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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/gles3/shaders/area_lights_inc.glsl
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// COPIED FROM servers\rendering\renderer_rd\shaders\area_lights_inc.glsl
// Partially modified
// Functions related to area lights
#define M_PI 3.14159265359
#define M_TAU 6.28318530718

float acos_approx(float p_x) {
	float x = abs(p_x);
	float res = -0.156583f * x + (M_PI / 2.0);
	res *= sqrt(1.0f - x);
	return (p_x >= 0.0) ? res : M_PI - res;
}

vec3 integrate_edge_hill(vec3 p0, vec3 p1) {
	// Approximation suggested by Hill and Heitz, calculating the integral of the spherical cosine distribution over the line between p0 and p1.
	// Runs faster than the exact formula of Baum et al. (1989).
	float cosTheta = dot(p0, p1);

	float x = cosTheta;
	float y = abs(x);
	float a = 5.42031 + (3.12829 + 0.0902326 * y) * y;
	float b = 3.45068 + (4.18814 + y) * y;
	float theta_sintheta = a / b;

	if (x < 0.0) {
		theta_sintheta = M_PI * inversesqrt(1.0 - x * x) - theta_sintheta; // original paper: 0.5*inversesqrt(max(1.0 - x*x, 1e-7)) - theta_sintheta
	}
	return theta_sintheta * cross(p0, p1);
}

float integrate_edge(vec3 p_proj0, vec3 p_proj1, vec3 p0, vec3 p1) {
	float epsilon = 0.00001;
	bool opposite_sides = dot(p_proj0, p_proj1) < -1.0 + epsilon;
	if (opposite_sides) {
		// calculate the point on the line p0 to p1 that is closest to the vertex (origin)
		vec3 half_point_t = p0 + normalize(p1 - p0) * dot(p0, normalize(p0 - p1));
		vec3 half_point = normalize(half_point_t);
		return integrate_edge_hill(p_proj0, half_point).y + integrate_edge_hill(half_point, p_proj1).y;
	}
	return integrate_edge_hill(p_proj0, p_proj1).y;
}

// Form factor function for area light, taken from Urena, Fajardo, et.al. (2013): An Area-Preserving Parametrization for Spherical Rectangles
float quad_solid_angle(vec3 L[4]) {
	// The solid angle of a spherical rectangle is the difference of the sum of its angles
	// and the sum of the angles of a plane rectangle (2*PI)
	vec3 c1 = cross(L[0], L[1]);
	vec3 c2 = cross(L[1], L[2]);
	vec3 c3 = cross(L[2], L[3]);
	vec3 c4 = cross(L[3], L[0]);
	vec3 n0 = normalize(c1);
	vec3 n1 = normalize(c2);
	vec3 n2 = normalize(c3);
	vec3 n3 = normalize(c4);
	float g0 = acos(clamp(dot(-n0, n1), -1.0, 1.0));
	float g1 = acos(clamp(dot(-n1, n2), -1.0, 1.0));
	float g2 = acos(clamp(dot(-n2, n3), -1.0, 1.0));
	float g3 = acos(clamp(dot(-n3, n0), -1.0, 1.0));

	float angle_sum = g0 + g1 + g2 + g3;

	return clamp(angle_sum - M_TAU, 0.0, M_TAU);
}

void clip_quad_to_horizon(inout vec3 L[5], out int vertex_count) {
	// detect clipping config
	int config = 0;
	if (L[0].y > 0.0) {
		config += 1;
	}
	if (L[1].y > 0.0) {
		config += 2;
	}
	if (L[2].y > 0.0) {
		config += 4;
	}
	if (L[3].y > 0.0) {
		config += 8;
	}

