mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Much nicer point light formulas
This commit is contained in:
108
main.go
108
main.go
@ -82,18 +82,14 @@ func (d *DirLight) GetProjViewMat() gglm.Mat4 {
|
||||
return *projMat.Mul(&viewMat)
|
||||
}
|
||||
|
||||
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
|
||||
// Based on: https://lisyarus.github.io/blog/posts/point-light-attenuation.html
|
||||
type PointLight struct {
|
||||
Pos gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
|
||||
// @TODO
|
||||
Radius float32
|
||||
|
||||
Constant float32
|
||||
Linear float32
|
||||
Quadratic float32
|
||||
Falloff float32
|
||||
|
||||
FarPlane float32
|
||||
}
|
||||
@ -278,38 +274,32 @@ var (
|
||||
Pos: gglm.NewVec3(0, 2, -2),
|
||||
DiffuseColor: gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
// These values are for 50m range
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
|
||||
Falloff: 1.0,
|
||||
Radius: 20,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: gglm.NewVec3(0, -5, 0),
|
||||
DiffuseColor: gglm.NewVec3(0, 1, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
Falloff: 1.0,
|
||||
Radius: 20,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: gglm.NewVec3(5, 0, 0),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
Falloff: 1.0,
|
||||
Radius: 20,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: gglm.NewVec3(-3, 4, 3),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
Falloff: 1.0,
|
||||
Radius: 10,
|
||||
FarPlane: 25,
|
||||
},
|
||||
}
|
||||
@ -750,20 +740,15 @@ func (g *Game) updateLights() {
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
groundMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
whiteMat.SetUnifFloat32(indexString+".falloff", p.Falloff)
|
||||
containerMat.SetUnifFloat32(indexString+".falloff", p.Falloff)
|
||||
groundMat.SetUnifFloat32(indexString+".falloff", p.Falloff)
|
||||
palleteMat.SetUnifFloat32(indexString+".falloff", p.Falloff)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
groundMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
groundMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
whiteMat.SetUnifFloat32(indexString+".radius", p.Radius)
|
||||
containerMat.SetUnifFloat32(indexString+".radius", p.Radius)
|
||||
groundMat.SetUnifFloat32(indexString+".radius", p.Radius)
|
||||
palleteMat.SetUnifFloat32(indexString+".radius", p.Radius)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
@ -832,10 +817,6 @@ func (g *Game) Update() {
|
||||
g.updateCameraPos()
|
||||
|
||||
g.showDebugWindow()
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
logging.InfoLog.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) showDebugWindow() {
|
||||
@ -957,24 +938,53 @@ func (g *Game) showDebugWindow() {
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
|
||||
posStr := indexString + ".pos"
|
||||
|
||||
whiteMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
containerMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
groundMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
palleteMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
|
||||
diffStr := indexString + ".diffuseColor"
|
||||
|
||||
whiteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
groundMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Specular Color", &pl.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
|
||||
specularStr := indexString + ".specularColor"
|
||||
|
||||
whiteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
groundMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Falloff", &pl.Falloff, 0.1, 0.001, 100, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
falloffStr := indexString + ".falloff"
|
||||
|
||||
whiteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
containerMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
groundMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
palleteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Radius", &pl.Radius, 0.2, 0, 500, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
falloffStr := indexString + ".radius"
|
||||
|
||||
whiteMat.SetUnifFloat32(falloffStr, pl.Radius)
|
||||
containerMat.SetUnifFloat32(falloffStr, pl.Radius)
|
||||
groundMat.SetUnifFloat32(falloffStr, pl.Radius)
|
||||
palleteMat.SetUnifFloat32(falloffStr, pl.Radius)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
|
||||
@ -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);
|
||||
|
||||
Reference in New Issue
Block a user