[1488] | 1 | //--------------------------------------------------------------------------------------
|
---|
| 2 | // File: EnvMap.fx
|
---|
| 3 | //
|
---|
| 4 | // The effect file for the OptimizedMesh sample.
|
---|
| 5 | //
|
---|
| 6 | // Copyright (c) Microsoft Corporation. All rights reserved.
|
---|
| 7 | //--------------------------------------------------------------------------------------
|
---|
| 8 |
|
---|
| 9 |
|
---|
| 10 | /// size of the cube map taken from the reference point of the object
|
---|
| 11 | #define CUBEMAP_SIZE 128
|
---|
| 12 | /// size of the cube map for diffuse/glossy reflections
|
---|
| 13 | int LR_CUBEMAP_SIZE;
|
---|
| 14 | #define PI 3.14159f
|
---|
| 15 |
|
---|
| 16 |
|
---|
| 17 | //--------------------------------------------------------------------------------------
|
---|
| 18 | // Global variables
|
---|
| 19 | //--------------------------------------------------------------------------------------
|
---|
| 20 |
|
---|
| 21 |
|
---|
| 22 | float4x4 World; ///< World matrix for the current object
|
---|
| 23 | float4x4 WorldIT; ///< World matrix IT (inverse transposed) to transform surface normals of the current object
|
---|
| 24 | float4x4 WorldView; ///< World * View matrix
|
---|
| 25 | //float4x4 WorldViewIT; ///< World * View IT (inverse transposed) to transform surface normals of the current object
|
---|
| 26 | float4x4 WorldViewProjection; ///< World * View * Projection matrix
|
---|
| 27 |
|
---|
| 28 | float texel_size; ///< upload this constant every time the viewport changes
|
---|
| 29 |
|
---|
| 30 | float4 eyePos; ///< current eye (camera) position
|
---|
| 31 | float4 reference_pos; ///< Reference point for the last cube map generation.
|
---|
| 32 |
|
---|
| 33 | int nFace; ///<
|
---|
| 34 | int iShowCubeMap; ///<
|
---|
| 35 | float4 objColor;
|
---|
| 36 |
|
---|
| 37 | float intensity, shininess, brightness;
|
---|
| 38 |
|
---|
| 39 |
|
---|
| 40 | //--------------------------------------------------------------------------------------
|
---|
| 41 | // Textures & texture samplers
|
---|
| 42 | //--------------------------------------------------------------------------------------
|
---|
| 43 |
|
---|
| 44 |
|
---|
| 45 | texture EnvironmentMap, SmallEnvironmentMap, PreconvolvedEnvironmentMap, Decoration;
|
---|
| 46 |
|
---|
| 47 | sampler EnvironmentMapSampler = sampler_state
|
---|
| 48 | {
|
---|
| 49 | /*MinFilter = LINEAR;
|
---|
| 50 | MagFilter = LINEAR;
|
---|
| 51 | MipFilter = LINEAR;*/
|
---|
| 52 | Texture = <EnvironmentMap>;
|
---|
| 53 | AddressU = WRAP;
|
---|
| 54 | AddressV = WRAP;
|
---|
| 55 | };
|
---|
| 56 |
|
---|
| 57 | sampler PreconvolvedEnvironmentMapSampler = sampler_state
|
---|
| 58 | {
|
---|
| 59 | MinFilter = LINEAR;
|
---|
| 60 | MagFilter = LINEAR;
|
---|
| 61 | //MipFilter = LINEAR;
|
---|
| 62 | Texture = <PreconvolvedEnvironmentMap>;
|
---|
| 63 | AddressU = WRAP;
|
---|
| 64 | AddressV = WRAP;
|
---|
| 65 | };
|
---|
| 66 |
|
---|
| 67 | sampler SmallEnvironmentMapSampler = sampler_state
|
---|
| 68 | {
|
---|
| 69 | // MinFilter = Point;
|
---|
| 70 | // MagFilter = Point;
|
---|
| 71 |
|
---|
| 72 | MinFilter = LINEAR;
|
