/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ //----------------------------------------------------------------------------- // Program Name: SGXLib_Lighting // Program Desc: Per pixel lighting functions. // Program Type: Vertex/Pixel shader // Language: GLSL // Notes: Implements core functions for FFPLighting class. // based on lighting engine. // See http://msdn.microsoft.com/en-us/library/bb147178.aspx //----------------------------------------------------------------------------- #include "RTSLib_Lighting.glsl" #ifdef HAVE_AREA_LIGHTS #include "RTSLib_LTC.glsl" #endif #ifdef OGRE_HLSL void SGX_Flip_Backface_Normal(in float triArea, in float targetFlipped, inout vec3 normal) { #if OGRE_HLSL == 3 triArea *= -1.0; triArea *= targetFlipped; #endif if(triArea < 0.0) normal *= -1.0; } #else void SGX_Flip_Backface_Normal(in bool frontFacing, in float targetFlipped, inout vec3 normal) { if(!frontFacing) normal *= -1.0; } #endif void evaluateLight( in vec3 vNormal, in vec3 vViewPos, in vec4 vLightPos, in vec4 vAttParams, in vec4 vLightDirView, in vec4 spotParams, in vec4 vDiffuseColour, inout vec3 vOutDiffuse #if defined(TVC_DIFFUSE) || defined(TVC_SPECULAR) , in vec4 vInVertexColour #endif #ifdef USE_SPECULAR , in vec4 vSpecularColour, in float fSpecularPower, inout vec3 vOutSpecular #endif #ifdef SHADOWLIGHT_COUNT , in float shadowFactor #endif #ifdef HAVE_AREA_LIGHTS , in sampler2D ltcLUT1, in sampler2D ltcLUT2 #endif ) { vec3 vLightView = vLightPos.xyz; float fLightD = 0.0; #ifdef TVC_DIFFUSE vDiffuseColour *= vInVertexColour; #endif #ifdef HAVE_AREA_LIGHTS if(spotParams.w == 2.0) { // rect area light vec3 dcol = vDiffuseColour.rgb; #ifdef USE_SPECULAR #ifdef TVC_SPECULAR vSpecularColour *= vInVertexColour; #endif vec3 scol = vSpecularColour.rgb; #else vec3 scol = vec3_splat(0.0); float fSpecularPower = 0.0; #endif float roughness = saturate(1.0 - fSpecularPower/128.0); // convert specular to roughness roughness *= roughness; // perceptual to physical roughness evaluateRectLight(ltcLUT1, ltcLUT2, roughness, normalize(vNormal), vViewPos, vLightPos.xyz, spotParams.xyz, vAttParams.xyz, scol, dcol); #ifdef SHADOWLIGHT_COUNT dcol *= shadowFactor; scol *= shadowFactor; #endif // linear to gamma dcol = pow(dcol, vec3_splat(1.0/2.2)); vOutDiffuse.rgb = saturate(vOutDiffuse.rgb + dcol); #ifdef USE_SPECULAR scol = pow(scol, vec3_splat(1.0/2.2)); vOutSpecular.rgb = saturate(vOutSpecular.rgb + scol); #endif return; } #endif if (vLightPos.w != 0.0) { vLightView -= vViewPos; // to light fLightD = length(vLightView); if(fLightD > vAttParams.x) return; } vLightView = normalize(vLightView); vec3 vNormalView = normalize(vNormal); float nDotL = saturate(dot(vNormalView, vLightView)); if (nDotL <= 0.0) return; float fAtten = getDistanceAttenuation(vAttParams.yzw, fLightD); #ifdef SHADOWLIGHT_COUNT fAtten *= shadowFactor; #endif if(spotParams.w != 0.0) { fAtten *= getAngleAttenuation(spotParams.xyz, vLightDirView.xyz, vLightView); } vOutDiffuse += vDiffuseColour.rgb * nDotL * fAtten; vOutDiffuse = saturate(vOutDiffuse); #ifdef USE_SPECULAR vec3 vView = -normalize(vViewPos); vec3 vHalfWay = normalize(vView + vLightView); float nDotH = saturate(dot(vNormalView, vHalfWay)); #ifdef TVC_SPECULAR vSpecularColour *= vInVertexColour; #endif #ifdef NORMALISED vSpecularColour *= (fSpecularPower + 8.0)/(8.0 * M_PI); #endif vOutSpecular += vSpecularColour.rgb * pow(nDotH, fSpecularPower) * fAtten; vOutSpecular = saturate(vOutSpecular); #endif }