SoShaderPipelineLightModel¶
-
InventorModule
¶ author MeVis Medical Solutions AG
package MeVisLab/Standard
dll SoShaderPipeline
definition SoShaderPipeline.def
Purpose¶
The SoShaderPipelineLightModel
module allows for choosing and even replacing the lighting model that is used by the SoShaderPipeline
.
All built-in lights (SoDirectionalLight
, SoPointLight
, SoShadowMapping
, etc.) make use of the lighting model to apply shading to a surface.
The default lighting model of SoShaderPipeline
is the BlinnPhong model.
Parameter Fields¶
Visible Fields¶
Light Model¶
-
name:
lightModel
, type:
Enum
, default:
BlinnPhong
¶ Defines the used lighting model.
Values:
Title | Name | Description |
---|---|---|
Lambert | Lambert | Lambertian diffuse illumination without specular reflections. |
Blinn Phong | BlinnPhong | Default BlinnPhong lighting, using the half-vector for specular reflections. |
Phong | Phong | Phong lighting model, which calculates the reflection vector for specular highlights. |
Custom | Custom | A custom lighting model, the code is provided in The lighting model needs to implement a function that is named so_Lighting and has the following signature: vec3 so_Lighting(in State state, vec3 lightColor, vec3 lightDirection, vec3 viewDirection, float attenuation)
It needs to calculate the lighting added by the given light using the passed parameters. As an example, the following code implements the Phong model: vec3 so_Lighting(in State state, vec3 lightColor, vec3 lightDirection, vec3 viewDirection, float attenuation)
{
vec3 R = normalize(-reflect(lightDirection,state.vertexEyeNormal));
float nDotLight = so_LightingDot(state.vertexEyeNormal, lightDirection);
float nDotHalf = so_LightingDot(viewDirection, R);
vec3 result = lightColor * state.surfaceDiffuse * nDotLight;
if (nDotLight != 0.0)
{
float powerFactor = pow(nDotHalf, state.surfaceShininess);
result += lightColor.rgb * state.surfaceSpecular * powerFactor;
}
return result * attenuation;
}
|
Create Custom Model¶
-
name:
createCustomLightModel
, type:
Trigger
¶ When pressed, the current lighting model is copied to the
Custom Light Model
and the custom model is enabled.