Torque3D/Templates/Empty/game/shaders/common/lighting.hlsl
2012-09-19 11:29:55 -04:00

219 lines
7.3 KiB
HLSL

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef TORQUE_SHADERGEN
// These are the uniforms used by most lighting shaders.
uniform float4 inLightPos[3];
uniform float4 inLightInvRadiusSq;
uniform float4 inLightColor[4];
#ifndef TORQUE_BL_NOSPOTLIGHT
uniform float4 inLightSpotDir[3];
uniform float4 inLightSpotAngle;
uniform float4 inLightSpotFalloff;
#endif
uniform float4 ambient;
uniform float specularPower;
uniform float4 specularColor;
#endif // !TORQUE_SHADERGEN
void compute4Lights( float3 wsView,
float3 wsPosition,
float3 wsNormal,
float4 shadowMask,
#ifdef TORQUE_SHADERGEN
float4 inLightPos[3],
float4 inLightInvRadiusSq,
float4 inLightColor[4],
float4 inLightSpotDir[3],
float4 inLightSpotAngle,
float4 inLightSpotFalloff,
float specularPower,
float4 specularColor,
#endif // TORQUE_SHADERGEN
out float4 outDiffuse,
out float4 outSpecular )
{
// NOTE: The light positions and spotlight directions
// are stored in SoA order, so inLightPos[0] is the
// x coord for all 4 lights... inLightPos[1] is y... etc.
//
// This is the key to fully utilizing the vector units and
// saving a huge amount of instructions.
//
// For example this change saved more than 10 instructions
// over a simple for loop for each light.
int i;
float4 lightVectors[3];
for ( i = 0; i < 3; i++ )
lightVectors[i] = wsPosition[i] - inLightPos[i];
float4 squareDists = 0;
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
// Accumulate the dot product between the light
// vector and the normal.
//
// The normal is negated because it faces away from
// the surface and the light faces towards the
// surface... this keeps us from needing to flip
// the light vector direction which complicates
// the spot light calculations.
//
// We normalize the result a little later.
//
float4 nDotL = 0;
for ( i = 0; i < 3; i++ )
nDotL += lightVectors[i] * -wsNormal[i];
float4 rDotL = 0;
#ifndef TORQUE_BL_NOSPECULAR
// We're using the Phong specular reflection model
// here where traditionally Torque has used Blinn-Phong
// which has proven to be more accurate to real materials.
//
// We do so because its cheaper as do not need to
// calculate the half angle for all 4 lights.
//
// Advanced Lighting still uses Blinn-Phong, but the
// specular reconstruction it does looks fairly similar
// to this.
//
float3 R = reflect( wsView, -wsNormal );
for ( i = 0; i < 3; i++ )
rDotL += lightVectors[i] * R[i];
#endif
// Normalize the dots.
//
// Notice we're using the half type here to get a
// much faster sqrt via the rsq_pp instruction at
// the loss of some precision.
//
// Unless we have some extremely large point lights
// i don't believe the precision loss will matter.
//
half4 correction = (half4)rsqrt( squareDists );
nDotL = saturate( nDotL * correction );
rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
// First calculate a simple point light linear
// attenuation factor.
//
// If this is a directional light the inverse
// radius should be greater than the distance
// causing the attenuation to have no affect.
//
float4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
#ifndef TORQUE_BL_NOSPOTLIGHT
// The spotlight attenuation factor. This is really
// fast for what it does... 6 instructions for 4 spots.
float4 spotAtten = 0;
for ( i = 0; i < 3; i++ )
spotAtten += lightVectors[i] * inLightSpotDir[i];
float4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
atten *= saturate( cosAngle * inLightSpotFalloff );
#endif
// Finally apply the shadow masking on the attenuation.
atten *= shadowMask;
// Get the final light intensity.
float4 intensity = nDotL * atten;
// Combine the light colors for output.
outDiffuse = 0;
for ( i = 0; i < 4; i++ )
outDiffuse += intensity[i] * inLightColor[i];
// Output the specular power.
float4 specularIntensity = pow( rDotL, specularPower.xxxx ) * atten;
// Apply the per-light specular attenuation.
float4 specular = float4(0,0,0,1);
for ( i = 0; i < 4; i++ )
specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
// Add the final specular intensity values together
// using a single dot product operation then get the
// final specular lighting color.
outSpecular = specularColor * specular;
}
// This value is used in AL as a constant power to raise specular values
// to, before storing them into the light info buffer. The per-material
// specular value is then computer by using the integer identity of
// exponentiation:
//
// (a^m)^n = a^(m*n)
//
// or
//
// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular)
//
#define AL_ConstantSpecularPower 12.0f
/// The specular calculation used in Advanced Lighting.
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
float AL_CalcSpecular( float3 toLight, float3 normal, float3 toEye )
{
#ifdef PHONG_SPECULAR
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
#else
// (N.H)^c [Blinn-Phong, TGEA style, default]
float specVal = dot( normal, normalize( toLight + toEye ) );
#endif
// Return the specular factor.
return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
}