmitted vector out of the + // object. + vec2 normcoord = back_position.st * point_five + point_five; vec3 back_normal = texture2D(NormalMap, normcoord).xyz; - // Now refract again, using the normal from the lookup. - vec3 back_refraction = refract(back_position, back_normal.xyz, 1.0); - vec2 imagecoord = (normcoord + back_refraction.st + point_five) * point_five; + vec3 back_refraction = refract(back_position, back_normal, 1.0); + // Use the transmitted vector from the exit point to determine where + // the vector would intersect the environment (in this case a background + // image. + vec2 imagecoord = back_refraction.st * point_five + point_five; vec4 texel = texture2D(ImageMap, imagecoord); - // Add in a specular component + // Add in specular reflection, and we have our fragment value. vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w - LightSourcePosition.xyz/LightSourcePosition.w); vec3 reflection = reflect(light_direction, normalized_normal); diff --git a/src/scene-refract.cpp b/src/scene-refract.cpp index e7fa659..f4188e0 100644 --- a/src/scene-refract.cpp +++ b/src/scene-refract.cpp @@ -203,11 +203,12 @@ DistanceRenderTarget::setup(unsigned int width, unsigned int height) GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0); glBindTexture(GL_TEXTURE_2D, tex_[COLOR]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); + glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glGenFramebuffers(1, &fbo_); @@ -254,7 +255,6 @@ DistanceRenderTarget::enable(const mat4& mvp) glViewport(0, 0, width_, height_); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glCullFace(GL_FRONT); - glDepthFunc(GL_GREATER); } void DistanceRenderTarget::disable() @@ -262,7 +262,6 @@ void DistanceRenderTarget::disable() glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, canvas_width_, canvas_height_); glCullFace(GL_BACK); - glDepthFunc(GL_LEQUAL); } bool @@ -271,7 +270,6 @@ RefractPrivate::setup(map<string, Scene::Option>& options) // Program object setup static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.vert"); static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.frag"); - static const vec4 materialDiffuse(1.0f, 1.0f, 1.0f, 0.0f); static const vec4 lightColor(0.4, 0.4, 0.4, 1.0); ShaderSource vtx_source(vtx_shader_filename); @@ -279,7 +277,6 @@ RefractPrivate::setup(map<string, Scene::Option>& options) frg_source.add_const("LightColor", lightColor); frg_source.add_const("LightSourcePosition", lightPosition); - frg_source.add_const("MaterialDiffuse", materialDiffuse); if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { return false; |