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View Full Version : per pixel spotlight off - me is clueless



karx11erx
04-20-2008, 04:00 PM
Hi,

I am trying to implement a per pixel spotlight, but I have the problem that depending on the position of the viewer towards the spotlight source, the light seems to wander around.

Setting up the camera:


void SetCamera (fVector *vViewerPos, fMatrix *mViewerOrient)
{
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
//x compensates for the screen aspect ratio
//z zooms somewhat in
glScalef (0.75f, 1.0f, -0.421875);
glMultMatrixf (mViewerOrient);
glTranslatef (-vViewerPos.x, -vViewerPos.y, -vViewerPos.z);
}

Vertex shader:


varying vec3 vertPos, lightPos, lightDir;
void main (void)
{
gl_TexCoord [0] = gl_MultiTexCoord0;\r\n"\
vertPos = vec3 (gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
gl_FrontColor = gl_Color;
}
Fragment shader:


uniform sampler2D btmTex;
varying vec3 vertPos;
void main (void)
{
vec4 texColor = texture2D (btmTex, gl_TexCoord [0].xy);
vec3 spotColor;
vec3 lightVec = vertPos - vec3 (gl_LightSource [0].position);
float lightDist = length (lightVec);
float spotAngle = dot (normalize (gl_LightSource [0].spotDirection), lightVec / lightDist);
if (spotAngle < 0.75 /*cutOff*/)
gl_FragColor = texColor * gl_Color;
else {
float attenuation = min (100.0 / lightDist, 1.0);
float brightness = pow (spotAngle * 1.1, 8.0) * attenuation;
spotColor = max (vec3 (brightness, brightness, brightness), gl_Color.rgb);
spotColor = min (spotColor, matColor.rgb);
gl_FragColor = texColor * vec4 (spotColor, gl_Color.a);
}
}

The spotlight will decay only after a real long distance and is not additive, that's intentional.

A few pics to illustrate the problem:
http://www.descent2.de/images/temp/light-problem-4.jpg

http://www.descent2.de/images/temp/light-problem-5.jpg

Apparently spotAngle is not computed correctly if the viewer's forward vector differs from the light direction, but I don't know how to fix this. I'd have expected that all values passed via gl_LightSource are properly transformed.

If I turn scaling off, the problem disappears. As I need the scaling to properly display the level, the question is: How do I compensate for it when computing the spotlight?

karx11erx
04-21-2008, 12:50 PM
Maybe I got it, partly. If I multiply vertPos.x and lightPos.x with the X aspect and vertPos.z and lightPos.z with the zoom factor it seems to work. There's still some vertical movement of the light spot, although y doesn't get scaled ... ?

tirsac
04-21-2008, 01:35 PM
Adjustment for aspect ratio should be done in your projection matrix, not your modelview. Setting it in the modelview will affect your lighting calculations.

karx11erx
04-21-2008, 01:43 PM
Of course, you're right.

You know, this game (Descent) did all the matrix stuff by itself, and I am changing all this by and by, but it's a lot of new stuff for me.