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// ============================================================================
//
// Program: Visualization Toolkit
// Module: vtkLighting_s.glsl
//
// Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// All rights reserved.
// See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// ============================================================================
// This file defines some lighting functions.
// They can be used either in a vertex or fragment shader.
#version 110
// Example in vertex shader:
// Reminder: two-sided/one-sided is controlled by GL_VERTEX_PROGRAM_TWO_SIDE
//
// vec4 heyeCoords=gl_ModelViewMatrix*gl_Vertex;
// vec3 eyeCoords=heyeCoords.xyz/heyeCoords.w;
// vec3 n=gl_Normalmatrix*gl_Normal;
// n=normalize(n);
// separateSpecularColor(gl_FrontMaterial,eyeCoords,n,gl_FrontColor,gl_FrontSecondaryColor);
// If two-sided.
// separateSpecularColor(gl_BackMaterial,eyeCoords,n,gl_BackColor,gl_BackSecondaryColor);
// Typical:
// gl_FrontColor=singleColor(gl_FrontMaterial,eyeCoords,n);
// VTK_LIGHTING_NUMBER_OF_LIGHTS has to be defined (by shader source string
// concatenation) to be the number of lights on, contiguous from 0 to
// VTK_LIGHTING_NUMBER_OF_LIGHTS-1
// it has to be less than gl_MaxLights (typically 8)
// Per light computation
// (it means the scene ambient term is missing).
// lightSource is usually as gl_LightSource[i]
void lightSeparateSpecularColor(gl_LightSourceParameters lightSource,
gl_MaterialParameters m,
vec3 surfacePosEyeCoords,
vec3 n,
bool twoSided,
inout vec4 cpri,
inout vec4 csec)
{
vec3 ldir;
vec3 h;
float att;
float spot;
float shininessFactor;
vec3 wReverseRayDir=surfacePosEyeCoords;
if(lightSource.position.w!=0.0)
{
// ldir=light direction
vec3 lightPos=lightSource.position.xyz/lightSource.position.w;
ldir=lightPos-surfacePosEyeCoords;
float sqrDistance=dot(ldir,ldir);
ldir=normalize(ldir);
h=normalize(ldir+normalize(wReverseRayDir));
att=1.0/(lightSource.constantAttenuation+lightSource.linearAttenuation*sqrt(sqrDistance)+lightSource.quadraticAttenuation*sqrDistance);
// USED
}
else
{
att=1.0;
ldir=lightSource.position.xyz;
ldir=normalize(ldir);
h=normalize(ldir+wReverseRayDir);
}
if(att>0.0)
{
// USED
if(lightSource.spotCutoff==180.0)
{
spot=1.0;
// NOT USED
}
else
{
// USED
float coef=-dot(ldir,normalize(lightSource.spotDirection));
if(coef>=lightSource.spotCosCutoff)
{
spot=pow(coef,lightSource.spotExponent);
// USED
}
else
{
spot=0.0;
// NOT USED
}
}
if(spot>0.0)
{
// USED
// LIT operation...
float nDotL=dot(n,ldir);
float nDotH=dot(n,h);
// separate nDotL and nDotH for two-sided shading, otherwise we
// get black spots.
if(nDotL<0.0) // two-sided shading
{
// nDotL=-nDotL; // mostly NOT USED
nDotL=0.0;
}
if(nDotH<0.0) // two-sided shading
{
// nDotH=-nDotH; // mostly USED, except on the back face of the plane.
nDotH=0.0;
}
// ambient term for this light
vec4 cpril=m.ambient*lightSource.ambient;// acm*adi
// cpri=cpril;
// return;
// diffuse term for this light
if(nDotL>0.0)
{
// USED
cpril+=m.diffuse*lightSource.diffuse*nDotL; // dcm*dcli
}
// specular term for this light
shininessFactor=pow(nDotH,m.shininess); // srm
cpri+=att*spot*cpril;
// scm*scli
csec+=att*spot*
m.specular*lightSource.specular*shininessFactor;
}
}
}
// Ignore Scene ambient. Useful in multipass, if the ambient was already
// taken into account in a previous pass.
void initBlackColors(out vec4 cpri,
out vec4 csec)
{
cpri=vec4(0.0,0.0,0.0,1.0);
csec=vec4(0.0,0.0,0.0,1.0);
}
void initColorsWithAmbient(gl_MaterialParameters m,
out vec4 cpri,
out vec4 csec)
{
cpri=m.emission+m.ambient*gl_LightModel.ambient; // ecm+acm*acs
csec=vec4(0.0,0.0,0.0,1.0);
}
#ifdef VTK_LIGHTING_NUMBER_OF_LIGHTS
// This is convenience method to use in shader but you better do
// this computation on the CPU and send the result as a uniform.
// True if any enabled light is a positional one.
bool needSurfacePositionInEyeCoordinates()
{
int i=0;
bool result=false;
while(!result && i<VTK_LIGHTING_NUMBER_OF_LIGHTS)
{
result=gl_LightSource[i].position.w!=0.0;
++i;
}
return result;
}
// Lighting computation based on a material m,
// a position on the surface expressed in eye coordinate (typically a vertex
// position in a vertex shader, something interpolated in a fragment shader),
// a unit normal `n' to the surface in eye coordinates.
// Most of the components are in cpri (primary color), the specular
// component is in csec (secondary color).
// Useful for blending color and textures.
void separateSpecularColor(gl_MaterialParameters m,
vec3 surfacePosEyeCoords,
vec3 n,
bool twoSided,
out vec4 cpri,
out vec4 csec)
{
initColorsWithAmbient(m,cpri,csec);
// For each light,
int i=0;
while(i<VTK_LIGHTING_NUMBER_OF_LIGHTS)
{
lightSeparateSpecularColor(gl_LightSource[i],m,surfacePosEyeCoords,n,
twoSided,cpri,csec);
++i;
}
}
// Lighting computation based on a material m,
// a position on the surface expressed in eye coordinate (typically a vertex
// position in a vertex shader, something interpolated in a fragment shader),
// a unit normal to the surface in eye coordinates.
// The result includes the specular component.
vec4 singleColor(gl_MaterialParameters m,
vec3 surfacePosEyeCoords,
vec3 n,
bool twoSided)
{
vec4 cpri;
vec4 csec;
separateSpecularColor(m,surfacePosEyeCoords,n,twoSided,cpri,csec);
return cpri+csec;
}
#endif
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