MetaCoreEngineV2/rpcore/shader/includes/ies_lighting.inc.glsl
2026-01-13 17:06:06 +08:00

56 lines
2.3 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#pragma once
uniform sampler3D IESDatasetTex;
// The ies profiles give us candela values, which we can directly convert to lumens
const float IES_SCALE = 1.0 /* lumens */;
// Computes the IES factor from a given light vector and profile.
// A profile < 0 means no light profile.
float get_ies_factor(vec3 light_vector, int profile) {
if (profile < 0)
return 1.0;
light_vector = normalize(light_vector);
float horiz_angle = acos(light_vector.z) / M_PI;
float vert_angle = fma(atan(light_vector.x, light_vector.y), 1.0 / TWO_PI, 0.5);
float profile_coord = (profile+0.5) / MAX_IES_PROFILES;
float data = textureLod(IESDatasetTex, vec3(horiz_angle, vert_angle, profile_coord), 0).x;
return data * IES_SCALE;
}
// Computes the IES factor from a given spherical coordinate and profile.
// theta and phi should range from 0 to 1.
float get_ies_factor(int profile, float theta, float phi) {
if (profile < 0)
return 1.0;
float profile_coord = (profile+0.5) / MAX_IES_PROFILES;
float data = textureLod(IESDatasetTex, vec3(theta * 0.5 + 0.5, phi, profile_coord), 0).x;
return data * IES_SCALE;
}