From 7c1e9b25fa4062a69ea00c20cdbcc745d1b82659 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 5 Jan 2023 19:45:36 +0000 Subject: Add rendering support for spot lights --- gfx/gl/shaders/spotLight.fs | 34 ++++++++++++++++++++++++ gfx/gl/shaders/spotLight.gs | 63 +++++++++++++++++++++++++++++++++++++++++++++ gfx/gl/shaders/spotLight.vs | 23 +++++++++++++++++ 3 files changed, 120 insertions(+) create mode 100644 gfx/gl/shaders/spotLight.fs create mode 100644 gfx/gl/shaders/spotLight.gs create mode 100644 gfx/gl/shaders/spotLight.vs (limited to 'gfx/gl/shaders') diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs new file mode 100644 index 0000000..add86fd --- /dev/null +++ b/gfx/gl/shaders/spotLight.fs @@ -0,0 +1,34 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +out vec3 FragColor; + +layout(binding = 0) uniform sampler2D gPosition; +layout(binding = 1) uniform sampler2D gNormal; +uniform ivec4 viewPort; +uniform vec3 colour; +uniform float kq; +in vec4 geo_centre; +in vec4 geo_direction; + +void +main() +{ + const vec2 texCoord = gl_FragCoord.xy / viewPort.zw; + const vec3 position = texture(gPosition, texCoord).xyz; + const vec3 lightv = position - geo_centre.xyz; + const float lightDist = length(lightv); + if (lightDist > geo_centre.w) { + discard; + } + const vec3 lightDirection = normalize(lightv); + if (dot(lightDirection, geo_direction.xyz) < geo_direction.w) { + discard; + } + const vec3 normal = texture(gNormal, texCoord).xyz; + const float normalDot = dot(-lightDirection, normal); + if (normalDot < 0) { + discard; + } + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); +} diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs new file mode 100644 index 0000000..ad65675 --- /dev/null +++ b/gfx/gl/shaders/spotLight.gs @@ -0,0 +1,63 @@ +#version 330 core +#extension GL_ARB_enhanced_layouts : enable +#extension GL_ARB_shading_language_420pack : enable + +const vec3[] pyramid = vec3[]( // four-sided + vec3(0, 0, 0), // Apex + vec3(-1, 1, 1), // Back-left + vec3(-1, -1, 1), // Front-left + vec3(1, 1, 1), // Back-right + vec3(1, -1, 1) // Front-right +); +uniform mat4 viewProjection; +uniform float arc; + +in vec3 position[]; +in vec3 direction[]; +in float size[]; +in float cosarc[]; +layout(points) in; + +layout(triangle_strip, max_vertices = 8) out; +out vec4 geo_centre; +out vec4 geo_direction; + +vec3 +perp(vec3 a) +{ + return normalize(a.x != 0 ? vec3((a.y + a.z) / -a.x, 1, 1) + : a.y != 0 ? vec3(1, (a.x + a.z) / -a.y, 1) + : vec3(1, 1, (a.x + a.y) / -a.z)); +} + +void +doVertex(vec4 ndcpos) +{ + gl_Position = ndcpos; + geo_centre = vec4(position[0], size[0]); + geo_direction = vec4(direction[0], cosarc[0]); + EmitVertex(); +} + +void +main() +{ + const float base = size[0] * tan(arc / 2); + const vec3 offx = perp(direction[0]); + const vec3 offy = cross(direction[0], offx); + vec4 out_py[pyramid.length()]; + for (int i = 0; i < pyramid.length(); ++i) { + const vec3 p = pyramid[i]; + const vec3 edge = (offx * base * p.x) + (offy * base * p.y) + (direction[0] * size[0] * p.z); + out_py[i] = viewProjection * (gl_in[0].gl_Position + vec4(edge, 1)); + } + doVertex(out_py[3]); + doVertex(out_py[0]); + doVertex(out_py[1]); + doVertex(out_py[2]); + doVertex(out_py[3]); + doVertex(out_py[4]); + doVertex(out_py[0]); + doVertex(out_py[2]); + EndPrimitive(); +} diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs new file mode 100644 index 0000000..e648553 --- /dev/null +++ b/gfx/gl/shaders/spotLight.vs @@ -0,0 +1,23 @@ +#version 330 core + +layout(location = 0) in vec3 v_position; +layout(location = 1) in vec3 v_direction; + +uniform vec3 colour; +uniform float kq; +uniform float arc; + +out vec3 position; +out vec3 direction; +out float size; +out float cosarc; + +void +main() +{ + position = v_position; + direction = normalize(v_direction); + size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); + cosarc = cos(arc / 2); + gl_Position = vec4(position, 0); +} -- cgit v1.2.3