ADD: spot light
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@@ -340,6 +340,52 @@ void main(){
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direct += contrib;
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}
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// Spot lights
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uint spotCount = sceneData.lightCounts.y;
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for (uint i = 0u; i < spotCount; ++i)
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{
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vec3 contrib = eval_spot_light(sceneData.spotLights[i], pos, N, V, albedo, roughness, metallic);
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// Optional RT shadow for the first few spot lights (hybrid mode)
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#ifdef GL_EXT_ray_query
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if (sceneData.rtOptions.x == 1u && sceneData.rtParams.y > 0.0 && i < 4u)
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{
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vec3 toL = sceneData.spotLights[i].position_radius.xyz - pos;
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float maxT = length(toL);
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if (maxT > 0.01)
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{
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vec3 L = toL / maxT;
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vec3 dir = normalize(sceneData.spotLights[i].direction_cos_outer.xyz);
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float cosTheta = dot(-L, dir);
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if (cosTheta > sceneData.spotLights[i].direction_cos_outer.w)
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{
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vec3 origin = pos + N * SHADOW_RAY_ORIGIN_BIAS;
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rayQueryEXT rq;
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rayQueryInitializeEXT(
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rq,
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topLevelAS,
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gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT,
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0xFF,
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origin,
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SHADOW_RAY_TMIN,
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L,
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maxT
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);
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while (rayQueryProceedEXT(rq)) { }
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bool hit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT);
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if (hit)
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{
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contrib = vec3(0.0);
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}
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}
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}
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}
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#endif
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direct += contrib;
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}
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// Image-Based Lighting: split-sum approximation
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vec3 R = reflect(-V, N);
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float levels = float(textureQueryLevels(iblSpec2D));
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@@ -235,6 +235,13 @@ void main(){
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direct += eval_point_light(sceneData.punctualLights[i], pos, N, V, albedo, roughness, metallic);
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}
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// Spot lights
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uint spotCount = sceneData.lightCounts.y;
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for (uint i = 0u; i < spotCount; ++i)
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{
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direct += eval_spot_light(sceneData.spotLights[i], pos, N, V, albedo, roughness, metallic);
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}
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// Image-Based Lighting: split-sum approximation
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vec3 R = reflect(-V, N);
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float levels = float(textureQueryLevels(iblSpec2D));
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@@ -2,12 +2,21 @@
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#define MAX_CASCADES 4
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// Maximum number of punctual (point) lights
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#define MAX_PUNCTUAL_LIGHTS 64
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// Maximum number of spot lights
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#define MAX_SPOT_LIGHTS 32
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struct GPUPunctualLight {
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vec4 position_radius;
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vec4 color_intensity;
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};
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struct GPUSpotLight {
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vec4 position_radius; // xyz: position, w: radius
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vec4 direction_cos_outer; // xyz: direction (unit), w: cos(outer_angle)
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vec4 color_intensity; // rgb: color, a: intensity
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vec4 cone; // x: cos(inner_angle), yzw: unused
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};
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layout(set = 0, binding = 0) uniform SceneData{
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mat4 view;
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@@ -32,6 +41,9 @@ layout(set = 0, binding = 0) uniform SceneData{
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vec4 rtParams;
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GPUPunctualLight punctualLights[MAX_PUNCTUAL_LIGHTS];
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GPUSpotLight spotLights[MAX_SPOT_LIGHTS];
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// lightCounts.x = point light count
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// lightCounts.y = spot light count
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uvec4 lightCounts;
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} sceneData;
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@@ -82,5 +82,41 @@ vec3 eval_point_light(GPUPunctualLight light, vec3 pos, vec3 N, vec3 V, vec3 alb
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return brdf * lightColor * falloff;
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}
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#endif // LIGHTING_COMMON_GLSL
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vec3 eval_spot_light(GPUSpotLight light, vec3 pos, vec3 N, vec3 V, vec3 albedo, float roughness, float metallic)
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{
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vec3 lightPos = light.position_radius.xyz;
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float radius = max(light.position_radius.w, 0.0001);
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vec3 toLight = lightPos - pos;
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float dist = length(toLight);
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if (dist <= 0.0001)
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{
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return vec3(0.0);
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}
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vec3 L = toLight / dist; // surface -> light
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vec3 dir = normalize(light.direction_cos_outer.xyz); // light -> forward
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float cosOuter = light.direction_cos_outer.w;
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float cosInner = light.cone.x;
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float cosTheta = dot(-L, dir); // light -> surface vs light forward
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if (cosTheta <= cosOuter)
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{
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return vec3(0.0);
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}
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float denom = max(cosInner - cosOuter, 0.0001);
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float spot = clamp((cosTheta - cosOuter) / denom, 0.0, 1.0);
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spot *= spot;
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// Smooth falloff: inverse-square with soft clamp at radius
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float att = 1.0 / max(dist * dist, 0.0001);
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float x = clamp(dist / radius, 0.0, 1.0);
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float smth = (1.0 - x * x);
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smth *= smth;
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float falloff = att * smth;
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vec3 brdf = evaluate_brdf(N, V, L, albedo, roughness, metallic);
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vec3 lightColor = light.color_intensity.rgb * light.color_intensity.a;
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return brdf * lightColor * falloff * spot;
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}
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#endif // LIGHTING_COMMON_GLSL
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@@ -58,6 +58,13 @@ void main()
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direct += eval_point_light(sceneData.punctualLights[i], inWorldPos, N, V, albedo, roughness, metallic);
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}
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// Spot lights
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uint spotCount = sceneData.lightCounts.y;
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for (uint i = 0u; i < spotCount; ++i)
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{
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direct += eval_spot_light(sceneData.spotLights[i], inWorldPos, N, V, albedo, roughness, metallic);
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}
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// IBL: specular from equirect 2D mips; diffuse from SH
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vec3 R = reflect(-V, N);
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float levels = float(textureQueryLevels(iblSpec2D));
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