示例#1
0
const Point3F * TSMesh::getNormals( S32 firstVert )
{
   if ( getFlags( UseEncodedNormals ) )
   {
      gNormalStore.setSize( vertsPerFrame );
      for ( S32 i = 0; i < encodedNorms.size(); i++ )
         gNormalStore[i] = decodeNormal( encodedNorms[ i + firstVert ] );

      return gNormalStore.address();
   }

   return &norms[firstVert];
}
示例#2
0
void main() {
  vec3 color;
  vec4 final = u_lightAmbient;
  vec3 normal;
  vec3 lightMapDiffuse;
  
  if (u_normalLayerSettings.enabled) {
    normal = decodeNormal(u_normalMap);
  } else {
    normal = v_normal;
  }

  float lambertFactor = max(dot(normal, v_lightDir), 0.0);
    
  if (lambertFactor > 0.0) {
    if (u_diffuseLayerSettings.enabled) {
      vec4 diffuseColor = computeLayerColor(u_diffuseMap, u_diffuseLayerSettings);
      
      color = combineLayerColor(diffuseColor, color, u_diffuseLayerSettings);
    }
    
    if (u_decalLayerSettings.enabled) {
      vec4 decalColor = computeLayerColor(u_decalMap, u_decalLayerSettings);
      
      color = combineLayerColor(decalColor, color, u_decalLayerSettings);
    }
    
    vec4 specularColor = computeSpecular(u_specularMap, u_specularLayerSettings, u_specularity, u_specMult, normal);
    
    if (u_lightMapLayerSettings.enabled) {
      vec4 lightMapColor = computeLayerColor(u_lightMapMap, u_lightMapLayerSettings) * 2.0;
      
      lightMapDiffuse = lightMapColor.rgb;
    }
    
    /*final.rgb = color * lightMapDiffuse + specularColor.rgb;*/
    final.rgb = (color + specularColor.rgb) * lambertFactor;
    
    bool addEmissive = false;
    vec3 emissiveColor;
    vec4 tempColor;
    
    if (u_emissiveLayerSettings.enabled) {
        tempColor = computeLayerColor(u_emissiveMap, u_emissiveLayerSettings);
      
        if (u_emissiveLayerSettings.op == LAYEROP_MOD || u_emissiveLayerSettings.op == LAYEROP_MOD2X || u_emissiveLayerSettings.op == LAYEROP_LERP) {
            final.rgb = combineLayerColor(tempColor, final.rgb, u_emissiveLayerSettings);
        } else {