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250 lines
8.7 KiB
Text
250 lines
8.7 KiB
Text
<!
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// DeferredGlobalLight.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 2/5/15.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not DEFERRED_GLOBAL_LIGHT_SLH@>
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<@def DEFERRED_GLOBAL_LIGHT_SLH@>
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<@include model/Light.slh@>
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<@include LightingModel.slh@>
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<$declareLightBuffer()$>
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<$declareLightAmbientBuffer()$>
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<@include LightAmbient.slh@>
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<@include LightDirectional.slh@>
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<@func prepareGlobalLight(isScattering)@>
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// prepareGlobalLight
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// Transform directions to worldspace
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vec3 fragNormal = vec3((normal));
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vec3 fragEyeVector = vec3(invViewMat * vec4(-1.0*position, 0.0));
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vec3 fragEyeDir = normalize(fragEyeVector);
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// Get light
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Light light = getLight();
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LightAmbient lightAmbient = getLightAmbient();
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vec3 lightDirection = getLightDirection(light);
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vec3 lightIrradiance = getLightIrradiance(light);
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vec3 color = vec3(0.0);
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<@endfunc@>
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<@func declareEvalAmbientGlobalColor()@>
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vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, float roughness) {
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<$prepareGlobalLight()$>
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color += albedo * getLightColor(light) * obscurance * getLightAmbientIntensity(lightAmbient);
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return color;
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}
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<@endfunc@>
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<@func declareEvalAmbientSphereGlobalColor(supportScattering)@>
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<$declareLightingAmbient(1, _SCRIBE_NULL, _SCRIBE_NULL, $supportScattering$)$>
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<$declareLightingDirectional($supportScattering$)$>
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<@if supportScattering@>
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<$declareDeferredCurvature()$>
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<@endif@>
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vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
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vec3 albedo, vec3 fresnel, float metallic, float roughness
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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<@endif@> ) {
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<$prepareGlobalLight($supportScattering$)$>
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@> );
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color += ambientDiffuse;
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color += ambientSpecular;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@> );
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color += directionalDiffuse;
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color += directionalSpecular;
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return color;
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}
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<@endfunc@>
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<@func declareEvalSkyboxGlobalColor(supportScattering)@>
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<$declareLightingAmbient(_SCRIBE_NULL, 1, _SCRIBE_NULL, $supportScattering$)$>
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<$declareLightingDirectional($supportScattering$)$>
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<@if supportScattering@>
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<$declareDeferredCurvature()$>
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<@endif@>
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<@include Haze.slh@>
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
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vec3 albedo, vec3 fresnel, float metallic, float roughness
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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<@endif@>
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) {
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<$prepareGlobalLight($supportScattering$)$>
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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);
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color += ambientDiffuse;
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color += ambientSpecular;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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);
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color += directionalDiffuse;
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color += directionalSpecular;
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// Attenuate the light if haze effect selected
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if ((hazeParams.hazeMode & HAZE_MODE_IS_KEYLIGHT_ATTENUATED) == HAZE_MODE_IS_KEYLIGHT_ATTENUATED) {
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// Directional light attenuation is simulated by assuming the light source is at a fixed height above the
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// fragment. This height is where the haze density is reduced by 95% from the haze at the fragment's height
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//
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// The distance is computed from the height and the directional light orientation
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// The distance is limited to height * 1,000, which gives an angle of ~0.057 degrees
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// Get directional light
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Light light = getLight();
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vec3 lightDirection = getLightDirection(light);
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// Height at which haze density is reduced by 95% (default set to 2000.0 for safety ,this should never happen)
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float height_95p = 2000.0;
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if (hazeParams.hazeKeyLightAltitudeFactor > 0.0f) {
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height_95p = -log(0.05) / hazeParams.hazeKeyLightAltitudeFactor;
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}
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// Note that the sine will always be positive
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float sin_pitch = sqrt(1.0 - lightDirection.y * lightDirection.y);
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float distance;
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const float minimumSinPitch = 0.001;
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if (sin_pitch < minimumSinPitch) {
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distance = height_95p / minimumSinPitch;
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} else {
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distance = height_95p / sin_pitch;
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}
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// Position of fragment in world coordinates
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vec4 worldFragPos = invViewMat * vec4(position, 0.0);
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// Integration is from the fragment towards the light source
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// Note that the haze base reference affects only the haze density as function of altitude
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float hazeDensityDistribution =
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hazeParams.hazeKeyLightRangeFactor *
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exp(-hazeParams.hazeKeyLightAltitudeFactor * (worldFragPos.y - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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// Note that t is constant and equal to -log(0.05)
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// float t = hazeParams.hazeAltitudeFactor * height_95p;
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// hazeIntegral *= (1.0 - exp (-t)) / t;
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hazeIntegral *= 0.3171178;
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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color = mix(color, vec3(0.0, 0.0, 0.0), hazeAmount);
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}
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return color;
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}
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<@endfunc@>
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
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Light light = getLight();
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LightAmbient ambient = getLightAmbient();
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// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
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// It should be just 0, but we have inaccuracy so we overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0)); // transform to worldspace
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float diffuseDot = dot(fragNormal, -getLightDirection(light));
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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// Reevaluate the shadow attenuation for light facing fragments
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float lightAttenuation = (1.0 - facingLight) + facingLight * shadowAttenuation;
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// Diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * lightmap;
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// Ambient light is the lightmap when in shadow
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vec3 ambientLight = (1.0 - lightAttenuation) * lightmap * getLightAmbientIntensity(ambient);
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return isLightmapEnabled() * obscurance * albedo * (diffuseLight + ambientLight);
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}
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<@endfunc@>
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<@func declareEvalGlobalLightingAlphaBlended()@>
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<$declareLightingAmbient(1, 1, 1)$>
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<$declareLightingDirectional()$>
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vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity) {
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<$prepareGlobalLight()$>
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color += emissive * isEmissiveEnabled();
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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return color;
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}
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<@endfunc@>
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<@endif@>
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