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authorClément Foucault <foucault.clem@gmail.com>2017-03-31 02:07:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-03-31 02:07:51 +0300
commite254aa896552fa2d06ab406235ace6bdeaf5905c (patch)
treefac652df1272f4953c2b77c2919c202469a1641e
parent3fdbd78a6b5f271a8022f01ddca649ef16cf5516 (diff)
Eevee: Codestyle, optimisation and a few fixes
Something is very wrong with the energy factor. For now I tweaked them by hand to fit cycles.
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c30
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl114
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl94
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl142
4 files changed, 192 insertions, 188 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 3b781db90c2..9d2523ada6b 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -91,7 +91,7 @@ void EEVEE_lights_update(EEVEE_StorageList *stl)
EEVEE_Light *evli = stl->lights_data + i;
Object *ob = stl->lights_ref[i];
Lamp *la = (Lamp *)ob->data;
- float mat[4][4], scale[3];
+ float mat[4][4], scale[3], power;
/* Position */
copy_v3_v3(evli->position, ob->obmat[3]);
@@ -124,13 +124,35 @@ void EEVEE_lights_update(EEVEE_StorageList *stl)
evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
}
else if (la->type == LA_AREA) {
- evli->sizex = la->area_size * scale[0] * 0.5f;
- evli->sizey = la->area_sizey * scale[1] * 0.5f;
+ evli->sizex = MAX2(0.0001f, la->area_size * scale[0] * 0.5f);
+ if (la->area_shape == LA_AREA_RECT) {
+ evli->sizey = MAX2(0.0001f, la->area_sizey * scale[1] * 0.5f);
+ }
+ else {
+ evli->sizey = evli->sizex;
+ }
}
else {
- evli->sizex = la->area_size * scale[0] * 0.5f;
+ evli->sizex = MAX2(0.0001f, la->area_size);
}
+ /* Make illumination power constant */
+ if (la->type == LA_AREA) {
+ power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */
+ * M_PI * 10.0f; /* XXX : Empirical, Fit cycles power */
+ }
+ else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
+ power = 1.0f / (4.0f * evli->sizex * evli->sizex * M_PI * M_PI) /* 1/(4*r²*Pi²) */
+ * M_PI * 100.0; /* XXX : Empirical, Fit cycles power */
+
+ /* for point lights (a.k.a radius == 0.0) */
+ // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
+ }
+ else {
+ power = 1.0f;
+ }
+ mul_v3_fl(evli->color, power);
+
/* Lamp Type */
evli->lamptype = (float)la->type;
}
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index b0b48e94809..8af243a0688 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -2,6 +2,49 @@
#define M_PI 3.14159265358979323846 /* pi */
#define M_1_PI 0.318309886183790671538 /* 1/pi */
+/* ------- Structures -------- */
+
+struct LightData {
+ vec4 position_influence; /* w : InfluenceRadius */
+ vec4 color_spec; /* w : Spec Intensity */
+ vec4 spotdata_shadow; /* x : spot size, y : spot blend */
+ vec4 rightvec_sizex; /* xyz: Normalized up vector, w: Lamp Type */
+ vec4 upvec_sizey; /* xyz: Normalized right vector, w: Lamp Type */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
+};
+
+/* convenience aliases */
+#define l_color color_spec.rgb
+#define l_spec color_spec.a
+#define l_position position_influence.xyz
+#define l_influence position_influence.w
+#define l_sizex rightvec_sizex.w
+#define l_radius rightvec_sizex.w
+#define l_sizey upvec_sizey.w
