@luma.gl/shadertools 9.0.17 → 9.0.20

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Files changed (24) hide show
  1. package/dist/dist.dev.js +115 -210
  2. package/dist/dist.min.js +94 -147
  3. package/dist/index.cjs +106 -150
  4. package/dist/index.cjs.map +4 -4
  5. package/dist/modules/lighting/gouraud-material/gouraud-material.js +4 -4
  6. package/dist/modules/lighting/lights/lighting-uniforms-glsl.d.ts.map +1 -1
  7. package/dist/modules/lighting/lights/lighting-uniforms-glsl.js +32 -8
  8. package/dist/modules/lighting/lights/lighting-uniforms.d.ts +14 -6
  9. package/dist/modules/lighting/lights/lighting-uniforms.d.ts.map +1 -1
  10. package/dist/modules/lighting/lights/lighting-uniforms.js +46 -35
  11. package/dist/modules/lighting/phong-material/phong-material.js +1 -1
  12. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +0 -39
  13. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts.map +1 -1
  14. package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +7 -64
  15. package/package.json +2 -2
  16. package/src/modules/lighting/gouraud-material/gouraud-material.ts +4 -4
  17. package/src/modules/lighting/lights/lighting-uniforms-glsl.ts +35 -12
  18. package/src/modules/lighting/lights/lighting-uniforms.ts +71 -42
  19. package/src/modules/lighting/phong-material/phong-material.ts +1 -1
  20. package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +8 -87
  21. package/dist/modules/lighting/gouraud-material/gouraud-shaders-glsl.d.ts +0 -42
  22. package/dist/modules/lighting/gouraud-material/gouraud-shaders-glsl.d.ts.map +0 -1
  23. package/dist/modules/lighting/gouraud-material/gouraud-shaders-glsl.js +0 -108
  24. package/src/modules/lighting/gouraud-material/gouraud-shaders-glsl.ts +0 -139
@@ -5,9 +5,10 @@
5
5
  import {ShaderModule} from '../../../lib/shader-module/shader-module';
6
6
  import {lightingUniforms} from './lighting-uniforms-glsl';
7
7
  import type {NumberArray3} from '../../../lib/utils/uniform-types';
8
+ import {log} from '@luma.gl/core';
8
9
 
9
10
  /** Max number of supported lights (in addition to ambient light */
10
- const MAX_LIGHTS = 5;
11
+ const MAX_LIGHTS = 3;
11
12
 
12
13
  /** Whether to divide */
13
14
  const COLOR_FACTOR = 255.0;
@@ -38,7 +39,6 @@ export type PointLight = {
38
39
 
39
40
  export type DirectionalLight = {
40
41
  type: 'directional';
41
- position: Readonly<NumberArray3>;
42
42
  direction: Readonly<NumberArray3>;
43
43
  color?: Readonly<NumberArray3>;
44
44
  intensity?: number;
@@ -58,12 +58,21 @@ export type LightingProps = {
58
58
  export type LightingUniforms = {
59
59
  enabled: number;
60
60
  ambientLightColor: Readonly<NumberArray3>;
61
- numberOfLights: number;
61
+ directionalLightCount: number;
62
+ pointLightCount: number;
62
63
  lightType: number; // [];
63
- lightColor: Readonly<NumberArray3>; // [];
64
- lightPosition: Readonly<NumberArray3>; // [];
65
- lightDirection: Readonly<NumberArray3>; // [];
66
- lightAttenuation: Readonly<NumberArray3>; // [];
64
+ lightColor0: Readonly<NumberArray3>;
65
+ lightPosition0: Readonly<NumberArray3>;
66
+ lightDirection0: Readonly<NumberArray3>;
67
+ lightAttenuation0: Readonly<NumberArray3>;
68
+ lightColor1: Readonly<NumberArray3>;
69
+ lightPosition1: Readonly<NumberArray3>;
70
+ lightDirection1: Readonly<NumberArray3>;
71
+ lightAttenuation1: Readonly<NumberArray3>;
72
+ lightColor2: Readonly<NumberArray3>;
73
+ lightPosition2: Readonly<NumberArray3>;
74
+ lightDirection2: Readonly<NumberArray3>;
75
+ lightAttenuation2: Readonly<NumberArray3>;
67
76
  };
68
77
 
