finally nailed the lighting equation, it's now truly mathematically equivalent to opengl 1.3

This commit is contained in:
LAX1DUDE 2022-01-10 22:46:54 -08:00
parent 905c78f043
commit aaae98eccf
14 changed files with 35317 additions and 35556 deletions

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@ -37,11 +37,11 @@ dependencies {
teavm {
compileScopes = null;
minifying = false;
minifying = true;
maxTopLevelNames = 10000;
properties = null;
debugInformationGenerated = false;
sourceMapsGenerated = false;
sourceMapsGenerated = true;
sourceFilesCopied = false;
incremental = false;
transformers = null;

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@ -11,7 +11,6 @@ precision highp float;
uniform mat4 matrix_m;
uniform mat4 matrix_p;
uniform mat3 matrix_mn;
uniform mat4 matrix_t;
#ifdef CC_VERT
@ -84,7 +83,6 @@ uniform vec2 texCoordV1;
#ifdef CC_lighting
uniform vec3 light0Pos;
uniform vec3 light1Pos;
uniform vec3 invertNormals;
uniform vec3 normalUniform;
#endif
#ifdef CC_fog
@ -214,7 +212,7 @@ void main(){
#else
vec3 normal = normalUniform;
#endif
normal = normalize(matrix_mn * normal);
normal = normalize(mat3(matrix_m) * normal);
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
color.rgb *= min((0.4 + ins * 0.6), 1.0);
#endif

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@ -13,6 +13,7 @@ import net.lax1dude.eaglercraft.glemu.vector.Matrix3f;
import net.lax1dude.eaglercraft.glemu.vector.Matrix4f;
import net.lax1dude.eaglercraft.glemu.vector.Vector3f;
import net.lax1dude.eaglercraft.glemu.vector.Vector4f;
import net.minecraft.src.RenderItem;
public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
@ -217,8 +218,6 @@ public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
private static int matrixMode = GL_MODELVIEW;
static Matrix4f[] matModelV = new Matrix4f[32];
static Matrix4f matNormV = new Matrix4f();
static Matrix3f matNormV3 = new Matrix3f();
static int matModelPointer = 0;
static Matrix4f[] matProjV = new Matrix4f[6];
@ -494,13 +493,18 @@ public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
lightPos1vec.set(-0.2f, 1.0f, 0.7f, 0.0f); lightPos1vec.normalise();
Matrix4f.transform(matModelV[matModelPointer], lightPos0vec, lightPos0vec).normalise();
Matrix4f.transform(matModelV[matModelPointer], lightPos1vec, lightPos1vec).normalise();
if(RenderItem.isRenderInProgress) {
System.out.println(""+lightPos0vec+" "+lightPos1vec);
Thread.dumpStack();
}
}
public static final void flipLightMatrix() {
lightPos0vec0.set(lightPos0vec);
lightPos1vec0.set(lightPos1vec);
lightPos0vec.x = -lightPos0vec.x;
lightPos1vec.x = -lightPos1vec.x;
lightPos0vec.y = -lightPos0vec.y;
lightPos1vec.y = -lightPos1vec.y;
lightPos0vec.z = -lightPos0vec.z;
lightPos1vec.z = -lightPos1vec.z;
}
public static final void revertLightMatrix() {
lightPos0vec.set(lightPos0vec0);
@ -979,13 +983,6 @@ public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
s.setTextureMatrix(matTexV[matTexPointer]);
if(enableColorMaterial && enableLighting) {
s.setNormal(normalX, normalY, normalZ);
Matrix4f matNormV_l = matNormV;
Matrix3f matNormV3_l = matNormV3;
matNormV_l.load(matModelV[matModelPointer]).invert().transpose();
matNormV3_l.m00 = matNormV_l.m00; matNormV3_l.m01 = matNormV_l.m01; matNormV3_l.m02 = matNormV_l.m02;
matNormV3_l.m10 = matNormV_l.m10; matNormV3_l.m11 = matNormV_l.m11; matNormV3_l.m12 = matNormV_l.m12;
matNormV3_l.m20 = matNormV_l.m20; matNormV3_l.m21 = matNormV_l.m21; matNormV3_l.m22 = matNormV_l.m22;
s.setModelNormalMatrix(matNormV3_l);
s.setLightPositions(lightPos0vec, lightPos1vec);
}
s.setTex0Coords(tex0X, tex0Y);