+#define l_right rightvec_sizex.xyz
+#define l_up upvec_sizey.xyz
+#define l_forward forwardvec_type.xyz
+#define l_type forwardvec_type.w
+#define l_spot_size spotdata_shadow.x
+#define l_spot_blend spotdata_shadow.y
+
+struct AreaData {
+ vec3 corner[4];
+ float solid_angle;
+};
+
+struct ShadingData {
+ vec3 V; /* View vector */
+ vec3 N; /* World Normal of the fragment */
+ vec3 W; /* World Position of the fragment */
+ vec3 R; /* Reflection vector */
+ vec3 L; /* Current Light vector (normalized) */
+ vec3 spec_dominant_dir; /* dominant direction of the specular rays */
+ vec3 l_vector; /* Current Light vector */
+ float l_distance; /* distance(l_position, W) */
+ AreaData area_data; /* If current light is an area light */
+};
+
/* ------- Convenience functions --------- */
vec3 mul(mat3 m, vec3 v) { return m * v; }
@@ -30,12 +73,12 @@ vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin,
return lineorigin + linedirection * dist;
}
-float rectangle_solid_angle(vec3 p0, vec3 p1, vec3 p2, vec3 p3)
+float rectangle_solid_angle(AreaData ad)
{
- vec3 n0 = normalize(cross(p0, p1));
- vec3 n1 = normalize(cross(p1, p2));
- vec3 n2 = normalize(cross(p2, p3));
- vec3 n3 = normalize(cross(p3, p0));
+ vec3 n0 = normalize(cross(ad.corner[0], ad.corner[1]));
+ vec3 n1 = normalize(cross(ad.corner[1], ad.corner[2]));
+ vec3 n2 = normalize(cross(ad.corner[2], ad.corner[3]));
+ vec3 n3 = normalize(cross(ad.corner[3], ad.corner[0]));
float g0 = acos(dot(-n0, n1));
float g1 = acos(dot(-n1, n2));
@@ -45,67 +88,48 @@ float rectangle_solid_angle(vec3 p0, vec3 p1, vec3 p2, vec3 p3)
return max(0.0, (g0 + g1 + g2 + g3 - 2.0 * M_PI));
}
-
-/* ------- Energy Conversion for lights ------- */
-/* from Sebastien Lagarde
- * course_notes_moving_frostbite_to_pbr.pdf */
-
-float sphere_energy(float radius)
-{
- radius = max(radius, 1e-8);
- return 0.25 / (radius*radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */
- * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
-}
-
-float rectangle_energy(float width, float height)
+vec3 get_specular_dominant_dir(vec3 N, vec3 R, float roughness)
{
- return M_1_PI / (width*height) /* 1/(w*h*Pi) */
- * 20.0; /* XXX : Empirical, Fit cycles power */
+ return normalize(mix(N, R, (1.0 - roughness * roughness)));
}
/* From UE4 paper */
-void mrp_sphere(
- float radius, float dist, vec3 R, inout vec3 L,
- inout float roughness, inout float energy_conservation)
+vec3 mrp_sphere(LightData ld, ShadingData sd, vec3 dir, inout float roughness, out float energy_conservation)
{
- L = dist * L;
-
/* Sphere Light */
roughness = max(3e-3, roughness); /* Artifacts appear with roughness below this threshold */
/* energy preservation */
- float sphere_angle = saturate(radius / dist);
- energy_conservation *= pow(roughness / saturate(roughness + 0.5 * sphere_angle), 2.0);
+ float sphere_angle = saturate(ld.l_radius / sd.l_distance);
+ energy_conservation = pow(roughness / saturate(roughness + 0.5 * sphere_angle), 2.0);
/* sphere light */
- float inter_dist = dot(L, R);
- vec3 closest_point_on_ray = inter_dist * R;
- vec3 center_to_ray = closest_point_on_ray - L;
+ float inter_dist = dot(sd.l_vector, dir);
+ vec3 closest_point_on_ray = inter_dist * dir;
+ vec3 center_to_ray = closest_point_on_ray - sd.l_vector;
/* closest point on sphere */
