smaller struct descriptions

This commit is contained in:
samcake 2016-09-28 18:33:34 -07:00
parent b09151f2a2
commit bb5493106f
3 changed files with 171 additions and 0 deletions

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// glsl / C++ compatible source as interface for Light
#ifndef LightIrradiance_Shared_slh
#define LightIrradiance_Shared_slh
//
// Created by Sam Gateau on 14/9/2016.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#define LightIrradianceConstRef LightIrradiance
struct LightIrradiance {
vec3 color;
float intensity;
float falloffRadius;
float falloffSpot;
float spare1;
float spare2;
};
vec3 lightIrradiance_getColor(LightIrradianceConstRef li) { return li.color; }
float lightIrradiance_getIntensity(LightIrradianceConstRef li) { return li.intensity; }
vec3 lightIrradiance_getIrradiance(LightIrradianceConstRef li) { return li.color * li.intensity; }
float lightIrradiance_getFalloffRadius(LightIrradianceConstRef li) { return li.falloffRadius; }
float lightIrradiance_getFalloffRadiusSquare(LightIrradianceConstRef li) { return li.falloffRadius * li.falloffRadius; }
float lightIrradiance_getFalloffSpot(LightIrradianceConstRef li) { return li.falloffSpot; }
#endif
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>

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// glsl / C++ compatible source as interface for Light
#ifndef LightVolume_Shared_slh
#define LightVolume_Shared_slh
// Light.shared.slh
// libraries/model/src/model
//
// Created by Sam Gateau on 14/9/2016.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#define LightVolumeConstRef LightVolume
struct LightVolume {
vec3 position;
float radius;
vec3 direction;
float spotCos;
};
bool lightVolume_isPoint(LightVolumeConstRef lv) { return bool(lv.spotCos < 0.f); }
bool lightVolume_isSpot(LightVolumeConstRef lv) { return bool(lv.spotCos >= 0.f); }
vec3 lightVolume_getPosition(LightVolumeConstRef lv) { return lv.position; }
float lightVolume_getRadius(LightVolumeConstRef lv) { return lv.radius; }
float lightVolume_getRadiusSquare(LightVolumeConstRef lv) { return lv.radius * lv.radius; }
vec3 lightVolume_getDirection(LightVolumeConstRef lv) { return lv.direction; } // direction is -Z axis
float lightVolume_getSpotAngleCos(LightVolumeConstRef lv) { return lv.spotCos; }
vec2 lightVolume_getSpotOutsideNormal2(LightVolumeConstRef lv) { return vec2(-sqrt(1.0 - lv.spotCos * lv.spotCos), lv.spotCos); }
bool lightVolume_clipFragToLightVolumePoint(LightVolume lv, vec3 fragPos, vec4 fragLightVecLen2) {
fragLightVecLen2 = vec4(lightVolume_getPosition(lv) - fragPos.xyz, 1.0f);
fragLightVecLen2.w = dot(fragLightVecLen2.xyz, fragLightVecLen2.xyz);
// Kill if too far from the light center
if (fragLightVecLen2.w > lightVolume_getRadiusSquare(lv)) {
return false;
}
return true;
}
bool lightVolume_clipFragToLightVolumeSpot(LightVolume lv, vec3 fragPos, vec4 fragLightVecLen2, vec4 fragLightDirLen, float cosSpotAngle) {
fragLightVecLen2 = vec4(lightVolume_getPosition(lv) - fragPos.xyz, 1.0f);
fragLightVecLen2.w = dot(fragLightVecLen2.xyz, fragLightVecLen2.xyz);
// Kill if too far from the light center
if (fragLightVecLen2.w > lightVolume_getRadiusSquare(lv)) {
return false;
}
// Allright we re valid in the volume
fragLightDirLen.w = length(fragLightVecLen2.xyz);
fragLightDirLen.xyz = fragLightVecLen2.xyz / fragLightDirLen.w;
// Kill if not in the spot light (ah ah !)
cosSpotAngle = max(-dot(fragLightDirLen.xyz, lightVolume_getDirection(lv)), 0.0);
if (cosSpotAngle < lightVolume_getSpotAngleCos(lv)) {
return false;
}
return true;
}
#endif
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>

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// glsl / C++ compatible source as interface for Light
#ifndef SphericalHarmonics_Shared_slh
#define SphericalHarmonics_Shared_slh
// SphericalHarmonics.shared.slh
// libraries/model/src/model
//
// Created by Sam Gateau on 14/9/2016.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#define SphericalHarmonicsConstRef SphericalHarmonics
struct SphericalHarmonics {
vec4 L00;
vec4 L1m1;
vec4 L10;
vec4 L11;
vec4 L2m2;
vec4 L2m1;
vec4 L20;
vec4 L21;
vec4 L22;
};
vec4 sphericalHarmonics_evalSphericalLight(SphericalHarmonicsConstRef sh, vec3 direction) {
vec3 dir = direction.xyz;
const float C1 = 0.429043;
const float C2 = 0.511664;
const float C3 = 0.743125;
const float C4 = 0.886227;
const float C5 = 0.247708;
vec4 value = C1 * sh.L22 * (dir.x * dir.x - dir.y * dir.y) +
C3 * sh.L20 * dir.z * dir.z +
C4 * sh.L00 - C5 * sh.L20 +
2.0 * C1 * (sh.L2m2 * dir.x * dir.y +
sh.L21 * dir.x * dir.z +
sh.L2m1 * dir.y * dir.z) +
2.0 * C2 * (sh.L11 * dir.x +
sh.L1m1 * dir.y +
sh.L10 * dir.z);
return value;
}
#endif
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !> End C++ compatible