69
78
  /** UBO ready lighting module */
@@ -82,26 +91,52 @@ export const lighting: ShaderModule<LightingProps, LightingUniforms, {}> = {
82
91
 
83
92
  uniformTypes: {
84
93
  enabled: 'i32',
94
+ lightType: 'i32',
95
+
96
+ directionalLightCount: 'i32',
97
+ pointLightCount: 'i32',
98
+
85
99
  ambientLightColor: 'vec3<f32>',
86
- numberOfLights: 'i32', // , array: MAX_LIGHTS,
87
- lightType: 'i32', // , array: MAX_LIGHTS,
88
- lightColor: 'vec3<f32>', // , array: MAX_LIGHTS,
89
- lightPosition: 'vec3<f32>', // , array: MAX_LIGHTS,
100
+
101
+ // TODO define as arrays once we have appropriate uniformTypes
102
+ lightColor0: 'vec3<f32>',
103
+ lightPosition0: 'vec3<f32>',
90
104
  // TODO - could combine direction and attenuation
91
- lightDirection: 'vec3<f32>', // , array: MAX_LIGHTS,
92
- lightAttenuation: 'vec3<f32>' // , array: MAX_LIGHTS},
105
+ lightDirection0: 'vec3<f32>',
106
+ lightAttenuation0: 'vec3<f32>',
107
+
108
+ lightColor1: 'vec3<f32>',
109
+ lightPosition1: 'vec3<f32>',
110
+ lightDirection1: 'vec3<f32>',
111
+ lightAttenuation1: 'vec3<f32>',
112
+ lightColor2: 'vec3<f32>',
113
+ lightPosition2: 'vec3<f32>',
114
+ lightDirection2: 'vec3<f32>',
115
+ lightAttenuation2: 'vec3<f32>'
93
116
  },
94
117
 
95
118
  defaultUniforms: {
96
119
  enabled: 1,
97
- ambientLightColor: [0.1, 0.1, 0.1],
98
- numberOfLights: 0,
99
120
  lightType: LIGHT_TYPE.POINT,
100
- lightColor: [1, 1, 1],
101
- lightPosition: [1, 1, 2],
121
+
122
+ directionalLightCount: 0,
123
+ pointLightCount: 0,
124
+
125
+ ambientLightColor: [0.1, 0.1, 0.1],
126
+ lightColor0: [1, 1, 1],
127
+ lightPosition0: [1, 1, 2],
102
128
  // TODO - could combine direction and attenuation
103
- lightDirection: [1, 1, 1],
104
- lightAttenuation: [1, 1, 1]
129
+ lightDirection0: [1, 1, 1],
130
+ lightAttenuation0: [1, 1, 1],
131
+
132
+ lightColor1: [1, 1, 1],
133
+ lightPosition1: [1, 1, 2],
134
+ lightDirection1: [1, 1, 1],
135
+ lightAttenuation1: [1, 1, 1],
136
+ lightColor2: [1, 1, 1],
137
+ lightPosition2: [1, 1, 2],
138
+ lightDirection2: [1, 1, 1],
139
+ lightAttenuation2: [1, 1, 1]
105
140
  }
106
141
  };
107
142
 
@@ -151,43 +186,37 @@ function getLightSourceUniforms({
151
186
  pointLights = [],
152
187
  directionalLights = []
153
188
  }: LightingProps): Partial<LightingUniforms> {
154
- const lightSourceUniforms: Partial<LightingUniforms> = {
155
- // lightType: new Array(MAX_LIGHTS).fill(0),
156
- // lightColor: new Array(MAX_LIGHTS).fill([0, 0, 0]),
157
- // lightPosition: new Array(MAX_LIGHTS).fill([0, 0, 0]),
158
- // lightDirection: new Array(MAX_LIGHTS).fill([0, 0, 0]),
159
- // lightAttenuation: new Array(MAX_LIGHTS).fill([0, 0, 0])
160
- };
189
+ const lightSourceUniforms: Partial<LightingUniforms> = {};
161
190
 
162
191
  lightSourceUniforms.ambientLightColor = convertColor(ambientLight);
163
192
 
