Make lights more intuitive
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7bbb5f2d96
commit
adbd933955
4 changed files with 24 additions and 43 deletions
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@ -8,16 +8,11 @@ export class CircleLight extends Drawable {
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uniformName: 'circleLights',
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uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
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shaderCombinationSteps: [0, 1, 2, 4],
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empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
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empty: new CircleLight(vec2.fromValues(0, 0), vec3.fromValues(0, 0, 0), 0),
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};
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}
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constructor(
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public center: vec2,
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public lightDrop: number,
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public color: vec3,
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public lightness: number
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) {
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constructor(public center: vec2, public color: vec3, public intensity: number) {
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super();
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}
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@ -28,16 +23,8 @@ export class CircleLight extends Drawable {
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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return {
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center: vec2.transformMat2d(vec2.create(), this.center, transform2d),
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lightDrop: this.lightDrop,
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value: this.value,
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color: this.color,
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intensity: this.intensity,
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};
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}
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public get value(): vec3 {
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return vec3.scale(
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vec3.create(),
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vec3.normalize(this.color, this.color),
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this.lightness
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);
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}
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}
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@ -11,7 +11,6 @@ export class Flashlight extends Drawable {
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empty: new Flashlight(
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vec2.fromValues(0, 0),
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vec2.fromValues(0, 0),
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0,
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vec3.fromValues(0, 0, 0),
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0
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),
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@ -21,9 +20,8 @@ export class Flashlight extends Drawable {
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public constructor(
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public center: vec2,
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public direction: vec2,
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public lightDrop: number,
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public color: vec3,
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public lightness: number
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public intensity: number
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) {
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super();
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}
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@ -36,12 +34,8 @@ export class Flashlight extends Drawable {
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return {
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center: vec2.transformMat2d(vec2.create(), this.center, transform2d),
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direction: this.direction,
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lightDrop: this.lightDrop,
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value: this.value,
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intensity: this.intensity,
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color: this.color,
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};
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}
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public get value(): vec3 {
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return vec3.scale(vec3.create(), this.color, this.lightness);
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}
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}
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@ -3,7 +3,7 @@
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precision lowp float;
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#define INFINITY 1000.0
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#define LIGHT_DROP_INSIDE_RATIO 0.5
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#define INTENSITY_INSIDE_RATIO 0.5
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#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
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#define SHADOW_HARDNESS 150.0
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#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
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@ -71,23 +71,23 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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#if CIRCLE_LIGHT_COUNT > 0
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uniform struct CircleLight {
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vec2 center;
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float lightDrop;
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vec3 value;
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float intensity;
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vec3 color;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
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lightCenterDistance = distance(light.center, position);
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return light.value / pow(
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lightCenterDistance / light.lightDrop + 1.0, 2.0
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return light.color / pow(
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lightCenterDistance / light.intensity + 1.0, 2.0
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);
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}
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vec3 colorInPositionInside(CircleLight light) {
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float lightCenterDistance = distance(light.center, position);
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return light.value / pow(
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lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
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return light.color / pow(
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lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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@ -96,8 +96,8 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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uniform struct Flashlight {
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vec2 center;
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vec2 direction;
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float lightDrop;
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vec3 value;
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float intensity;
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vec3 color;
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}[FLASHLIGHT_COUNT] flashlights;
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in vec2[FLASHLIGHT_COUNT] flashlightDirections;
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@ -108,15 +108,15 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
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lightCenterDistance = distance(light.center, position);
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return intensityInDirection(light.direction, positionDirection) * light.value / pow(
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lightCenterDistance / light.lightDrop + 1.0, 2.0
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return intensityInDirection(light.direction, positionDirection) * light.color / pow(
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lightCenterDistance / light.intensity + 1.0, 2.0
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);
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}
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vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
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float lightCenterDistance = distance(light.center, position);
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return intensityInDirection(light.direction, positionDirection) * light.value / pow(
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lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
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return intensityInDirection(light.direction, positionDirection) * light.color / pow(
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lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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@ -15,8 +15,8 @@ uniform vec2 squareToAspectRatio;
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#if CIRCLE_LIGHT_COUNT > 0
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uniform struct CircleLight {
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vec2 center;
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float lightDrop;
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vec3 value;
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float intensity;
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vec3 color;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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@ -26,8 +26,8 @@ uniform vec2 squareToAspectRatio;
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uniform struct Flashlight {
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vec2 center;
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vec2 direction;
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float lightDrop;
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vec3 value;
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float intensity;
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vec3 color;
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}[FLASHLIGHT_COUNT] flashlights;
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out vec2[FLASHLIGHT_COUNT] flashlightDirections;
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