- L = L + center_to_ray * saturate(radius * inverse_distance(center_to_ray));
+ vec3 closest_point_on_sphere = sd.l_vector + center_to_ray * saturate(ld.l_radius * inverse_distance(center_to_ray));
- L = normalize(L);
+ return normalize(closest_point_on_sphere);
}
-void mrp_area(vec3 R, vec3 N, vec3 W, vec3 Lpos, vec3 Lx, vec3 Ly, vec3 Lz, float sizeX, float sizeY, float dist, inout vec3 L)
+vec3 mrp_area(LightData ld, ShadingData sd, vec3 dir)
{
- vec3 refproj = line_plane_intersect(W, R, Lpos, Lz);
- vec3 norproj = line_plane_intersect(W, N, Lpos, Lz);
-
- vec2 area_half_size = vec2(sizeX, sizeY);
+ vec3 refproj = line_plane_intersect(sd.W, dir, ld.l_position, ld.l_forward);
- /* Find the closest point to the rectangular light shape */
- vec3 refdir = refproj - Lpos;
- vec2 mrp = vec2(dot(refdir, Lx), dot(refdir, Ly));
+ /* Project the point onto the light plane */
+ vec3 refdir = refproj - ld.l_position;
+ vec2 mrp = vec2(dot(refdir, ld.l_right), dot(refdir, ld.l_up));
- /* clamp to corners */
+ /* clamp to light shape bounds */
+ vec2 area_half_size = vec2(ld.l_sizex, ld.l_sizey);
mrp = clamp(mrp, -area_half_size, area_half_size);
- L = dist * L;
- L = L + mrp.x * Lx + mrp.y * Ly ;
+ /* go back in world space */
+ vec3 closest_point_on_rectangle = sd.l_vector + mrp.x * ld.l_right + mrp.y * ld.l_up;
- L = normalize(L);
+ return normalize(closest_point_on_rectangle);
}
/* GGX */
@@ -121,7 +145,7 @@ float G1_Smith_GGX(float NX, float a2)
* this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
* Rcp is done on the whole G later
* Note that this is not convenient for the transmition formula */
- return NX + sqrt( NX * (NX - NX * a2) + a2 );
+ return NX + sqrt(NX * (NX - NX * a2) + a2);
/* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
}
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
index 953d4e0a551..bf854f6eee5 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
@@ -11,22 +11,21 @@
/* ------------ Diffuse ------------- */
-float direct_diffuse_point(vec3 N, vec3 L, float Ldist)
+float direct_diffuse_point(LightData ld, ShadingData sd)
{
- float bsdf = max(0.0, dot(N, L));
- bsdf /= Ldist * Ldist;
- bsdf *= M_PI / 2.0; /* Normalize */
+ float bsdf = max(0.0, dot(sd.N, sd.L));
+ bsdf /= sd.l_distance * sd.l_distance;
return bsdf;
}
/* From Frostbite PBR Course
* Analitical irradiance from a sphere with correct horizon handling
* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
-float direct_diffuse_sphere(vec3 N, vec3 L, float Ldist, float radius)
+float direct_diffuse_sphere(LightData ld, ShadingData sd)
{
- radius = max(radius, 0.0001);
- float costheta = clamp(dot(N, L), -0.999, 0.999);
- float h = min(radius / Ldist , 0.9999);
+ float radius = max(ld.l_sizex, 0.0001);
+ float costheta = clamp(dot(sd.N, sd.L), -0.999, 0.999);
+ float h = min(ld.l_radius / sd.l_distance , 0.9999);
float h2 = h*h;
float costheta2 = costheta * costheta;
float bsdf;
@@ -42,47 +41,31 @@ float direct_diffuse_sphere(vec3 N, vec3 L, float Ldist, float radius)
bsdf = (costheta * acos(y) - x * sinthetasqrty) * h2 + atan(sinthetasqrty / x);
}
- /* Energy conservation + cycle matching */
bsdf = max(bsdf, 0.0);
- bsdf *= M_1_PI;
- bsdf *= sphere_energy(radius);
+ bsdf *= M_1_PI * M_1_PI;
return bsdf;
}
/* From Frostbite PBR Course
* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
-float direct_diffuse_rectangle(
- vec3 W, vec3 N, vec3 L,
- float Ldist, vec3 Lx, vec3 Ly, vec3 Lz, float Lsizex, float Lsizey)
+float direct_diffuse_rectangle(LightData ld, ShadingData sd)
{
- vec3 lco = L * Ldist;
-
- /* Surface to corner vectors */
- vec3 p0 = lco + Lx * -Lsizex + Ly * Lsizey;
- vec3 p1 = lco + Lx * -Lsizex + Ly * -Lsizey;
- vec3 p2 = lco + Lx * Lsizex + Ly * -Lsizey;
- vec3 p3 = lco + Lx * Lsizex + Ly * Lsizey;
-
- float solidAngle = rectangle_solid_angle(p0, p1, p2, p3);
-
- float bsdf = solidAngle * 0.2 * (
- max(0.0, dot(normalize(p0), N)) +
- max(0.0, dot(normalize(p1), N)) +
- max(0.0, dot(normalize(p2), N)) +
- max(0.0, dot(normalize(p3), N)) +
- max(0.0, dot(L, N))
+ float bsdf = sd.area_data.solid_angle * 0.2 * (
+ max(0.0, dot(normalize(sd.area_data.corner[0]), sd.N)) +
+ max(0.0, dot(normalize(sd.area_data.corner[1]), sd.N)) +
+ max(0.0, dot(normalize(sd.area_data.corner[2]), sd.N)) +
+ max(0.0, dot(normalize(sd.area_data.corner[3]), sd.N)) +
+ max(0.0, dot(sd.L, sd.N))
);
- bsdf *= rectangle_energy(Lsizex * 2.0, Lsizey * 2.0);
-
return bsdf;
}
/* infinitly far away point source, no decay */
-float direct_diffuse_sun(vec3 N, vec3 L)
+float direct_diffuse_sun(LightData ld, ShadingData sd)
{
- float bsdf = max(0.0, dot(N, L));
+ float bsdf = max(0.0, dot(sd.N, sd.L));
bsdf *= M_1_PI; /* Normalize */
return bsdf;
}
@@ -95,47 +78,32 @@ float direct_diffuse_unit_disc(vec3 N, vec3 L)
#endif
/* ----------- GGx ------------ */
-float direct_ggx_point(vec3 N, vec3 L, vec3 V, float roughness)
+float direct_ggx_point(ShadingData sd, float roughness)
{
- return bsdf_ggx(N, L, V, roughness);
+ float bsdf = bsdf_ggx(sd.N, sd.L, sd.V, roughness);
+ bsdf /= sd.l_distance * sd.l_distance;
+ return bsdf;
}
-float direct_ggx_sphere(vec3 N, vec3 L, vec3 V, float Ldist, float radius, float roughness)
+float direct_ggx_sphere(LightData ld, ShadingData sd, float roughness)
{
- vec3 R = reflect(V, N);
-
- float energy_conservation = 1.0;
- mrp_sphere(radius, Ldist, R, L, roughness, energy_conservation);
- float bsdf = bsdf_ggx(N, L, V, roughness);
+ float energy_conservation;
+ vec3 L = mrp_sphere(ld, sd, sd.spec_dominant_dir, roughness, energy_conservation);
+ float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness);
- bsdf *= energy_conservation / (Ldist * Ldist);
- bsdf *= sphere_energy(radius) * max(radius * radius, 1e-16); /* radius is already inside energy_conservation */
- bsdf *= M_PI;
+ bsdf *= energy_conservation / (sd.l_distance * sd.l_distance);
+ bsdf *= max(ld.l_radius * ld.l_radius, 1e-16); /* radius is already inside energy_conservation */
return bsdf;
}
-float direct_ggx_rectangle(
- vec3 W, vec3 N, vec3 L, vec3 V,
- float Ldist, vec3 Lx, vec3 Ly, vec3 Lz, float Lsizex, float Lsizey, float roughness)
+float direct_ggx_rectangle(LightData ld, ShadingData sd, float roughness)
{
- vec3 lco = L * Ldist;
-
- /* Surface to corner vectors */
- vec3 p0 = lco + Lx * -Lsizex + Ly * Lsizey;
- vec3 p1 = lco + Lx * -Lsizex + Ly * -Lsizey;
- vec3 p2 = lco + Lx * Lsizex + Ly * -Lsizey;
- vec3 p3 = lco + Lx * Lsizex + Ly * Lsizey;
-
- float solidAngle = rectangle_solid_angle(p0, p1, p2, p3);
-
- vec3 R = reflect(V, N);
- mrp_area(R, N, W, W + lco, Lx, Ly, Lz, Lsizex, Lsizey, Ldist, L);
