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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@ -8,8 +8,14 @@ uniform mat4 uView;
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uniform mat4 uProjection;
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out vec2 vTex;
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out vec3 vWorldNormal;
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void main() {
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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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}
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