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>
This commit is contained in:
Erik 2026-04-10 22:22:10 +02:00
parent 0f7cd9caaf
commit 3268556bd0
4 changed files with 41 additions and 4 deletions

View file

@ -1,14 +1,25 @@
#version 430 core
in vec2 vTex;
in vec3 vWorldNormal;
out vec4 fragColor;
uniform sampler2D uDiffuse;
// Phase 3a: simple directional lighting. A single sun direction + ambient term
// gives scenery and building faces enough differentiation to read as 3D instead
// of looking like paper cutouts. Hardcoded for now; a later phase can route
// light parameters through uniforms driven by the game's time-of-day.
const vec3 SUN_DIR = normalize(vec3(0.4, 0.3, 0.8));
const float AMBIENT = 0.4;
const float DIFFUSE = 0.6;
void main() {
vec4 sampled = texture(uDiffuse, vTex);
// Alpha cutout for doors, windows, vegetation, and other alpha-keyed textures.
// Without this, zero-alpha pixels in palette-indexed textures render as opaque
// rectangles where the transparent parts should be.
if (sampled.a < 0.5) discard;
fragColor = sampled;
vec3 N = normalize(vWorldNormal);
float ndotl = max(dot(N, SUN_DIR), 0.0);
float lighting = AMBIENT + DIFFUSE * ndotl;
fragColor = vec4(sampled.rgb * lighting, sampled.a);
}

View file

@ -8,8 +8,14 @@ uniform mat4 uView;
uniform mat4 uProjection;
out vec2 vTex;
out vec3 vWorldNormal;
void main() {
vTex = aTex;
// Transform the mesh normal into world space. For uniform-scale transforms
// (the common case), the upper-left 3x3 of uModel is correct. Non-uniform
// scale would require the inverse transpose; we accept that as a Phase 3+
// concern.
vWorldNormal = normalize(mat3(uModel) * aNormal);
gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
}

View file

@ -1,10 +1,25 @@
#version 430 core
in vec2 vTex;
in flat uint vLayer;
in vec3 vWorldNormal;
out vec4 fragColor;
uniform sampler2DArray uAtlas;
// Phase 3a: shared lighting model with mesh.frag. Terrain normals are currently
// flat UnitZ (Phase 2b set this when building LandblockMesh vertices) so every
// terrain fragment gets the same ndotl contribution — terrain will look a bit
// flatter than hill-shaded terrain, which is a Phase 3b concern (compute
// per-vertex normals from the 9x9 heightmap to get relief lighting).
const vec3 SUN_DIR = normalize(vec3(0.4, 0.3, 0.8));
const float AMBIENT = 0.4;
const float DIFFUSE = 0.6;
void main() {
fragColor = texture(uAtlas, vec3(vTex, float(vLayer)));
vec4 sampled = texture(uAtlas, vec3(vTex, float(vLayer)));
vec3 N = normalize(vWorldNormal);
float ndotl = max(dot(N, SUN_DIR), 0.0);
float lighting = AMBIENT + DIFFUSE * ndotl;
fragColor = vec4(sampled.rgb * lighting, sampled.a);
}

View file

@ -10,9 +10,14 @@ uniform mat4 uProjection;
out vec2 vTex;
out flat uint vLayer;
out vec3 vWorldNormal;
void main() {
vTex = aTex;
vLayer = aTerrainLayer;
// uModel for terrain is a pure translation so mat3(uModel) is identity
// and vWorldNormal == aNormal. Computing it the uniform way anyway so
// later world-rotated landblocks (if any) still work.
vWorldNormal = normalize(mat3(uModel) * aNormal);
gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
}