Much nicer point light formulas

This commit is contained in:
bloeys
2024-05-14 07:36:14 +04:00
parent dcfe254052
commit f13db47918
2 changed files with 118 additions and 60 deletions

View File

@ -35,9 +35,8 @@ struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float constant;
float linear;
float quadratic;
float falloff;
float radius;
float farPlane;
};
uniform PointLight pointLights[NUM_POINT_LIGHTS];
@ -162,9 +161,8 @@ struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float constant;
float linear;
float quadratic;
float falloff;
float radius;
float farPlane;
};
uniform PointLight pointLights[NUM_POINT_LIGHTS];
@ -272,10 +270,60 @@ float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir,
return shadow;
}
//
// The following point light attenuation formulas
// are from https://lisyarus.github.io/blog/posts/point-light-attenuation.html
//
// I found them more intuitive than the standard implementation and it also ensures
// we have zero light at the selected distance.
//
float sqr(float x)
{
return x * x;
}
// This version doesn't have a harsh cutoff at radius
float AttenuateNoCusp(float dist, float radius, float falloff)
{
// Since we only use this as attenuation and max intensity defines
// the max output value, anything more than 1 would increase
// the output of the light, which I don't think makes sense for
// our attenuation purposes.
//
// Seems to me this can be done simply by increasing color values above 255.
//
// Forcing to 1 for now.
#define MAX_INTENSITY 1
float s = dist / radius;
if (s >= 1.0)
return 0.0;
float s2 = sqr(s);
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s2);
}
// This version has a harsh/immediate cutoff at radius
float AttenuateCusp(float dist, float radius, float falloff)
{
#define MAX_INTENSITY 1
float s = dist / radius;
if (s >= 1.0)
return 0.0;
float s2 = sqr(s);
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s);
}
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
{
// Ignore unset lights
if (pointLight.constant == 0){
// Ignore inactive lights
if (pointLight.radius == 0){
return vec3(0);
}
@ -293,7 +341,7 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
// Attenuation
float distToLight = length(tangentLightPos - tangentFragPos);
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
float attenuation = AttenuateNoCusp(distToLight, pointLight.radius, pointLight.falloff);
// Shadow
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.farPlane);