164
- let currentLight = 0;
193
+ let currentLight: 0 | 1 | 2 = 0;
165
194
 
166
195
  for (const pointLight of pointLights) {
167
- // lightSourceUniforms.lightType[currentLight] = LIGHT_TYPE.POINT;
168
- // lightSourceUniforms.lightColor[currentLight] = convertColor(pointLight);
169
- // lightSourceUniforms.lightPosition[currentLight] = pointLight.position;
170
- // lightSourceUniforms.lightAttenuation[currentLight] = [pointLight.attenuation || 1, 0, 0];
171
196
  lightSourceUniforms.lightType = LIGHT_TYPE.POINT;
172
- lightSourceUniforms.lightColor = convertColor(pointLight);
173
- lightSourceUniforms.lightPosition = pointLight.position;
174
- lightSourceUniforms.lightAttenuation = [pointLight.attenuation || 1, 0, 0];
197
+
198
+ const i = currentLight as 0 | 1 | 2;
199
+ lightSourceUniforms[`lightColor${i}`] = convertColor(pointLight);
200
+ lightSourceUniforms[`lightPosition${i}`] = pointLight.position;
201
+ lightSourceUniforms[`lightAttenuation${i}`] = [pointLight.attenuation || 1, 0, 0];
175
202
  currentLight++;
176
203
  }
177
204
 
178
205
  for (const directionalLight of directionalLights) {
179
- // lightSourceUniforms.lightType[currentLight] = LIGHT_TYPE.DIRECTIONAL;
180
- // lightSourceUniforms.lightColor[currentLight] = convertColor(directionalLight);
181
- // lightSourceUniforms.lightPosition[currentLight] = directionalLight.position;
182
- // lightSourceUniforms.lightDirection[currentLight] = directionalLight.direction;
183
206
  lightSourceUniforms.lightType = LIGHT_TYPE.DIRECTIONAL;
184
- lightSourceUniforms.lightColor = convertColor(directionalLight);
185
- lightSourceUniforms.lightPosition = directionalLight.position;
186
- lightSourceUniforms.lightDirection = directionalLight.direction;
207
+
208
+ const i = currentLight as 0 | 1 | 2;
209
+ lightSourceUniforms[`lightColor${i}`] = convertColor(directionalLight);
210
+ lightSourceUniforms[`lightDirection${i}`] = directionalLight.direction;
187
211
  currentLight++;
188
212
  }
189
213
 
190
- lightSourceUniforms.numberOfLights = currentLight;
214
+ if (currentLight > MAX_LIGHTS) {
215
+ log.warn('MAX_LIGHTS exceeded')();
216
+ }
217
+
218
+ lightSourceUniforms.directionalLightCount = directionalLights.length;
219
+ lightSourceUniforms.pointLightCount = pointLights.length;
191
220
 
192
221
  return lightSourceUniforms;
193
222
  }
@@ -18,7 +18,7 @@ export type PhongMaterialUniforms = {
18
18
 
19
19
  /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
20
20
  export const phongMaterial: ShaderModule<PhongMaterialProps, PhongMaterialUniforms> = {
21
- name: 'phong-lighting',
21
+ name: 'phongMaterial',
22
22
  // Note these are switched between phong and gouraud
23
23
  vs: PHONG_VS,
24
24
  fs: PHONG_FS,
@@ -43,100 +43,21 @@ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 positio
43
43
  vec3 view_direction = normalize(cameraPosition - position_worldspace);
44
44
  lightColor = material.ambient * surfaceColor * lighting.ambientColor;
45
45
 
46
- if (lighting.lightType == 0) {
47
- PointLight pointLight = lighting_getPointLight(0);
46
+ for (int i = 0; i < lighting.pointLightCount; i++) {
47
+ PointLight pointLight = lighting_getPointLight(i);
48
48
  vec3 light_position_worldspace = pointLight.position;
49
49
  vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
50
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
51
- } else if (lighting.lightType == 1) {
52
- DirectionalLight directionalLight = lighting_getDirectionalLight(0);
53
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
54
- }
55
-
56
- /*
57
- for (int i = 0; i < MAX_LIGHTS; i++) {
58
- if (i >= lighting.pointLightCount) {
59
- break;
60
- }
61
- PointLight pointLight = lighting.pointLight[i];
62
- vec3 light_position_worldspace = pointLight.position;
63
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
64
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
50
+ float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));
51
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);
65
52
  }
66
53
 
