92 lines
2.7 KiB
GLSL
92 lines
2.7 KiB
GLSL
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#include <shaders/lightmap/montecarlo.glsl>
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vec3 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec3 rayColor);
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vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance, bool noSoftShadow)
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{
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const float minDistance = 0.01;
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vec3 incoming = vec3(0.0);
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float dist = distance(light.RelativeOrigin, origin) + extraDistance;
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if (dist > minDistance && dist < light.Radius)
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{
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vec3 dir = normalize(light.RelativeOrigin - origin);
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float distAttenuation = max(1.0 - (dist / light.Radius), 0.0);
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float angleAttenuation = max(dot(normal, dir), 0.0);
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float spotAttenuation = 1.0;
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if (light.OuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, light.SpotDir);
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spotAttenuation = smoothstep(light.OuterAngleCos, light.InnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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vec3 rayColor = light.Color.rgb * (attenuation * light.Intensity);
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#if defined(USE_SOFTSHADOWS)
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if (!noSoftShadow && light.SoftShadowRadius != 0.0)
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{
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vec3 v = (abs(dir.x) > abs(dir.y)) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
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vec3 xdir = normalize(cross(dir, v));
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vec3 ydir = cross(dir, xdir);
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float lightsize = light.SoftShadowRadius;
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int step_count = 10;
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for (int i = 0; i < step_count; i++)
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{
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vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37) * lightsize;
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vec3 pos = light.Origin + xdir * gridoffset.x + ydir * gridoffset.y;
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incoming += TracePointLightRay(origin, pos, minDistance, rayColor) / float(step_count);
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}
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}
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else
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{
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incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);
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}
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#else
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incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);
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#endif
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}
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}
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return incoming;
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}
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vec3 TracePointLightRay(vec3 origin, vec3 lightpos, float tmin, vec3 rayColor)
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{
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vec3 dir = normalize(lightpos - origin);
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float tmax = distance(origin, lightpos);
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for (int i = 0; i < 3; i++)
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{
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TraceResult result = TraceFirstHit(origin, tmin, dir, tmax);
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// Stop if we hit nothing - the point light is visible.
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if (result.primitiveIndex == -1)
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return rayColor;
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SurfaceInfo surface = GetSurface(result.primitiveIndex);
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// Pass through surface texture
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rayColor = PassRayThroughSurface(surface, GetSurfaceUV(result.primitiveIndex, result.primitiveWeights), rayColor);
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// Stop if there is no light left
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if (rayColor.r + rayColor.g + rayColor.b <= 0.0)
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return vec3(0.0);
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// Move to surface hit point
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origin += dir * result.t;
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tmax -= result.t;
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// Move through the portal, if any
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TransformRay(surface.PortalIndex, origin, dir);
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}
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return vec3(0.0);
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}
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