	// clip
	vertex_count = 0;

	if (config == 0) {
		// clip all
	} else if (config == 1) { // V1 clip V2 V3 V4
		vertex_count = 3;
		L[1] = -L[1].y * L[0] + L[0].y * L[1];
		L[2] = -L[3].y * L[0] + L[0].y * L[3];
	} else if (config == 2) { // V2 clip V1 V3 V4
		vertex_count = 3;
		L[0] = -L[0].y * L[1] + L[1].y * L[0];
		L[2] = -L[2].y * L[1] + L[1].y * L[2];
	} else if (config == 3) { // V1 V2 clip V3 V4
		vertex_count = 4;
		L[2] = -L[2].y * L[1] + L[1].y * L[2];
		L[3] = -L[3].y * L[0] + L[0].y * L[3];
	} else if (config == 4) { // V3 clip V1 V2 V4
		vertex_count = 3;
		L[0] = -L[3].y * L[2] + L[2].y * L[3];
		L[1] = -L[1].y * L[2] + L[2].y * L[1];
	} else if (config == 5) { // V1 V3 clip V2 V4) impossible
		vertex_count = 0;
	} else if (config == 6) { // V2 V3 clip V1 V4
		vertex_count = 4;
		L[0] = -L[0].y * L[1] + L[1].y * L[0];
		L[3] = -L[3].y * L[2] + L[2].y * L[3];
	} else if (config == 7) { // V1 V2 V3 clip V4
		vertex_count = 5;
		L[4] = -L[3].y * L[0] + L[0].y * L[3];
		L[3] = -L[3].y * L[2] + L[2].y * L[3];
	} else if (config == 8) { // V4 clip V1 V2 V3
		vertex_count = 3;
		L[0] = -L[0].y * L[3] + L[3].y * L[0];
		L[1] = -L[2].y * L[3] + L[3].y * L[2];
		L[2] = L[3];
	} else if (config == 9) { // V1 V4 clip V2 V3
		vertex_count = 4;
		L[1] = -L[1].y * L[0] + L[0].y * L[1];
		L[2] = -L[2].y * L[3] + L[3].y * L[2];
	} else if (config == 10) { // V2 V4 clip V1 V3) impossible
		vertex_count = 0;
	} else if (config == 11) { // V1 V2 V4 clip V3
		vertex_count = 5;
		L[4] = L[3];
		L[3] = -L[2].y * L[3] + L[3].y * L[2];
		L[2] = -L[2].y * L[1] + L[1].y * L[2];
	} else if (config == 12) { // V3 V4 clip V1 V2
		vertex_count = 4;
		L[1] = -L[1].y * L[2] + L[2].y * L[1];
		L[0] = -L[0].y * L[3] + L[3].y * L[0];
	} else if (config == 13) { // V1 V3 V4 clip V2
		vertex_count = 5;
		L[4] = L[3];
		L[3] = L[2];
		L[2] = -L[1].y * L[2] + L[2].y * L[1];
		L[1] = -L[1].y * L[0] + L[0].y * L[1];
	} else if (config == 14) { // V2 V3 V4 clip V1
		vertex_count = 5;
		L[4] = -L[0].y * L[3] + L[3].y * L[0];
		L[0] = -L[0].y * L[1] + L[1].y * L[0];
	} else if (config == 15) { // V1 V2 V3 V4
		vertex_count = 4;
	}

	if (vertex_count == 3) {
		L[3] = L[0];
	}
	if (vertex_count == 4) {
		L[4] = L[0];
	}
}

float ltc_integrate_clipped_quad(vec3 L[5], vec3 L_proj[5], int vertices_above_horizon) {
	float I;
	I = integrate_edge(L_proj[0], L_proj[1], L[0], L[1]);
	I += integrate_edge(L_proj[1], L_proj[2], L[1], L[2]);
	I += integrate_edge(L_proj[2], L_proj[3], L[2], L[3]);
	if (vertices_above_horizon >= 4) {
		I += integrate_edge(L_proj[3], L_proj[4], L[3], L[4]);
	}
	if (vertices_above_horizon == 5) {
		I += integrate_edge(L_proj[4], L_proj[0], L[4], L[0]);
	}
	return abs(I);
}

void ltc_evaluate(vec3 normal, vec3 eye_vec, mat3 M_inv, vec3 points[4], out float integral) {
	// construct the orthonormal basis around the normal vector
	vec3 x, z;
	z = -normalize(eye_vec - normal * dot(eye_vec, normal)); // expanding the angle between view and normal vector to 90 degrees, this gives a normal vector
	x = cross(normal, z);

