SL-17763: PBR: Add spotlight ambiance to spotlight

meow-7.2.2
Ptolemy 2022-08-10 14:44:22 -07:00
parent a6d6652ff3
commit 0ea71a2db2
1 changed files with 28 additions and 15 deletions

View File

@ -84,6 +84,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip_point);
@ -156,31 +157,43 @@ void main()
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
float metal = packedORM.b;
// if (proj_tc.x > 0.0 && proj_tc.x < 1.0
// && proj_tc.y > 0.0 && proj_tc.y < 1.0)
if (nl > 0.0)
// We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
&& proj_tc.y > 0.0 && proj_tc.y < 1.0)
{
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
float lit = 0.0;
float amb_da = 0.0;
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
slit = getProjectedLightSpecularColor( pos, n );
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
lit = nl * dist_atten;
colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ));
colorSpec = shadow * dist_atten * nl * (slit + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ));
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
slit = getProjectedLightSpecularColor( pos, n );
colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ));
colorSpec = shadow * dist_atten * nl * (slit + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ));
#if DEBUG_PBR_SPOT_DIFFUSE
colorDiffuse = dlit.rgb; colorSpec = vec3(0);
colorDiffuse = dlit.rgb; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SPOT_SPECULAR
colorDiffuse = vec3(0); colorSpec = slit.rgb;
colorDiffuse = vec3(0); colorSpec = slit.rgb;
#endif
#if DEBUG_PBR_SPOT
colorDiffuse = dlit; colorSpec = vec3(0);
colorDiffuse *= nl;
colorDiffuse *= shadow;
colorDiffuse = dlit; colorSpec = vec3(0);
colorDiffuse *= nl;
colorDiffuse *= shadow;
#endif
}
vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
colorDiffuse += diffuse.rgb * amb_rgb;
}