67
- for (int i = 0; i < MAX_LIGHTS; i++) {
68
- if (i >= lighting.directionalLightCount) {
69
- break;
70
- }
71
- DirectionalLight directionalLight = lighting.directionalLight[i];
54
+ int totalLights = min(MAX_LIGHTS, lighting.pointLightCount + lighting.directionalLightCount);
55
+ for (int i = lighting.pointLightCount; i < totalLights; i++) {
56
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
72
57
  lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
73
58
  }
74
- */
59
+
75
60
  return lightColor;
76
61
  }
77
62
 
78
- vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
79
- vec3 lightColor = vec3(0, 0, 0);
80
- vec3 surfaceColor = vec3(0, 0, 0);
81
-
82
- if (lighting.enabled == 0) {
83
- vec3 view_direction = normalize(cameraPosition - position_worldspace);
84
-
85
- switch (lighting.lightType) {
86
- case 0:
87
- PointLight pointLight = lighting_getPointLight(0);
88
- vec3 light_position_worldspace = pointLight.position;
89
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
90
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
91
- break;
92
-
93
- case 1:
94
- DirectionalLight directionalLight = lighting_getDirectionalLight(0);
95
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
96
- break;
97
- }
98
- }
99
- return lightColor;
100
- }
101
63
  `;
102
-
103
- // TODO - handle multiple lights
104
- /**
105
- for (int i = 0; i < MAX_LIGHTS; i++) {
106
- if (i >= lighting.pointLightCount) {
107
- break;
108
- }
109
- PointLight pointLight = lighting_getPointLight(i);
110
- vec3 light_position_worldspace = pointLight.position;
111
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
112
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
113
- }
114
-
115
- for (int i = 0; i < MAX_LIGHTS; i++) {
116
- if (i >= lighting.directionalLightCount) {
117
- break;
118
- }
119
- PointLight pointLight = lighting_getDirectionalLight(i);
120
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
121
- }
122
- }
123
- /**
124
- for (int i = 0; i < MAX_LIGHTS; i++) {
125
- if (i >= lighting.pointLightCount) {
126
- break;
127
- }
128
- PointLight pointLight = lighting_getPointLight(i);
129
- vec3 light_position_worldspace = pointLight.position;
130
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
131
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
132
- }
133
-
134
- for (int i = 0; i < MAX_LIGHTS; i++) {
135
- if (i >= lighting.directionalLightCount) {
136
- break;
137
- }
138
- PointLight pointLight = lighting_getDirectionalLight(i);
139
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
140
- }
141
- }
142
- */
@@ -1,42 +0,0 @@
1
- export declare const GOURAUD_VS: string;
2
- export declare const GOURAUD_FS: string;
3
- /**
4
- for (int i = 0; i < MAX_LIGHTS; i++) {
5
- if (i >= lighting.pointLightCount) {
6
- break;
7
- }
8
- PointLight pointLight = lighting_getPointLight(i);
9
- vec3 light_position_worldspace = pointLight.position;
10
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
11
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
12
- }
13
-
14
- for (int i = 0; i < MAX_LIGHTS; i++) {
15
- if (i >= lighting.directionalLightCount) {
16
- break;
17
- }
18
- PointLight pointLight = lighting_getDirectionalLight(i);
19
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
20
- }
21
- }
22
- /**
23
- for (int i = 0; i < MAX_LIGHTS; i++) {
24
- if (i >= lighting.pointLightCount) {
25
- break;
26
- }
27
- PointLight pointLight = lighting_getPointLight(i);
28
- vec3 light_position_worldspace = pointLight.position;
29
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
30
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
31
- }
32
-
33
- for (int i = 0; i < MAX_LIGHTS; i++) {
34
- if (i >= lighting.directionalLightCount) {
35
- break;
36
- }
37
- PointLight pointLight = lighting_getDirectionalLight(i);
38
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
39
- }
40
- }
41
- */
42
- //# sourceMappingURL=gouraud-shaders-glsl.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"gouraud-shaders-glsl.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/gouraud-material/gouraud-shaders-glsl.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,UAAU,QAOtB,CAAC;AAEF,eAAO,MAAM,UAAU,QAkFtB,CAAC;AAGF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IAsCI"}