	// rotate area light in (T1, normal, T2) basis
	M_inv = M_inv * transpose(mat3(x, normal, z));

	vec3 L[5];
	L[0] = M_inv * points[0];
	L[1] = M_inv * points[1];
	L[2] = M_inv * points[2];
	L[3] = M_inv * points[3];

	vec3 L_unclipped[4];
	L_unclipped[0] = L[0];
	L_unclipped[1] = L[1];
	L_unclipped[2] = L[2];
	L_unclipped[3] = L[3];

	int n;
	clip_quad_to_horizon(L, n);
	if (n == 0) {
		integral = 0.0;
		return;
	}

	// project onto unit sphere
	vec3 L_proj[5];
	L_proj[0] = normalize(L[0]);
	L_proj[1] = normalize(L[1]);
	L_proj[2] = normalize(L[2]);
	L_proj[3] = normalize(L[3]);
	L_proj[4] = normalize(L[4]);

	// Prevent abnormal values when the light goes through (or close to) the fragment
	vec3 pnorm = normalize(cross(L_proj[0] - L_proj[1], L_proj[2] - L_proj[1]));
	if (abs(dot(pnorm, L_proj[0])) < 1e-10) {
		// we could just return black, but that would lead to some black pixels in front of the light.
		// Better, we check if the fragment is on the light, and return white if so.
		vec3 r10 = points[0] - points[1];
		vec3 r12 = points[2] - points[1];
		float alpha = -dot(points[1], r10) / dot(r10, r10);
		float beta = -dot(points[1], r12) / dot(r12, r12);
		if (0.0 < alpha && alpha < 1.0 && 0.0 < beta && beta < 1.0) { // fragment is on light {
			integral = 1.0;
			return;
		} else {
			integral = 0.0;
			return;
		}
	}

	float I = ltc_integrate_clipped_quad(L, L_proj, n);
	integral = I / (2.0 * M_PI);
}

void ltc_evaluate_specular(vec3 normal, vec3 eye_vec, float roughness, vec3 points[4], sampler2D ltc_lut1, sampler2D ltc_lut2, out float ltc_specular, out vec2 fresnel) {
	float theta = acos_approx(dot(normal, eye_vec));
	const float LTC_LUT_SIZE = float(64.0);
	vec2 lut_pos = vec2(max(roughness, float(0.02)), theta / float(0.5 * M_PI));
	vec2 lut_uv = vec2(lut_pos * (float(63.0) / LTC_LUT_SIZE) + vec2(float(0.5) / LTC_LUT_SIZE)); // offset by 1 pixel
	vec4 M_brdf_abcd = texture(ltc_lut1, lut_uv);
	vec3 M_brdf_e_mag_fres = texture(ltc_lut2, lut_uv).xyz;
	float scale = 1.0 / (M_brdf_abcd.x * M_brdf_e_mag_fres.x - M_brdf_abcd.y * M_brdf_abcd.w);

	mat3 M_inv = mat3(
			vec3(0, 0, 1.0 / M_brdf_abcd.z),
			vec3(-M_brdf_abcd.w * scale, M_brdf_abcd.x * scale, 0),
			vec3(-M_brdf_e_mag_fres.x * scale, M_brdf_abcd.y * scale, 0));

	ltc_evaluate(normal, eye_vec, M_inv, points, ltc_specular);
	fresnel = vec2(M_brdf_e_mag_fres.yz);
}