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@ -1,10 +1,8 @@
package net.lax1dude.eaglercraft.glemu;
import net.lax1dude.eaglercraft.EaglerAdapter;
import net.lax1dude.eaglercraft.glemu.vector.Matrix3f;
import net.lax1dude.eaglercraft.glemu.vector.Matrix4f;
import net.lax1dude.eaglercraft.glemu.vector.Vector2f;
import net.lax1dude.eaglercraft.glemu.vector.Vector3f;
import net.lax1dude.eaglercraft.glemu.vector.Vector4f;
import static net.lax1dude.eaglercraft.glemu.EaglerAdapterGL30.*;
@ -105,7 +103,6 @@ public class FixedFunctionShader {
private UniformGL u_matrix_m = null;
private UniformGL u_matrix_p = null;
private UniformGL u_matrix_mn = null;
private UniformGL u_matrix_t = null;
private UniformGL u_fogColor = null;
@ -218,7 +215,6 @@ public class FixedFunctionShader {
_wglUseProgram(globject);
u_matrix_m = _wglGetUniformLocation(globject, "matrix_m");
u_matrix_mn = _wglGetUniformLocation(globject, "matrix_mn");
u_matrix_p = _wglGetUniformLocation(globject, "matrix_p");
u_matrix_t = _wglGetUniformLocation(globject, "matrix_t");
@ -338,34 +334,15 @@ public class FixedFunctionShader {
private float[] modelBuffer = new float[16];
private float[] projectionBuffer = new float[16];
private float[] textureBuffer = new float[16];
private float[] normalModelBuffer = new float[9];
private Matrix4f modelMatrix = (Matrix4f) new Matrix4f().setZero();
private Matrix4f projectionMatrix = (Matrix4f) new Matrix4f().setZero();
private Matrix4f textureMatrix = (Matrix4f) new Matrix4f().setZero();
private Matrix3f normalModelMatrix = (Matrix3f) new Matrix3f().setZero();
private Matrix4f inverseModelMatrix = (Matrix4f) new Matrix4f().setZero();
private Vector4f light0Pos = new Vector4f();
private Vector4f light1Pos = new Vector4f();
private Vector2f anisotropicFix = new Vector2f(0.0f, 0.0f);
private boolean bound = false;
private float invertNormalsX = 0.0f;
private float invertNormalsY = 0.0f;
private float invertNormalsZ = 0.0f;
public void setInvertNormals(float x, float y, float z) {
/*
if(invertNormalsX != x || invertNormalsY != y || invertNormalsZ != z) {
invertNormalsX = x;
invertNormalsY = y;
invertNormalsZ = z;
_wglUniform3f(u_invertNormals, x, y, z);
}
*/
}
public void setAnisotropicFix(float x, float y) {
if(anisotropicFix.x != x || anisotropicFix.y != y) {
anisotropicFix.x = x;
@ -385,12 +362,6 @@ public class FixedFunctionShader {
}
}
}
public void setModelNormalMatrix(Matrix3f mat) {
if(!mat.equals(normalModelMatrix)) {
normalModelMatrix.load(mat).store(normalModelBuffer);
_wglUniformMat3fv(u_matrix_mn, normalModelBuffer);
}
}
public void setProjectionMatrix(Matrix4f mat) {
if(!mat.equals(projectionMatrix)) {
projectionMatrix.load(mat).store(projectionBuffer);

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@ -67,7 +67,7 @@ public class ItemRenderer {
float var9 = var4.getMaxV();
float var10 = 0.0F;
float var11 = 0.3F;
RenderHelper.enableStandardItemLighting2();
EaglerAdapter.flipLightMatrix();
EaglerAdapter.glEnable(EaglerAdapter.GL_RESCALE_NORMAL);
EaglerAdapter.glTranslatef(-var10, -var11, 0.0F);
float var12 = 1.5F;
@ -108,8 +108,9 @@ public class ItemRenderer {
}
EaglerAdapter.glDisable(EaglerAdapter.GL_RESCALE_NORMAL);
EaglerAdapter.revertLightMatrix();
}
EaglerAdapter.flipLightMatrix();
EaglerAdapter.glPopMatrix();
}

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@ -24,14 +24,17 @@ public class RenderItem extends Render {
private static final TextureLocation terrain = new TextureLocation("/terrain.png");
private static final TextureLocation items = new TextureLocation("/gui/items.png");
public static boolean isRenderInProgress = false;
/**
* Renders the item
*/
public void doRenderItem(EntityItem par1EntityItem, double par2, double par4, double par6, float par8, float par9) {
isRenderInProgress = true;
this.random.setSeed(187L);
ItemStack var10 = par1EntityItem.getEntityItem();
if (var10.getItem() != null) {
EaglerAdapter.glPushMatrix();
float var11 = MathHelper.sin(((float) par1EntityItem.age + par9) / 10.0F + par1EntityItem.hoverStart) * 0.1F + 0.1F;
@ -56,6 +59,7 @@ public class RenderItem extends Render {
EaglerAdapter.glTranslatef((float) par2, (float) par4 + var11, (float) par6);
EaglerAdapter.glEnable(EaglerAdapter.GL_RESCALE_NORMAL);
int var17;
float var18;
float var19;
@ -64,6 +68,7 @@ public class RenderItem extends Render {
if (var10.getItemSpriteNumber() == 0 && Block.blocksList[var10.itemID] != null && RenderBlocks.renderItemIn3d(Block.blocksList[var10.itemID].getRenderType())) {
Block var22 = Block.blocksList[var10.itemID];
EaglerAdapter.glRotatef(var12, 0.0F, 1.0F, 0.0F);
//RenderHelper.enableStandardItemLighting();
if (renderInFrame) {
EaglerAdapter.glScalef(1.25F, 1.25F, 1.25F);
@ -158,6 +163,7 @@ public class RenderItem extends Render {
EaglerAdapter.glDisable(EaglerAdapter.GL_RESCALE_NORMAL);
EaglerAdapter.glPopMatrix();
}
isRenderInProgress = false;
}
private static final TextureLocation glint = new TextureLocation("%blur%/misc/glint.png");

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