+ vec3 L = mrp_area(ld, sd, sd.spec_dominant_dir);
- float bsdf = bsdf_ggx(N, L, V, roughness) * solidAngle;
+ float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness) * sd.area_data.solid_angle;
- bsdf *= pow(max(0.0, dot(R, Lz)), 0.5); /* fade mrp artifacts */
- bsdf *= rectangle_energy(Lsizex * 2.0, Lsizey * 2.0);
+ bsdf *= max(0.0, dot(-sd.spec_dominant_dir, ld.l_forward)); /* fade mrp artifacts */
return bsdf;
}
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index f2c7b9579dd..84b1b1d599e 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -4,28 +4,6 @@ uniform vec3 cameraPos;
uniform vec3 eye;
uniform mat4 ProjectionMatrix;
-struct LightData {
- vec4 positionAndInfluence; /* w : InfluenceRadius */
- vec4 colorAndSpec; /* w : Spec Intensity */
- vec4 spotDataRadiusShadow; /* x : spot size, y : spot blend */
- vec4 rightVecAndSizex; /* xyz: Normalized up vector, w: Lamp Type */
- vec4 upVecAndSizey; /* xyz: Normalized right vector, w: Lamp Type */
- vec4 forwardVecAndType; /* xyz: Normalized forward vector, w: Lamp Type */
-};
-
-/* convenience aliases */
-#define lampColor colorAndSpec.rgb
-#define lampSpec colorAndSpec.a
-#define lampPosition positionAndInfluence.xyz
-#define lampInfluence positionAndInfluence.w
-#define lampSizeX rightVecAndSizex.w
-#define lampSizeY upVecAndSizey.w
-#define lampRight rightVecAndSizex.xyz
-#define lampUp upVecAndSizey.xyz
-#define lampForward forwardVecAndType.xyz
-#define lampType forwardVecAndType.w
-#define lampSpotSize spotDataRadiusShadow.x
-#define lampSpotBlend spotDataRadiusShadow.y
layout(std140) uniform light_block {
LightData lights_data[MAX_LIGHT];
@@ -43,98 +21,110 @@ out vec4 fragColor;
#define HEMI 3.0
#define AREA 4.0
-vec3 light_diffuse(LightData ld, vec3 N, vec3 W, vec3 wL, vec3 L, float Ldist, vec3 color)
+float light_diffuse(LightData ld, ShadingData sd)
{
- vec3 light;
-
- if (ld.lampType == SUN) {
- L = -ld.lampForward;
- light = color * direct_diffuse_sun(N, L) * ld.lampColor;
+ if (ld.l_type == SUN) {
+ return direct_diffuse_sun(ld, sd);
}
- else if (ld.lampType == AREA) {
- light = color * direct_diffuse_rectangle(W, N, L, Ldist,
- ld.lampRight, ld.lampUp, ld.lampForward,
- ld.lampSizeX, ld.lampSizeY) * ld.lampColor;
+ else if (ld.l_type == AREA) {
+ return direct_diffuse_rectangle(ld, sd);
}
else {
- // light = color * direct_diffuse_point(N, L, Ldist) * ld.lampColor;
- light = color * direct_diffuse_sphere(N, L, Ldist, ld.lampSizeX) * ld.lampColor;
+ return direct_diffuse_sphere(ld, sd);
}
-
- return light;
}
-vec3 light_specular(
- LightData ld, vec3 V, vec3 N, vec3 W, vec3 wL,
- vec3 L, float Ldist, vec3 spec, float roughness)
+float light_specular(LightData ld, ShadingData sd, float roughness)
{
- vec3 light;
-
- if (ld.lampType == SUN) {
- L = -ld.lampForward;
- light = spec * direct_ggx_point(N, L, V, roughness) * ld.lampColor;
+ if (ld.l_type == SUN) {
+ return direct_ggx_point(sd, roughness);
}
- else if (ld.lampType == AREA) {
- light = spec * direct_ggx_rectangle(W, N, L, V, Ldist, ld.lampRight, ld.lampUp, ld.lampForward,
- ld.lampSizeX, ld.lampSizeY, roughness) * ld.lampColor;
+ else if (ld.l_type == AREA) {
+ return direct_ggx_rectangle(ld, sd, roughness);
}
else {
- light = spec * direct_ggx_sphere(N, L, V, Ldist, ld.lampSizeX, roughness) * ld.lampColor;
