/** * 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