// // Copyright Contributors to the MaterialX Project // SPDX-License-Identifier: Apache-2.0 // #include #include MATERIALX_NAMESPACE_BEGIN namespace { const string LIGHT_DIRECTION_CALCULATION = "float3 L = light.position - position;\n" "float distance = length(L);\n" "L /= distance;\n" "result.direction = L;\n"; } LightNodeMsl::LightNodeMsl() {} ShaderNodeImplPtr LightNodeMsl::create() { return std::make_shared(); } void LightNodeMsl::createVariables(const ShaderNode&, GenContext& context, Shader& shader) const { ShaderStage& ps = shader.getStage(Stage::PIXEL); // Create uniform for intensity, exposure and direction VariableBlock& lightUniforms = ps.getUniformBlock(HW::LIGHT_DATA); lightUniforms.add(Type::FLOAT, "intensity", Value::createValue(1.0f)); lightUniforms.add(Type::FLOAT, "exposure", Value::createValue(0.0f)); lightUniforms.add(Type::VECTOR3, "direction", Value::createValue(Vector3(0.0f, 1.0f, 0.0f))); const MslShaderGenerator& shadergen = static_cast(context.getShaderGenerator()); shadergen.addStageLightingUniforms(context, ps); } void LightNodeMsl::emitFunctionCall(const ShaderNode& node, GenContext& context, ShaderStage& stage) const { DEFINE_SHADER_STAGE(stage, Stage::PIXEL) { const MslShaderGenerator& shadergen = static_cast(context.getShaderGenerator()); shadergen.emitBlock(LIGHT_DIRECTION_CALCULATION, FilePath(), context, stage); shadergen.emitLineBreak(stage); const ShaderInput* edfInput = node.getInput("edf"); const ShaderNode* edf = edfInput->getConnectedSibling(); if (edf) { shadergen.emitScopeBegin(stage); shadergen.emitLine("ClosureData closureData = ClosureData(CLOSURE_TYPE_EMISSION, float3(0), -L, light.direction, float3(0), 0)", stage); shadergen.emitFunctionCall(*edf, context, stage); shadergen.emitScopeEnd(stage); shadergen.emitLineBreak(stage); shadergen.emitLineBreak(stage); shadergen.emitComment("Apply quadratic falloff and adjust intensity", stage); shadergen.emitLine("result.intensity = " + edf->getOutput()->getVariable() + " / (distance * distance)", stage); const ShaderInput* intensity = node.getInput("intensity"); const ShaderInput* exposure = node.getInput("exposure"); shadergen.emitLineBegin(stage); shadergen.emitString("result.intensity *= ", stage); shadergen.emitInput(intensity, context, stage); shadergen.emitLineEnd(stage); // Emit exposure adjustment only if it matters if (exposure->getConnection() || (exposure->getValue() && exposure->getValue()->asA() != 0.0f)) { shadergen.emitLineBegin(stage); shadergen.emitString("result.intensity *= pow(2, ", stage); shadergen.emitInput(exposure, context, stage); shadergen.emitString(")", stage); shadergen.emitLineEnd(stage); } } else { shadergen.emitLine("result.intensity = float3(0.0)", stage); } } } MATERIALX_NAMESPACE_END