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Light.hx
199 lines (161 loc) · 5.75 KB
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Light.hx
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package h3d.shader.pbr;
class LightEvaluation extends hxsl.Shader {
static var SRC = {
/*
UE4 [Karis12] "Real Shading in Unreal Engine 4"
Modified with pointSize
*/
function pointLightIntensity( delta : Vec3, size : Float, invRange4 : Float ) : Float {
var dist = delta.dot(delta);
var falloff = saturate(1 - dist*dist * invRange4);
if( size > 0 ) {
dist = (dist.sqrt() - size).max(0.);
dist *= dist;
}
falloff *= falloff;
falloff *= 1 / (dist + 1);
return falloff;
}
function spotLightIntensity( delta : Vec3, lightDir : Vec3, range : Float, invRange4 : Float, angleFallOff : Float, angle : Float ) : Vec2 {
var dist = delta.dot(delta);
var falloff = saturate(1 - dist*dist * invRange4);
if( range > 0 ) {
dist = (dist.sqrt() - range).max(0.);
dist *= dist;
}
falloff *= falloff;
falloff *= 1 / (dist + 1);
var theta = dot(delta.normalize(), -lightDir);
var epsilon = angleFallOff - angle;
var angleFalloff = clamp((theta - angle) / epsilon, 0.0, 1.0);
return vec2(falloff, angleFalloff);
}
};
}
class Light extends LightEvaluation {
static var SRC = {
var pbrLightDirection : Vec3;
var pbrSpecularLightDirection : Vec3;
var pbrLightColor : Vec3;
var pbrOcclusionFactor : Float;
var transformedPosition : Vec3;
var occlusion : Float;
@param var lightColor = vec3(0.5, 0.5, 0.5);
@param var occlusionFactor = 0.0;
};
}
class SpotLight extends Light {
static var SRC = {
@param var spotDir : Vec3;
@param var lightPos : Vec3;
@param var angle : Float;
@param var fallOff : Float;
@param var invLightRange4 : Float; // 1 / range^4
@param var range : Float;
@param var lightProj : Mat4;
@const var useCookie : Bool;
@param var cookieTex : Sampler2D;
function fragment() {
var delta = lightPos - transformedPosition;
pbrLightDirection = delta.normalize();
var fallOffInfo = spotLightIntensity(delta, spotDir, range, invLightRange4, fallOff, angle);
var fallOff = fallOffInfo.x;
var fallOffInfoAngle = fallOffInfo.y;
pbrLightColor = fallOff * lightColor;
pbrOcclusionFactor = occlusionFactor;
if( useCookie ) {
var posLightSpace = vec4(transformedPosition, 1.0) * lightProj;
var posUV = screenToUv(posLightSpace.xy/posLightSpace.w);
if(posUV.x > 1 || posUV.x < 0 || posUV.y > 1 || posUV.y < 0)
discard;
var cookie = cookieTex.get(posUV).rgba;
pbrLightColor *= cookie.rgb * cookie.a;
}
else
pbrLightColor *= fallOffInfoAngle;
}
}
}
class PointLight extends Light {
static var SRC = {
@param var lightPos : Vec3;
@param var invLightRange4 : Float; // 1 / range^4
@param var pointSize : Float;
function fragment() {
var delta = lightPos - transformedPosition;
pbrLightDirection = delta.normalize();
pbrLightColor = pointLightIntensity(delta, pointSize, invLightRange4) * lightColor;
pbrOcclusionFactor = occlusionFactor;
}
};
}
class DirLight extends Light {
static var SRC = {
@param var lightDir : Vec3;
function fragment() {
pbrLightDirection = lightDir;
pbrLightColor = lightColor;
pbrOcclusionFactor = occlusionFactor;
}
};
}
class Performance extends hxsl.Shader {
static var SRC = {
@param var maxLights : Int;
var pixelColor : Vec4;
var pbrLightColor : Vec3;
var shadow : Float;
function fragment() {
var d = vec3(1.0 / maxLights);
// prevent missing texture from generated shader.
pixelColor.rgb = ((pixelColor.r) > 0.0 ? vec3(0.0) : vec3(0.0)) + ((pbrLightColor.r + pbrLightColor.g + pbrLightColor.b) > 0.0 ? d : vec3(0.0));
}
}
}
class CapsuleLight extends Light {
static var SRC = {
var normal : Vec3;
@param var lightPos : Vec3;
@param var radius : Float;
@param var invRange4 : Float;
@param var halfLength : Float;
@param var left : Vec3;
function closestPointOnLine(a : Vec3, b : Vec3 , c : Vec3) : Vec3 {
var ab = b - a;
var t = dot(c - a, ab) / dot(ab, ab);
return a + t * ab ;
}
function closestPointOnSegment( a : Vec3, b : Vec3, c : Vec3) : Vec3 {
var ab = b - a;
var t = dot(c - a, ab) / dot(ab, ab);
return a + saturate(t) * ab;
}
var pixelColor : Vec4;
var view : Vec3;
function fragment() {
var P0 = lightPos - halfLength * left;
var P1 = lightPos + halfLength * left;
// Diffuse: place a point light on the closest point on the sphere placed on the closest position on the segment.
var spherePos = closestPointOnSegment(P0, P1, transformedPosition);
var delta = spherePos - transformedPosition;
pbrLightDirection = delta.normalize();
var closestPointDiffuse = spherePos - pbrLightDirection * saturate((length(delta) - 1e-5) / radius) * radius;
delta = closestPointDiffuse - transformedPosition;
pbrLightDirection = normalize(delta);
// Attenuation.
var falloff = pointLightIntensity(delta, radius, invRange4);
// Specular.
var R = view - 2.0 * dot(view, normal) * normal;
var posToLight = lightPos - transformedPosition;
// Intersect a light plane with reflected ray and place a sphere on the closest point on segment.
var onPlane = transformedPosition + R * dot(posToLight, R);
var spherePosSpec = closestPointOnSegment(P0, P1, onPlane);
pbrSpecularLightDirection = normalize(spherePosSpec - transformedPosition);
// Get closest point on the sphere.
var closestPointSpecular = spherePosSpec - pbrSpecularLightDirection * saturate(length(spherePosSpec - transformedPosition) - 1e-5 / radius) * radius;
pbrSpecularLightDirection = normalize(closestPointSpecular - transformedPosition);
pbrLightColor = falloff * lightColor;
pbrOcclusionFactor = occlusionFactor;
}
};
}