@@ -1,108 +0,0 @@
1
- // luma.gl
2
- // SPDX-License-Identifier: MIT
3
- // Copyright (c) vis.gl contributors
4
- import { glsl } from "../../../lib/glsl-utils/highlight.js";
5
- export const GOURAUD_VS = `\
6
- uniform materialUniforms {
7
- uniform float ambient;
8
- uniform float diffuse;
9
- uniform float shininess;
10
- uniform vec3 specularColor;
11
- } material;
12
- `;
13
- export const GOURAUD_FS = `\
14
- uniform materialUniforms {
15
- uniform float ambient;
16
- uniform float diffuse;
17
- uniform float shininess;
18
- uniform vec3 specularColor;
19
- } material;
20
- vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
21
- vec3 halfway_direction = normalize(light_direction + view_direction);
22
- float lambertian = dot(light_direction, normal_worldspace);
23
- float specular = 0.0;
24
- if (lambertian > 0.0) {
25
- float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);
26
- specular = pow(specular_angle, material.shininess);
27
- }
28
- lambertian = max(lambertian, 0.0);
29
- return (lambertian * material.diffuse * surfaceColor + specular * material.specularColor) * color;
30
- }
31
- vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
32
- vec3 lightColor = surfaceColor;
33
- if (lighting.enabled) {
34
- vec3 view_direction = normalize(cameraPosition - position_worldspace);
35
- lightColor = material.ambient * surfaceColor * lighting.ambientColor;
36
- if (lighting.lightType == 0) {
37
- PointLight pointLight = lighting_getPointLight(0);
38
- vec3 light_position_worldspace = pointLight.position;
39
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
40
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
41
- } else if (lighting.lightType == 1) {
42
- DirectionalLight directionalLight = lighting_getDirectionalLight(0);
43
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
44
- }
45
- }
46
- return lightColor;
47
- }
48
- vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
49
- vec3 lightColor = vec3(0, 0, 0);
50
- vec3 surfaceColor = vec3(0, 0, 0);
51
- if (lighting.enabled) {
52
- vec3 view_direction = normalize(cameraPosition - position_worldspace);
53
- switch (lighting.lightType) {
54
- case 0:
55
- PointLight pointLight = lighting_getPointLight(0);
56
- vec3 light_position_worldspace = pointLight.position;
57
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
58
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
59
- break;
60
- case 1:
61
- DirectionalLight directionalLight = lighting_getDirectionalLight(0);
62
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
63
- break;
64
- }
65
- }
66
- return lightColor;
67
- }
68
- `;
69
- // TODO - handle multiple lights
70
- /**
71
- for (int i = 0; i < MAX_LIGHTS; i++) {
72
- if (i >= lighting.pointLightCount) {
73
- break;
74
- }
75
- PointLight pointLight = lighting_getPointLight(i);
76
- vec3 light_position_worldspace = pointLight.position;
77
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
78
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
79
- }
80
-
81
- for (int i = 0; i < MAX_LIGHTS; i++) {
82
- if (i >= lighting.directionalLightCount) {
83
- break;
84
- }
85
- PointLight pointLight = lighting_getDirectionalLight(i);
86
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
87
- }
88
- }
89
- /**
90
- for (int i = 0; i < MAX_LIGHTS; i++) {
91
- if (i >= lighting.pointLightCount) {
92
- break;
93
- }
94
- PointLight pointLight = lighting_getPointLight(i);
95
- vec3 light_position_worldspace = pointLight.position;
96
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
97
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
98
- }
99
-
100
- for (int i = 0; i < MAX_LIGHTS; i++) {
101
- if (i >= lighting.directionalLightCount) {
102
- break;
103
- }
104
- PointLight pointLight = lighting_getDirectionalLight(i);
105
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
106
- }
107
- }
108
- */
@@ -1,139 +0,0 @@
1
- // luma.gl
2
- // SPDX-License-Identifier: MIT
3
- // Copyright (c) vis.gl contributors
4
-
5
- import {glsl} from '../../../lib/glsl-utils/highlight';
6
-
7
- export const GOURAUD_VS = glsl`\
8
- uniform materialUniforms {
9
- uniform float ambient;
10
- uniform float diffuse;
11
- uniform float shininess;
12