---|
| 73 | MagFilter = LINEAR;
|
---|
| 74 |
|
---|
| 75 | //MipFilter = Point;
|
---|
| 76 | Texture = <SmallEnvironmentMap>;
|
---|
| 77 | AddressU = WRAP;
|
---|
| 78 | AddressV = WRAP;
|
---|
| 79 | };
|
---|
| 80 |
|
---|
| 81 | sampler DecorationSampler = sampler_state
|
---|
| 82 | {
|
---|
| 83 | Texture = <Decoration>;
|
---|
| 84 | MinFilter = LINEAR;
|
---|
| 85 | MagFilter = LINEAR;
|
---|
| 86 | //MipFilter = LINEAR;
|
---|
| 87 | AddressU = CLAMP; //WRAP;
|
---|
| 88 | AddressV = CLAMP; //WRAP;
|
---|
| 89 | };
|
---|
| 90 |
|
---|
| 91 |
|
---|
| 92 |
|
---|
| 93 | //--------------------------------------------------------------------------------------
|
---|
| 94 | // Shader programs
|
---|
| 95 | //--------------------------------------------------------------------------------------
|
---|
| 96 |
|
---|
| 97 |
|
---|
| 98 |
|
---|
| 99 | void ReduceTextureVS( float4 position : POSITION,
|
---|
| 100 | float4 color0 : COLOR0,
|
---|
| 101 | float3 Normal : NORMAL,
|
---|
| 102 | float2 Tex : TEXCOORD0,
|
---|
| 103 | out float4 hposition : POSITION,
|
---|
| 104 | out float4 color : COLOR0,
|
---|
| 105 | out float2 oTex : TEXCOORD0,
|
---|
| 106 | out float4 pos : TEXCOORD1 )
|
---|
| 107 | {
|
---|
| 108 | pos = position;
|
---|
| 109 | hposition = pos;
|
---|
| 110 | color = color0;
|
---|
| 111 | oTex = Tex;
|
---|
| 112 | }
|
---|
| 113 |
|
---|
| 114 | /**
|
---|
| 115 | \brief Downsamples a cube map face.
|
---|
| 116 | */
|
---|
| 117 | #define _ReduceTexturePS( M ) \
|
---|
| 118 | float4 ReduceTexture##M##PS( float2 Tex : TEXCOORD0, \
|
---|
| 119 | float4 pos : TEXCOORD1, \
|
---|
| 120 | float4 color0 : COLOR0 ) : COLOR0 \
|
---|
| 121 | { \
|
---|
| 122 | /* offset to texel center */ \
|
---|
| 123 | pos.xy += float2(1/(float)CUBEMAP_SIZE, -1/(float)CUBEMAP_SIZE); \
|
---|
| 124 | /* transform position into texture coord */ \
|
---|
| 125 | float2 tpos = pos.xy/2+0.5; /* rescale from -1..1 into range 0..1 */ \
|
---|
| 126 | tpos.y = 1-tpos.y; \
|
---|
| 127 | \
|
---|
| 128 | float2 t; \
|
---|
| 129 | float4 color = 0; \
|
---|
| 130 | const int RATE = CUBEMAP_SIZE / M; \
|
---|
| 131 | \
|
---|
| 132 | for (int i = 0; i < RATE; i++) \
|
---|
| 133 | for (int j = 0; j < RATE; j++) \
|
---|
| 134 | { \
|
---|
| 135 | t.x = tpos.x + i/(float)CUBEMAP_SIZE; \
|
---|
| 136 | t.y = tpos.y + j/(float)CUBEMAP_SIZE; \
|
---|
| 137 | color += tex2D(DecorationSampler, t) / (RATE * RATE); \
|
---|
| 138 | } \
|
---|
| 139 | return color; \
|
---|
| 140 | } // end of macro definition
|
---|
| 141 |
|
---|
| 142 | _ReduceTexturePS( 2 );
|
---|
| 143 | _ReduceTexturePS( 4 );
|
---|
| 144 | _ReduceTexturePS( 8 );
|
---|
| 145 | _ReduceTexturePS( 16 );
|
---|
| 146 |
|
---|
| 147 |
|
---|
| 148 |
|
---|
| 149 | //--------------------------------------------------------------------------------------
|
---|
| 150 | // Method #0: CLASSIC (pre-convolved)
|
---|
| 151 | //--------------------------------------------------------------------------------------
|
---|
| 152 |
|
---|
| 153 |
|
---|
| 154 |
|
---|
| 155 | /// \brief Returns the precalculated contribution of a texel with regard to the specified query direction.
