[World] Shader support and per pixel lighting
Daniel Phillips
phillips at phunq.net
Tue Jun 26 22:31:03 PDT 2012
World Welder now has GLSL Shader support , which brings us officially into the
21st century. Actually, it took about an hour to make the working prototype
and another hour to fashion a nice API for it, so this is without a doubt the
easiest "big" feature I have added so far.
The immediate application of shader support is per-pixel lighting, which is
now included as a demo (worlds/shader.cc). Before and after teapots are
attached. Major difference, no? The whole demo is about 50 lines, 9 of which
are actually shader code. This is a reasonably high quality implementation of
per-pixel phong shading.
Per pixel lighting allows coarser tessellation on many kinds of objects, like
the 3D subdivided fonts and the bumpmap demos I showed a while back, which is
why I took a little detour to add it in now. And of course it opens up the
whole world of shader effects and is something a game engine has to have, when
we get back to it. There are also quality reasons for having it in a 3D
modeler, as the images illustrate pretty well.
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