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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Add support for both ies and cookie
Both ies and cookies can now exist on a light We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
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a12d915180
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10 changed files with 142 additions and 27 deletions
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@ -107,10 +107,13 @@ TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
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#include "softShadow.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4);
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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#ifdef SHADOW_CUBE
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TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 5);
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#else
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TORQUE_UNIFORM_SAMPLER2D(cookieMap, 5);
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#endif
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TORQUE_UNIFORM_SAMPLER2D(iesProfile, 6);
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uniform float4 rtParams0;
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uniform float4 lightColor;
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@ -159,8 +162,8 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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{
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float distToLight = dist / lightRange;
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SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
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float shadow = 1.0;
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float3 lightCol = lightColor.rgb;
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float shadow = 1.0;
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#ifndef NO_SHADOW
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if (getFlag(surface.matFlag, 0)) //also skip if we don't recieve shadows
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{
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@ -176,8 +179,21 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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#endif
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}
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#endif // !NO_SHADOW
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float3 lightCol = lightColor.rgb;
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#ifdef USE_COOKIE_TEX
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// Lookup the cookie sample.
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#ifdef SHADOW_CUBE
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float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(worldToLightProj, -surfaceToLight.L));
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#else
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float2 cookieCoord = decodeShadowCoord( mul( worldToLightProj, -surfaceToLight.L ) ).xy;
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float4 cookie = TORQUE_TEX2D(cookieMap, cookieCoord);
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#endif
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// Multiply the light with the cookie tex.
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lightCol *= cookie.rgb;
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// Use a maximum channel luminance to attenuate
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// the lighting else we get specular in the dark
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// regions of the cookie texture.
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lightCol *= max(cookie.r, max(cookie.g, cookie.b));
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#endif
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#ifdef DIFFUSE_LIGHT_VIZ
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
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@ -210,13 +226,13 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//get punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadow);
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#ifdef USE_COOKIE_TEX
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#ifdef UES_PHOTOMETRIC_MASK
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// Lookup the cookie sample.d
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float cosTheta = dot(-surfaceToLight.L, lightDirection);
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float angle = acos(cosTheta) * ( M_1OVER_PI_F);
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float cookie = TORQUE_TEX2D(cookieMap, float2(angle, 0.0)).r;
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// Multiply the light with the cookie tex.
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lighting *= cookie;
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float iesMask = TORQUE_TEX2D(iesProfile, float2(angle, 0.0)).r;
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// Multiply the light with the iesMask tex.
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lighting *= iesMask;
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#endif
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}
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@ -42,11 +42,10 @@ TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
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#include "softShadow.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4);
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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TORQUE_UNIFORM_SAMPLER2D(cookieMap, 5);
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TORQUE_UNIFORM_SAMPLER2D(iesProfile, 6);
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#endif
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uniform float4 rtParams0;
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uniform float lightBrightness;
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@ -96,8 +95,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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if(dist < lightRange)
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{
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SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
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float3 lightCol = lightColor.rgb;
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float shadow = 1.0;
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#ifndef NO_SHADOW
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if (getFlag(surface.matFlag, 0)) //also skip if we don't recieve shadows
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@ -109,10 +107,23 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//distance to light in shadow map space
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float distToLight = pxlPosLightProj.z / lightRange;
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shadow = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
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}
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#endif
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float3 lightCol = lightColor.rgb;
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#ifdef USE_COOKIE_TEX
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float4 pxlPosLightProj = mul( worldToLightProj, float4( surface.P, 1 ) );
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float2 cookieCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
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// Lookup the cookie sample.
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float4 cookie = TORQUE_TEX2D(cookieMap, cookieCoord);
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// Multiply the light with the cookie tex.
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lightCol *= cookie.rgb;
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// Use a maximum channel luminance to attenuate
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// the lighting else we get specular in the dark
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// regions of the cookie texture.
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lightCol *= max(cookie.r, max(cookie.g, cookie.b));
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#endif
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#ifdef DIFFUSE_LIGHT_VIZ
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
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@ -144,13 +155,13 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//get spot light contribution
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lighting = getSpotlight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, lightDirection, lightSpotParams, shadow);
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#ifdef USE_COOKIE_TEX
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#ifdef UES_PHOTOMETRIC_MASK
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// Lookup the cookie sample.d
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float cosTheta = dot(-surfaceToLight.L, lightDirection);
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float angle = acos(cosTheta) * ( M_1OVER_PI_F);
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float cookie = TORQUE_TEX2D(cookieMap, float2(angle, 0.0)).r;
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// Multiply the light with the cookie tex.
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lighting *= cookie;
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float iesMask = TORQUE_TEX2D(iesProfile, float2(angle, 0.0)).r;
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// Multiply the light with the iesMask tex.
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lighting *= iesMask;
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#endif
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}
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