diff options
Diffstat (limited to 'res/effectlib/sampleLight.glsllib')
-rw-r--r-- | res/effectlib/sampleLight.glsllib | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/res/effectlib/sampleLight.glsllib b/res/effectlib/sampleLight.glsllib new file mode 100644 index 0000000..05ad5b4 --- /dev/null +++ b/res/effectlib/sampleLight.glsllib @@ -0,0 +1,130 @@ +/**************************************************************************** +** +** Copyright (C) 2014 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef SAMPLE_LIGHT_GLSLLIB +#define SAMPLE_LIGHT_GLSLLIB + +#define MAX_NUM_SHADOWS 8 + +#ifndef QT3DS_ENABLE_SSM +#define QT3DS_ENABLE_SSM 0 +#endif + +#include "SSAOCustomMaterial.glsllib" +#if QT3DS_ENABLE_SSM +#include "shadowMapping.glsllib" +#endif + +#include "funcsampleLightVars.glsllib" + +#if QT3DS_ENABLE_SSM +uniform sampler2D shadowMaps[MAX_NUM_SHADOWS]; +uniform samplerCube shadowCubes[MAX_NUM_SHADOWS]; +uniform int uNumShadowMaps; +uniform int uNumShadowCubes; +#endif + +void sampleLight(in LightSource light, + in vec3 pos, + out vec3 wi, + out vec3 opAmbient, + out vec3 opDiffuse, + out vec3 opSpecular) +{ + float att = 1.0; + if (light.position.w == 0.0) // directional light + { + wi = normalize(light.position.xyz); +#if QT3DS_ENABLE_SSM + if ( light.shadowIdx >= 0 ) + att *= sampleOrthographic( shadowMaps[light.shadowIdx], light.shadowControls, light.shadowView, pos, vec2(1.0, light.shadowControls.z) ); +#endif + } + else if (light.width > 0.01 && light.height > 0.01) // area light + { + // This approach is based on the 1994 Tech Report by James Arvo -- + // The Irradiance Jacobian for Partially Occluded Polyhedral Sources + // The nice thing about this approach is that it extends to arbitrary geometry (if we choose to support it), + // and accounts for distance & geometric attenuation automatically. + // Downsides -- only really works for diffuse reflection, does not account properly for an area light that + // intersects its receiver, in which case it illuminates as if the light source is two-sided Lambertian emitter. + vec3 v0 = light.position.xyz - (light.right.xyz * light.width * 0.5) - (light.up.xyz * light.height * 0.5); + vec3 v1 = light.position.xyz - (light.right.xyz * light.width * 0.5) + (light.up.xyz * light.height * 0.5); + vec3 v2 = light.position.xyz + (light.right.xyz * light.width * 0.5) + (light.up.xyz * light.height * 0.5); + vec3 v3 = light.position.xyz + (light.right.xyz * light.width * 0.5) - (light.up.xyz * light.height * 0.5); + + v0 = normalize( v0 - pos ); v1 = normalize( v1 - pos ); v2 = normalize( v2 - pos ); v3 = normalize( v3 - pos ); + + 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 ) ); + + wi = vec3( 0.0 ); + wi -= normalize(cross( v0, v1 )) * a01; + wi -= normalize(cross( v1, v2 )) * a12; + wi -= normalize(cross( v2, v3 )) * a23; + wi -= normalize(cross( v3, v0 )) * a30; + + att = length(wi) * 0.15915494309; // solid angle / 2*pi + wi = normalize(wi); + att *= clamp( dot( pos - light.position.xyz, light.direction.xyz ), 0.0, 1.0 ); +#if QT3DS_ENABLE_SSM + if ( light.shadowIdx >= 0 ) + att *= sampleCubemap( shadowCubes[light.shadowIdx], light.shadowControls, light.shadowView, light.position.xyz, pos, vec2(1.0, light.shadowControls.z) ); +#endif + } + else // point or spot light + { + wi = light.position.xyz - pos; + float dist = length(wi); + wi = wi / dist; // == normalize(wi); + att = 1.0 / (light.constantAttenuation + (light.linearAttenuation + light.quadraticAttenuation * dist) * dist); + /* + if (light.spotCutoff < 180.0) // spot light + { + float spot = max(0.0, dot(wi, -light.direction.xyz)); + att *= (spot >= cos(light.spotCutoff * PI / 180.0)) ? pow(spot, light.spotExponent) : 0.0; + } + */ +#if QT3DS_ENABLE_SSM + if ( light.shadowIdx >= 0 ) + att *= sampleCubemap( shadowCubes[light.shadowIdx], light.shadowControls, light.shadowView, light.position.xyz, pos, vec2(1.0, light.shadowControls.z) ); +#endif + } + float shadow = customMaterialShadow( -light.direction.xyz, pos ); + opAmbient = att * light.ambient.xyz; + opDiffuse = att * shadow * light.diffuse.xyz; + opSpecular = att * shadow * light.specular.xyz; +} + +#include "sampleArea.glsllib" + +#endif |