// Linearly Transformed Cosines // https://eheitzresearch.wordpress.com/415-2/ const float LUT_SIZE = 64.0; const float LUT_SCALE = (LUT_SIZE - 1.0) / LUT_SIZE; const float LUT_BIAS = 0.5 / LUT_SIZE; vec3 L0; vec3 L1; vec3 L2; vec3 L3; vec3 L4; float integrateEdge(vec3 v1, vec3 v2) { float cosTheta = dot(v1, v2); float theta = acos(cosTheta); float res = cross(v1, v2).z * ((theta > 0.001) ? theta / sin(theta) : 1.0); return res; } int clipQuadToHorizon(/*inout vec3 L[5], out int n*/) { int n = 0; // Detect clipping config int config = 0; if (L0.z > 0.0) config += 1; if (L1.z > 0.0) config += 2; if (L2.z > 0.0) config += 4; if (L3.z > 0.0) config += 8; // Clip if (config == 0) { // Clip all } else if (config == 1) { // V1 clip V2 V3 V4 n = 3; L1 = -L1.z * L0 + L0.z * L1; L2 = -L3.z * L0 + L0.z * L3; } else if (config == 2) { // V2 clip V1 V3 V4 n = 3; L0 = -L0.z * L1 + L1.z * L0; L2 = -L2.z * L1 + L1.z * L2; } else if (config == 3) { // V1 V2 clip V3 V4 n = 4; L2 = -L2.z * L1 + L1.z * L2; L3 = -L3.z * L0 + L0.z * L3; } else if (config == 4) { // V3 clip V1 V2 V4 n = 3; L0 = -L3.z * L2 + L2.z * L3; L1 = -L1.z * L2 + L2.z * L1; } else if (config == 5) { // V1 V3 clip V2 V4) impossible n = 0; } else if (config == 6) { // V2 V3 clip V1 V4 n = 4; L0 = -L0.z * L1 + L1.z * L0; L3 = -L3.z * L2 + L2.z * L3; } else if (config == 7) { // V1 V2 V3 clip V4 n = 5; L4 = -L3.z * L0 + L0.z * L3; L3 = -L3.z * L2 + L2.z * L3; } else if (config == 8) { // V4 clip V1 V2 V3 n = 3; L0 = -L0.z * L3 + L3.z * L0; L1 = -L2.z * L3 + L3.z * L2; L2 = L3; } else if (config == 9) { // V1 V4 clip V2 V3 n = 4; L1 = -L1.z * L0 + L0.z * L1; L2 = -L2.z * L3 + L3.z * L2; } else if (config == 10) { // V2 V4 clip V1 V3) impossible n = 0; } else if (config == 11) { // V1 V2 V4 clip V3 n = 5; L4 = L3; L3 = -L2.z * L3 + L3.z * L2; L2 = -L2.z * L1 + L1.z * L2; } else if (config == 12) { // V3 V4 clip V1 V2 n = 4; L1 = -L1.z * L2 + L2.z * L1; L0 = -L0.z * L3 + L3.z * L0; } else if (config == 13) { // V1 V3 V4 clip V2 n = 5; L4 = L3; L3 = L2; L2 = -L1.z * L2 + L2.z * L1; L1 = -L1.z * L0 + L0.z * L1; } else if (config == 14) { // V2 V3 V4 clip V1 n = 5; L4 = -L0.z * L3 + L3.z * L0; L0 = -L0.z * L1 + L1.z * L0; } else if (config == 15) { // V1 V2 V3 V4 n = 4; } if (n == 3) L3 = L0; if (n == 4) L4 = L0; return n; } float ltcEvaluate(vec3 N, vec3 V, float dotNV, vec3 P, mat3 Minv, vec3 points0, vec3 points1, vec3 points2, vec3 points3) { // Construct orthonormal basis around N vec3 T1, T2; T1 = normalize(V - N * dotNV); T2 = cross(N, T1); // Rotate area light in (T1, T2, R) basis Minv = Minv * transpose(mat3(T1, T2, N)); // Polygon (allocate 5 vertices for clipping) // vec3 L[5]; L0 = Minv * (points0 - P); L1 = Minv * (points1 - P); L2 = Minv * (points2 - P); L3 = Minv * (points3 - P); L4 = vec3(0.0); // int n; int n = clipQuadToHorizon(/*L, n*/); if (n == 0) return 0.0; // Project onto sphere L0 = normalize(L0); L1 = normalize(L1); L2 = normalize(L2); L3 = normalize(L3); L4 = normalize(L4); // Integrate float sum = 0.0; sum += integrateEdge(L0, L1); sum += integrateEdge(L1, L2); sum += integrateEdge(L2, L3); if (n >= 4) sum += integrateEdge(L3, L4); if (n == 5) sum += integrateEdge(L4, L0); #ifdef _TwoSidedAreaLight return abs(sum); #else return max(0.0, -sum); #endif }