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Reorganized resources to keep source part in src and real-time scripts in resource folder. For the installation result no changes, still installed to src for windows.
53 lines
1.7 KiB
GLSL
53 lines
1.7 KiB
GLSL
//! Function computes contribution of spotlight source
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//! into global variables Diffuse and Specular (Phong shading).
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//! @param theId light source index
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//! @param theNormal surface normal
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//! @param theView view direction
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//! @param thePoint 3D position (world space)
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//! @param theIsFront front/back face flag
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//! @param theShadow the value from shadow map
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void occSpotLight (in int theId,
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in vec3 theNormal,
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in vec3 theView,
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in vec3 thePoint,
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in bool theIsFront,
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in float theShadow)
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{
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vec3 aLight = occLight_Position (theId) - thePoint;
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float aDist = length (aLight);
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float aRange = occLight_Range (theId);
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float anAtten = occPointLightAttenuation (aDist, aRange, occLight_LinearAttenuation (theId), occLight_ConstAttenuation (theId));
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if (anAtten <= 0.0) return;
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aLight /= aDist;
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vec3 aSpotDir = occLight_SpotDirection (theId);
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// light cone
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float aCosA = dot (aSpotDir, -aLight);
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if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))
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{
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return;
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}
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float anExponent = occLight_SpotExponent (theId);
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if (anExponent > 0.0)
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{
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anAtten *= pow (aCosA, anExponent * 128.0);
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}
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vec3 aHalf = normalize (aLight + theView);
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vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;
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float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
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float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));
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float aSpecl = 0.0;
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if (aNdotL > 0.0)
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{
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aSpecl = pow (aNdotH, occMaterial_Shininess (theIsFront));
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}
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Diffuse += occLight_Diffuse (theId) * aNdotL * anAtten * theShadow;
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Specular += occLight_Specular(theId) * aSpecl * anAtten * theShadow;
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}
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