+ // return direct_ggx_point(sd, roughness);
+ return direct_ggx_sphere(ld, sd, roughness);
}
-
- return light;
}
-float light_visibility(
- LightData ld, vec3 V, vec3 N, vec3 W, vec3 wL, vec3 L, float Ldist)
+float light_visibility(LightData ld, ShadingData sd)
{
float vis = 1.0;
- if (ld.lampType == SPOT) {
- float z = dot(ld.lampForward, wL);
- vec3 lL = wL / z;
- float x = dot(ld.lampRight, lL) / ld.lampSizeX;
- float y = dot(ld.lampUp, lL) / ld.lampSizeY;
+ if (ld.l_type == SPOT) {
+ float z = dot(ld.l_forward, sd.l_vector);
+ vec3 lL = sd.l_vector / z;
+ float x = dot(ld.l_right, lL) / ld.l_sizex;
+ float y = dot(ld.l_up, lL) / ld.l_sizey;
float ellipse = 1.0 / sqrt(1.0 + x * x + y * y);
- float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.lampSpotSize) / ld.lampSpotBlend);
+ float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
vis *= spotmask;
}
- else if (ld.lampType == AREA) {
- vis *= step(0.0, -dot(L, ld.lampForward));
+ else if (ld.l_type == AREA) {
+ vis *= step(0.0, -dot(sd.L, ld.l_forward));
}
return vis;
}
-void main()
+/* Calculation common to all bsdfs */
+float light_common(inout LightData ld, inout ShadingData sd)
{
- vec3 N = normalize(worldNormal);
+ float vis = 1.0;
- vec3 V;
- if (ProjectionMatrix[3][3] == 0.0) {
- V = normalize(cameraPos - worldPosition);
+ if (ld.l_type == SUN) {
+ sd.L = -ld.l_forward;
}
else {
- V = normalize(eye);
+ sd.L = sd.l_vector / sd.l_distance;
}
- vec3 radiance = vec3(0.0);
- vec3 albedo = vec3(1.0, 1.0, 1.0);
- vec3 specular = mix(vec3(0.03), vec3(1.0), pow(max(0.0, 1.0 - dot(N,V)), 5.0));
+ if (ld.l_type == AREA) {
+ sd.area_data.corner[0] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
+ sd.area_data.corner[1] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ sd.area_data.corner[2] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ sd.area_data.corner[3] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+ sd.area_data.solid_angle = rectangle_solid_angle(sd.area_data);
+ }
+ return vis;
+}
+
+void main()
+{
+ ShadingData sd;
+ sd.N = normalize(worldNormal);
+ sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
+ ? normalize(cameraPos - worldPosition)
+ : normalize(eye);
+ sd.W = worldPosition;
+ sd.R = reflect(-sd.V, sd.N);
+
+ /* hardcoded test vars */
+ vec3 albedo = vec3(0.0);
+ vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0));
+ float roughness = 0.5;
+
+ sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
+
+ vec3 radiance = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
- vec3 wL = lights_data[i].lampPosition - worldPosition;
- float dist = length(wL);
- vec3 L = wL / dist;
+ LightData ld = lights_data[i];
+
+ sd.l_vector = ld.l_position - worldPosition;
+ sd.l_distance = length(sd.l_vector);
+
+ light_common(ld, sd);
- float vis = light_visibility(lights_data[i], V, N, worldPosition, wL, L, dist);
- vec3 spec = light_specular(lights_data[i], V, N, worldPosition, wL, L, dist, vec3(1.0), .2);
- vec3 diff = light_diffuse(lights_data[i], N, worldPosition, wL, L, dist, albedo);
+ float vis = light_visibility(ld, sd);
+ float spec = light_specular(ld, sd, roughness);
+ float diff = light_diffuse(ld, sd);
- radiance += vis * (diff + spec);
+ radiance += vis * (albedo * diff + specular * spec) * ld.l_color;
}
fragColor = vec4(radiance, 1.0);