/**************************************************************************** ** ** 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. 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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