SL-17763: PBR: Add debug spot light vectors

meow-7.2.2
Ptolemy 2022-08-09 01:10:06 -07:00
parent 9e84c63470
commit 38b895162c
1 changed files with 81 additions and 0 deletions

View File

@ -38,6 +38,21 @@
#define DEBUG_SPOT_SPEC_POS 0
#define DEBUG_SPOT_REFLECTION 0
#define DEBUG_PBR_LIGHT_H 0 // Half vector
#define DEBUG_PBR_LIHGT_L 0 // Light vector
#define DEBUG_PBR_LIGHT_NH 0 // dot(n,h)
#define DEBUG_PBR_LIGHT_NL 0 // doh(n,l)
#define DEBUG_PBR_LIGHT_NV 0 // doh(n,v)
#define DEBUG_PBR_LIGHT_VH 0 // doh(v,h)
#define DEBUG_PBR_LIGHT_DIFFUSE_COLOR 0 // non PBR spotlight
#define DEBUG_PBR_LIGHT_SPECULAR_COLOR 0 // non PBR spotlight
#define DEBUG_PBR_LIGHT_INTENSITY 0 // Light intensity
#define DEBUG_PBR_LIGHT_INTENSITY_NL 0 // Light intensity * dot(n,l)
#define DEBUG_PBR_LIGHT_BRDF_DIFFUSE 0
#define DEBUG_PBR_LIGHT_BRDF_SPECULAR 0
#define DEBUG_PBR_LIGHT_BRDF_FINAL 0 // BRDF Diffuse + BRDF Specular
#define DEBUG_PBR_SHADOW 0 // Show inverted shadow
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -96,6 +111,13 @@ void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(vec2 tc, float lod);
vec3 colorized_dot(float x)
{
if (x > 0.0) return vec3( 0, x, 0 );
if (x < 0.0) return vec3( x, 0, 0 );
return vec3( 0, 0, 1 );
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@ -212,6 +234,65 @@ void main()
colorDiffuse = vec3(0.5); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_H
colorDiffuse = h*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIHGT_L
colorDiffuse = l*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_NH
colorDiffuse = colorized_dot(nh); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_NL
colorDiffuse = colorized_dot(nl); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_NV
colorDiffuse = colorized_dot(nv); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_VH
colorDiffuse = colorized_dot(vh); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_DIFFUSE_COLOR
colorDiffuse = dlit;
#endif
#if DEBUG_PBR_LIGHT_SPECULAR_COLOR
colorDiffuse = slit;
#endif
#if DEBUG_PBR_LIGHT_INTENSITY
colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ); colorSpec = vec3(0);
// colorDiffuse = nl * dist_atten;
#endif
#if DEBUG_PBR_LIGHT_INTENSITY_NL
colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ) * nl; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_BRDF_DIFFUSE
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
colorDiffuse = BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_BRDF_SPECULAR
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
colorDiffuse = vec3(0);
colorSpec = BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
#endif
#if DEBUG_PBR_LIGHT_BRDF_FINAL
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
colorDiffuse = nl * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
colorSpec = nl * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
#endif
#if DEBUG_PBR_SHADOW
colorDiffuse = 1.0 - vec3(shadow);
colorSpec = vec3(0);
#endif
final_color = colorDiffuse + colorSpec;
}
else