- uniform vec3 specularColor;
13
- } material;
14
- `;
15
-
16
- export const GOURAUD_FS = glsl`\
17
- uniform materialUniforms {
18
- uniform float ambient;
19
- uniform float diffuse;
20
- uniform float shininess;
21
- uniform vec3 specularColor;
22
- } material;
23
-
24
- vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
25
- vec3 halfway_direction = normalize(light_direction + view_direction);
26
- float lambertian = dot(light_direction, normal_worldspace);
27
- float specular = 0.0;
28
- if (lambertian > 0.0) {
29
- float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);
30
- specular = pow(specular_angle, material.shininess);
31
- }
32
- lambertian = max(lambertian, 0.0);
33
- return (lambertian * material.diffuse * surfaceColor + specular * material.specularColor) * color;
34
- }
35
-
36
- vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
37
- vec3 lightColor = surfaceColor;
38
-
39
- if (lighting.enabled) {
40
- vec3 view_direction = normalize(cameraPosition - position_worldspace);
41
- lightColor = material.ambient * surfaceColor * lighting.ambientColor;
42
-
43
- if (lighting.lightType == 0) {
44
- PointLight pointLight = lighting_getPointLight(0);
45
- vec3 light_position_worldspace = pointLight.position;
46
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
47
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
48
- } else if (lighting.lightType == 1) {
49
- DirectionalLight directionalLight = lighting_getDirectionalLight(0);
50
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
51
- }
52
- /*
53
- for (int i = 0; i < MAX_LIGHTS; i++) {
54
- if (i >= lighting.pointLightCount) {
55
- break;
56
- }
57
- PointLight pointLight = lighting.pointLight[i];
58
- vec3 light_position_worldspace = pointLight.position;
59
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
60
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
61
- }
62
-
63
- for (int i = 0; i < MAX_LIGHTS; i++) {
64
- if (i >= lighting.directionalLightCount) {
65
- break;
66
- }
67
- DirectionalLight directionalLight = lighting.directionalLight[i];
68
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
69
- }
70
- */
71
- }
72
- return lightColor;
73
- }
74
-
75
- vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
76
- vec3 lightColor = vec3(0, 0, 0);
77
- vec3 surfaceColor = vec3(0, 0, 0);
78
-
79
- if (lighting.enabled) {
80
- vec3 view_direction = normalize(cameraPosition - position_worldspace);
81
-
82
- switch (lighting.lightType) {
83
- case 0:
84
- PointLight pointLight = lighting_getPointLight(0);
85
- vec3 light_position_worldspace = pointLight.position;
86
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
87
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
88
- break;
89
-
90
- case 1:
91
- DirectionalLight directionalLight = lighting_getDirectionalLight(0);
92
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
93
- break;
94
- }
95
- }
96
- return lightColor;
97
- }
98
- `;
99
-
100
- // TODO - handle multiple lights
101
- /**
102
- for (int i = 0; i < MAX_LIGHTS; i++) {
103
- if (i >= lighting.pointLightCount) {
104
- break;
105
- }
106
- PointLight pointLight = lighting_getPointLight(i);
107
- vec3 light_position_worldspace = pointLight.position;
108
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
109
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
110
- }
111
-
112
- for (int i = 0; i < MAX_LIGHTS; i++) {
113
- if (i >= lighting.directionalLightCount) {
114
- break;
115
- }
116
- PointLight pointLight = lighting_getDirectionalLight(i);
117
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
118
- }
119
- }
120
- /**
121
- for (int i = 0; i < MAX_LIGHTS; i++) {
122
- if (i >= lighting.pointLightCount) {
123
- break;
124
- }
125
- PointLight pointLight = lighting_getPointLight(i);
126
- vec3 light_position_worldspace = pointLight.position;
127
- vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
128
- lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
129
- }
130
-
131
- for (int i = 0; i < MAX_LIGHTS; i++) {
132
- if (i >= lighting.directionalLightCount) {
133
- break;
134
- }
135
- PointLight pointLight = lighting_getDirectionalLight(i);
136
- lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
137
- }
138
- }
139
- */