mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-04 02:41:19 +00:00
108 lines
3.1 KiB
GLSL
108 lines
3.1 KiB
GLSL
#ifndef LIB_LIGHT_LIGHTING
|
|
#define LIB_LIGHT_LIGHTING
|
|
|
|
#include "lighting_util.glsl"
|
|
|
|
float calcLambert(vec3 viewNormal, vec3 lightDir, vec3 viewDir)
|
|
{
|
|
float lambert = dot(viewNormal, lightDir);
|
|
#ifndef GROUNDCOVER
|
|
lambert = max(lambert, 0.0);
|
|
#else
|
|
float eyeCosine = dot(viewNormal, viewDir);
|
|
if (lambert < 0.0)
|
|
{
|
|
lambert = -lambert;
|
|
eyeCosine = -eyeCosine;
|
|
}
|
|
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
|
|
#endif
|
|
return lambert;
|
|
}
|
|
|
|
#if PER_PIXEL_LIGHTING
|
|
void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
|
|
#else
|
|
void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
|
|
#endif
|
|
{
|
|
vec3 viewDir = normalize(viewPos);
|
|
|
|
diffuseLight = lcalcDiffuse(0).xyz * calcLambert(viewNormal, normalize(lcalcPosition(0)), viewDir);
|
|
ambientLight = gl_LightModel.ambient.xyz;
|
|
#if PER_PIXEL_LIGHTING
|
|
diffuseLight *= shadowing;
|
|
#else
|
|
shadowDiffuse = diffuseLight;
|
|
diffuseLight = vec3(0.0);
|
|
#endif
|
|
|
|
for (int i = @startLight; i < @endLight; ++i)
|
|
{
|
|
#if @lightingMethodUBO
|
|
int lightIndex = PointLightIndex[i];
|
|
#else
|
|
int lightIndex = i;
|
|
#endif
|
|
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
|
|
float lightDistance = length(lightPos);
|
|
|
|
// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
|
|
#if !@lightingMethodFFP
|
|
if (lightDistance > lcalcRadius(lightIndex) * 2.0)
|
|
continue;
|
|
#endif
|
|
|
|
vec3 lightDir = lightPos / lightDistance;
|
|
|
|
float illumination = lcalcIllumination(lightIndex, lightDistance);
|
|
ambientLight += lcalcAmbient(lightIndex) * illumination;
|
|
diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
|
|
}
|
|
}
|
|
|
|
float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
|
|
{
|
|
if (dot(viewNormal, lightDir) > 0.0)
|
|
{
|
|
vec3 halfVec = normalize(lightDir - viewDir);
|
|
float NdotH = max(dot(viewNormal, halfVec), 0.0);
|
|
return pow(NdotH, shininess);
|
|
}
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, float shadowing)
|
|
{
|
|
shininess = max(shininess, 1e-4);
|
|
vec3 viewDir = normalize(viewPos);
|
|
vec3 specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lcalcPosition(0)));
|
|
specularLight *= shadowing;
|
|
|
|
for (int i = @startLight; i < @endLight; ++i)
|
|
{
|
|
#if @lightingMethodUBO
|
|
int lightIndex = PointLightIndex[i];
|
|
#else
|
|
int lightIndex = i;
|
|
#endif
|
|
|
|
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
|
|
float lightDistance = length(lightPos);
|
|
|
|
#if !@lightingMethodFFP
|
|
if (lightDistance > lcalcRadius(lightIndex) * 2.0)
|
|
continue;
|
|
#endif
|
|
|
|
float illumination = lcalcIllumination(lightIndex, lightDistance);
|
|
float intensity = calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lightPos));
|
|
specularLight += lcalcSpecular(lightIndex).xyz * intensity * illumination;
|
|
}
|
|
|
|
return specularLight;
|
|
}
|
|
|
|
#endif
|