Make lights more intuitive

This commit is contained in:
schmelczerandras 2020-09-17 15:47:46 +02:00
parent 7bbb5f2d96
commit adbd933955
4 changed files with 24 additions and 43 deletions

View file

@ -8,16 +8,11 @@ export class CircleLight extends Drawable {
uniformName: 'circleLights',
uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
shaderCombinationSteps: [0, 1, 2, 4],
empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
empty: new CircleLight(vec2.fromValues(0, 0), vec3.fromValues(0, 0, 0), 0),
};
}
constructor(
public center: vec2,
public lightDrop: number,
public color: vec3,
public lightness: number
) {
constructor(public center: vec2, public color: vec3, public intensity: number) {
super();
}
@ -28,16 +23,8 @@ export class CircleLight extends Drawable {
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
return {
center: vec2.transformMat2d(vec2.create(), this.center, transform2d),
lightDrop: this.lightDrop,
value: this.value,
color: this.color,
intensity: this.intensity,
};
}
public get value(): vec3 {
return vec3.scale(
vec3.create(),
vec3.normalize(this.color, this.color),
this.lightness
);
}
}

View file

@ -11,7 +11,6 @@ export class Flashlight extends Drawable {
empty: new Flashlight(
vec2.fromValues(0, 0),
vec2.fromValues(0, 0),
0,
vec3.fromValues(0, 0, 0),
0
),
@ -21,9 +20,8 @@ export class Flashlight extends Drawable {
public constructor(
public center: vec2,
public direction: vec2,
public lightDrop: number,
public color: vec3,
public lightness: number
public intensity: number
) {
super();
}
@ -36,12 +34,8 @@ export class Flashlight extends Drawable {
return {
center: vec2.transformMat2d(vec2.create(), this.center, transform2d),
direction: this.direction,
lightDrop: this.lightDrop,
value: this.value,
intensity: this.intensity,
color: this.color,
};
}
public get value(): vec3 {
return vec3.scale(vec3.create(), this.color, this.lightness);
}
}

View file

@ -3,7 +3,7 @@
precision lowp float;
#define INFINITY 1000.0
#define LIGHT_DROP_INSIDE_RATIO 0.5
#define INTENSITY_INSIDE_RATIO 0.5
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
#define SHADOW_HARDNESS 150.0
#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
@ -71,23 +71,23 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[CIRCLE_LIGHT_COUNT] circleLights;
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
return light.color / pow(
lightCenterDistance / light.intensity + 1.0, 2.0
);
}
vec3 colorInPositionInside(CircleLight light) {
float lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
return light.color / pow(
lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
@ -96,8 +96,8 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[FLASHLIGHT_COUNT] flashlights;
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
@ -108,15 +108,15 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
return intensityInDirection(light.direction, positionDirection) * light.color / pow(
lightCenterDistance / light.intensity + 1.0, 2.0
);
}
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
float lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
return intensityInDirection(light.direction, positionDirection) * light.color / pow(
lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif

View file

@ -15,8 +15,8 @@ uniform vec2 squareToAspectRatio;
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[CIRCLE_LIGHT_COUNT] circleLights;
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
@ -26,8 +26,8 @@ uniform vec2 squareToAspectRatio;
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[FLASHLIGHT_COUNT] flashlights;
out vec2[FLASHLIGHT_COUNT] flashlightDirections;