diff options
Diffstat (limited to 'res/effectlib/defaultMaterialLighting.glsllib')
-rw-r--r-- | res/effectlib/defaultMaterialLighting.glsllib | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/res/effectlib/defaultMaterialLighting.glsllib b/res/effectlib/defaultMaterialLighting.glsllib new file mode 100644 index 0000000..e96a450 --- /dev/null +++ b/res/effectlib/defaultMaterialLighting.glsllib @@ -0,0 +1,80 @@ +/** + * UICViewer lighting equation implementations + */ + +#ifndef DEFAULT_MATERIAL_LIGHTING +#define DEFAULT_MATERIAL_LIGHTING + +#include "diffuseReflectionBSDF.glsllib" +#include "luminance.glsllib" +#include "specularBSDF.glsllib" + +#include "funccalculatePointLightAttenuation.glsllib" +#include "funcgetTransformedUVCoords.glsllib" + +vec2 calculateLightParameters( vec3 lightDir, vec3 normalDir ) +{ + vec2 retval; + retval.x = max( 0.0, -1.0 * dot( lightDir, normalDir ) ); //diffuseIntensity + retval.y = clamp( retval.x * 4.0, 0.0, 1.0 ); //selfShadowTerm + return retval; +} +vec2 calculateWrapLightParameters( vec3 lightDir, vec3 normalDir, float wrap ) +{ + vec2 retval; + retval.x = max( 0.0, -1.0 * ((dot(lightDir, normalDir) + wrap)/ (1.0 + wrap)) ); //diffuseIntensity + retval.y = clamp( retval.x, 0.0, 1.0 ); //selfShadowTerm + return retval; +} + +vec3 calculateDirectionalAddition( vec3 lightColor, vec2 lightParameters ) { + return ( lightColor * lightParameters.x * lightParameters.y ); +} + +vec3 calculateSpecularAddition( vec3 lightDir, vec3 normalDir, vec3 viewVec, vec3 lightSpecularColor, float specularAmount + , float specularRoughness, vec2 lightParameters ) +{ + vec3 reflection = normalize( 2.0 * lightParameters.x * normalDir + lightDir ); + return ( lightParameters.y * specularAmount * lightSpecularColor * pow( clamp( dot( reflection, viewVec ), 0.0, 1.0 ), specularRoughness ) ); +} + +float calculateDiffuseAreaFactors( in vec3 lightDir, in vec3 lightPos, in vec4 lightUp, in vec4 lightRt, in vec3 worldPos, out vec3 outDir ) +{ + vec3 v0 = lightPos - (lightRt.xyz * lightRt.w * 0.5) - (lightUp.xyz * lightUp.w * 0.5); + vec3 v1 = lightPos - (lightRt.xyz * lightRt.w * 0.5) + (lightUp.xyz * lightUp.w * 0.5); + vec3 v2 = lightPos + (lightRt.xyz * lightRt.w * 0.5) + (lightUp.xyz * lightUp.w * 0.5); + vec3 v3 = lightPos + (lightRt.xyz * lightRt.w * 0.5) - (lightUp.xyz * lightUp.w * 0.5); + v0 = normalize( v0 - worldPos ); v1 = normalize( v1 - worldPos ); + v2 = normalize( v2 - worldPos ); v3 = normalize( v3 - worldPos ); + float a01 = acos( clamp( dot(v0, v1), -1.0, 1.0 ) ); + float a12 = acos( clamp( dot(v1, v2), -1.0, 1.0 ) ); + float a23 = acos( clamp( dot(v2, v3), -1.0, 1.0 ) ); + float a30 = acos( clamp( dot(v3, v0), -1.0, 1.0 ) ); + outDir = vec3( 0.0 ); + outDir -= normalize(cross( v0, v1 )) * a01; + outDir -= normalize(cross( v1, v2 )) * a12; + outDir -= normalize(cross( v2, v3 )) * a23; + outDir -= normalize(cross( v3, v0 )) * a30; + float retVal = length(outDir) * 0.15915494309; // solid angle / 2*pi + outDir = -normalize(outDir); + retVal *= clamp( dot( worldPos-lightPos, lightDir), 0.0, 1.0 ); + return retVal; +} + +vec3 calculateSpecDirection( in vec3 lightDir, in vec3 lightPos, in vec4 lightUp, in vec4 lightRt, in vec3 worldPos, in vec3 worldNorm, in vec3 viewDir ) +{ + vec3 reflDir = reflect(viewDir, worldNorm); + vec3 ldir = normalize( lightPos - worldPos ); + if ( dot( ldir, lightDir ) > 0.0 ) { return vec3(0.0001); } + float t = (dot(lightDir, worldPos) - dot(lightDir, lightPos)) / dot(lightDir, reflDir); + if ( t < 0.0 ) { return vec3(0.0001); } + vec3 xsectPos = worldPos - t * reflDir; + float tx = dot( xsectPos - lightPos, lightRt.xyz ); + float ty = dot( xsectPos - lightPos, lightUp.xyz ); + tx = clamp(tx, -lightRt.w*0.5, lightRt.w*0.5); + ty = clamp(ty, -lightUp.w*0.5, lightUp.w*0.5); + xsectPos = lightPos + lightUp.xyz * ty + lightRt.xyz * tx; + return normalize( worldPos - xsectPos ); +} + +#endif |