Improve lighting

- No specular on surfaces facing away from the light source
- Transform the light direction to view space to ensure that all
  lighting calculations happen in a consistent coordinate space.
- Other lighting tweaks
This commit is contained in:
reo 2025-12-15 23:34:51 +03:00
parent a51aeb23bd
commit 71e991db77
3 changed files with 28 additions and 15 deletions

View file

@ -6,28 +6,37 @@ in vec3 v_position;
out vec4 frag_color; out vec4 frag_color;
uniform vec3 u_light; uniform vec3 u_light; // direction TO the light (normalized)
uniform sampler2D tex; uniform sampler2D tex;
uniform vec3 color; // base colour factor (acts as solid colour when no texture) uniform vec3 color; // base colour factor (acts as solid colour when no texture)
void main() { void main() {
// Combine base texture (or constant white) with colour factor supplied by CPU. // Combine base texture (or constant white) with colour factor supplied by CPU.
vec3 base_col = texture(tex, v_tex).rgb * color; vec3 base_col = texture(tex, v_tex).rgb * color;
vec3 ambient_color = base_col * 0.2; vec3 N = normalize(v_normal);
vec3 diffuse_color = base_col * 0.6; vec3 L = normalize(u_light);
vec3 specular_color = vec3(1.0);
// u_light is the direction **from the light towards the fragment**. // Classic Blinn-Phong lighting
float diffuse = max(dot(normalize(v_normal), normalize(u_light)), 0.0); // Ambient: always present
vec3 ambient = base_col * 0.15;
vec3 camera_dir = normalize(-v_position); // Diffuse: N dot L, clamped
vec3 half_dir = normalize(normalize(u_light) + camera_dir); float NdotL = max(dot(N, L), 0.0);
float specular = pow(max(dot(half_dir, normalize(v_normal)), 0.0), 16.0); vec3 diffuse = base_col * NdotL * 0.7;
vec3 result = ambient_color + diffuse * diffuse_color + specular * specular_color; // Specular: only on surfaces facing the light (NdotL > 0)
float specular = 0.0;
if (NdotL > 0.0) {
vec3 V = normalize(-v_position); // view direction (camera at origin in view space)
vec3 H = normalize(L + V); // half-vector
float NdotH = max(dot(N, H), 0.0);
specular = pow(NdotH, 32.0) * 0.5; // tighter highlight, moderated intensity
}
// Convert from linear to sRGB for display (approximate γ-correction) vec3 result = ambient + diffuse + vec3(specular);
// Convert from linear to sRGB for display (approximate gamma correction)
result = pow(result, vec3(1.0 / 2.2)); result = pow(result, vec3(1.0 / 2.2));
frag_color = vec4(result, 1.0); frag_color = vec4(result, 1.0);

View file

@ -59,7 +59,11 @@ impl RenderingSystem for BasicMeshRenderingSystem {
}; };
// Use HDR-derived environment light direction if provided, otherwise default to downward // Use HDR-derived environment light direction if provided, otherwise default to downward
let light_dir: Vec3 = if ctx.env_light_dir.length_squared() > 0.0 { ctx.env_light_dir.normalize() } else { Vec3::new(0.0, -1.0, 0.0) }; let light_dir_world: Vec3 = if ctx.env_light_dir.length_squared() > 0.0 { ctx.env_light_dir.normalize() } else { Vec3::new(0.0, -1.0, 0.0) };
// Transform light direction to view space (normals/positions are in view space)
let view_mat3 = glam::Mat3::from_mat4(cam.view());
let light_dir_view = (view_mat3 * light_dir_world).normalize();
let asset_manager = ctx.asset_manager.borrow(); let asset_manager = ctx.asset_manager.borrow();
@ -90,7 +94,7 @@ impl RenderingSystem for BasicMeshRenderingSystem {
model: tr.matrix().to_cols_array_2d(), model: tr.matrix().to_cols_array_2d(),
view: cam.view().to_cols_array_2d(), view: cam.view().to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(), projection: cam.projection().to_cols_array_2d(),
u_light: [light_dir.x, light_dir.y, light_dir.z], u_light: [light_dir_view.x, light_dir_view.y, light_dir_view.z],
tex: sampler, tex: sampler,
color: [c[0], c[1], c[2]], color: [c[0], c[1], c[2]],
uv_offset: [mat.uv_offset.x, mat.uv_offset.y], uv_offset: [mat.uv_offset.x, mat.uv_offset.y],

View file

@ -119,7 +119,7 @@ impl RenderingSystem for SkyboxRenderingSystem {
// Load EXR from assets/exr // Load EXR from assets/exr
let manifest_dir = env!("CARGO_MANIFEST_DIR"); let manifest_dir = env!("CARGO_MANIFEST_DIR");
let path = std::path::Path::new(manifest_dir).join("../assets/exr/qwantani_sunset_puresky_2k.exr"); let path = std::path::Path::new(manifest_dir).join("../assets/exr/citrus_orchard_road_puresky_4k.exr");
let (equirect_srgb, light_dir) = Self::load_hdr_equirect_and_analyze(display, &path); let (equirect_srgb, light_dir) = Self::load_hdr_equirect_and_analyze(display, &path);
Self { program, quad_vb, quad_ib, equirect_srgb, light_dir } Self { program, quad_vb, quad_ib, equirect_srgb, light_dir }
} }