feat(app): directional lighting on terrain and static meshes (Phase 3a)
Adds a hardcoded sun direction + ambient + Lambert diffuse to both terrain.frag and mesh.frag. Both vertex shaders now forward a world- space normal (computed as mat3(uModel) * aNormal) for the fragment shader to dot against the sun vector. Lighting model: final_rgb = texture_rgb * (AMBIENT + DIFFUSE * max(0, dot(N, SUN))) where AMBIENT=0.4, DIFFUSE=0.6, SUN=normalize(0.4,0.3,0.8). Building walls facing the sun light up, walls in shadow dim to ~40%. Scenery (trees, bushes, rocks) with real per-vertex normals from SWVertex shades naturally. Terrain currently uses flat UnitZ normals so every terrain fragment gets the same contribution — terrain will look a bit washed out compared to real AC until a Phase 3b pass computes per-vertex landblock normals from the heightmap. Non-uniform scale (from scenery's random scale baked into MeshRef PartTransform) would technically require the inverse-transpose for correct normals, but scenery uses uniform scale so mat3(uModel) is good enough. Flagging as a known Phase 3+ concern if nonuniform scale ever shows up. Build clean, runtime clean: 1133 entities hydrated, no shader compile errors, process runs through startup. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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4 changed files with 41 additions and 4 deletions
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#version 430 core
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#version 430 core
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in vec2 vTex;
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in vec2 vTex;
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in vec3 vWorldNormal;
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out vec4 fragColor;
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out vec4 fragColor;
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uniform sampler2D uDiffuse;
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uniform sampler2D uDiffuse;
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// Phase 3a: simple directional lighting. A single sun direction + ambient term
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// gives scenery and building faces enough differentiation to read as 3D instead
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// of looking like paper cutouts. Hardcoded for now; a later phase can route
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// light parameters through uniforms driven by the game's time-of-day.
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const vec3 SUN_DIR = normalize(vec3(0.4, 0.3, 0.8));
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const float AMBIENT = 0.4;
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const float DIFFUSE = 0.6;
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void main() {
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void main() {
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vec4 sampled = texture(uDiffuse, vTex);
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vec4 sampled = texture(uDiffuse, vTex);
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// Alpha cutout for doors, windows, vegetation, and other alpha-keyed textures.
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// Alpha cutout for doors, windows, vegetation, and other alpha-keyed textures.
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// Without this, zero-alpha pixels in palette-indexed textures render as opaque
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// rectangles where the transparent parts should be.
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if (sampled.a < 0.5) discard;
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if (sampled.a < 0.5) discard;
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fragColor = sampled;
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vec3 N = normalize(vWorldNormal);
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float ndotl = max(dot(N, SUN_DIR), 0.0);
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float lighting = AMBIENT + DIFFUSE * ndotl;
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fragColor = vec4(sampled.rgb * lighting, sampled.a);
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}
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}
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@ -8,8 +8,14 @@ uniform mat4 uView;
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uniform mat4 uProjection;
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uniform mat4 uProjection;
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out vec2 vTex;
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out vec2 vTex;
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out vec3 vWorldNormal;
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void main() {
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void main() {
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vTex = aTex;
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vTex = aTex;
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// Transform the mesh normal into world space. For uniform-scale transforms
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// (the common case), the upper-left 3x3 of uModel is correct. Non-uniform
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// scale would require the inverse transpose; we accept that as a Phase 3+
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// concern.
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vWorldNormal = normalize(mat3(uModel) * aNormal);
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gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
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gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
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}
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}
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#version 430 core
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#version 430 core
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in vec2 vTex;
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in vec2 vTex;
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in flat uint vLayer;
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in flat uint vLayer;
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in vec3 vWorldNormal;
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out vec4 fragColor;
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out vec4 fragColor;
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uniform sampler2DArray uAtlas;
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uniform sampler2DArray uAtlas;
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// Phase 3a: shared lighting model with mesh.frag. Terrain normals are currently
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// flat UnitZ (Phase 2b set this when building LandblockMesh vertices) so every
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// terrain fragment gets the same ndotl contribution — terrain will look a bit
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// flatter than hill-shaded terrain, which is a Phase 3b concern (compute
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// per-vertex normals from the 9x9 heightmap to get relief lighting).
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const vec3 SUN_DIR = normalize(vec3(0.4, 0.3, 0.8));
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const float AMBIENT = 0.4;
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const float DIFFUSE = 0.6;
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void main() {
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void main() {
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fragColor = texture(uAtlas, vec3(vTex, float(vLayer)));
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vec4 sampled = texture(uAtlas, vec3(vTex, float(vLayer)));
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vec3 N = normalize(vWorldNormal);
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float ndotl = max(dot(N, SUN_DIR), 0.0);
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float lighting = AMBIENT + DIFFUSE * ndotl;
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fragColor = vec4(sampled.rgb * lighting, sampled.a);
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}
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}
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@ -10,9 +10,14 @@ uniform mat4 uProjection;
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out vec2 vTex;
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out vec2 vTex;
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out flat uint vLayer;
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out flat uint vLayer;
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out vec3 vWorldNormal;
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void main() {
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void main() {
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vTex = aTex;
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vTex = aTex;
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vLayer = aTerrainLayer;
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vLayer = aTerrainLayer;
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// uModel for terrain is a pure translation so mat3(uModel) is identity
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// and vWorldNormal == aNormal. Computing it the uniform way anyway so
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// later world-rotated landblocks (if any) still work.
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vWorldNormal = normalize(mat3(uModel) * aNormal);
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gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
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gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
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}
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}
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