|
---|
| 156 | ///
|
---|
| 157 | /// \param q <b>query direction</b> (i.e. surface normal in diffuse case, ideal reflection direction in specular case).
|
---|
| 158 | /// \param L vector pointing to the texel center
|
---|
| 159 | float4 GetContr(float3 q, float3 L)
|
---|
| 160 | // Lin * a * ( dw )
|
---|
| 161 | // -- actually, dw is calculated by the caller --
|
---|
| 162 | {
|
---|
| 163 | //float shininess = 1;
|
---|
| 164 | float fcos = max(dot(L, q), 0);
|
---|
| 165 | // diffuse
|
---|
| 166 | if (shininess <= 0)
|
---|
| 167 | return 0.2 * fcos * texCUBE( SmallEnvironmentMapSampler, L);
|
---|
| 168 | else
|
---|
| 169 | {
|
---|
| 170 | // some ad-hoc formula to avoid darkening
|
---|
| 171 | float brightness = (pow(shininess,0.8)*0.2);
|
---|
| 172 | return brightness * pow(fcos, shininess) * texCUBE( SmallEnvironmentMapSampler, L);
|
---|
| 173 | }
|
---|
| 174 | }
|
---|
| 175 |
|
---|
| 176 | /// \brief Input for vertex shader ConvolutionVS().
|
---|
| 177 | struct _ConvolutionVS_input {
|
---|
| 178 | float4 Position : POSITION;
|
---|
| 179 | };
|
---|
| 180 |
|
---|
| 181 | /// \brief Input for pixel shader ::_ConvolutionPS().
|
---|
| 182 | struct _ConvolutionVS_output {
|
---|
| 183 | float4 hPosition : POSITION;
|
---|
| 184 | float3 Position : TEXCOORD0;
|
---|
| 185 | };
|
---|
| 186 |
|
---|
| 187 | _ConvolutionVS_output ConvolutionVS(_ConvolutionVS_input IN) {
|
---|
| 188 | _ConvolutionVS_output OUT;
|
---|
| 189 | OUT.hPosition = IN.Position;
|
---|
| 190 |
|
---|
| 191 | float2 pos = IN.Position.xy; // -1..1
|
---|
| 192 |
|
---|
| 193 | pos.x += 0.5f / LR_CUBEMAP_SIZE;
|
---|
| 194 | pos.y -= 0.5f / LR_CUBEMAP_SIZE;
|
---|
| 195 |
|
---|
| 196 | if (nFace == 0) OUT.Position = float3(1, pos.y, -pos.x);
|
---|
| 197 | if (nFace == 1) OUT.Position = float3(-1, pos.y, pos.x);
|
---|
| 198 | if (nFace == 2) OUT.Position = float3(pos.x, 1, -pos.y);
|
---|
| 199 | if (nFace == 3) OUT.Position = float3(pos.x,-1, pos.y);
|
---|
| 200 | if (nFace == 4) OUT.Position = float3(pos.xy, 1);
|
---|
| 201 | if (nFace == 5) OUT.Position = float3(-pos.x, pos.y,-1);
|
---|
| 202 |
|
---|
| 203 | return OUT;
|
---|
| 204 | }
|
---|
| 205 |
|
---|
| 206 | /**
|
---|
| 207 | \brief Convolves the values of a cube map of resoultion MxM.
|
---|
| 208 |
|
---|
| 209 | Calculates the diffuse/specular irradiance map of resolution #LR_CUBEMAP_SIZE by summing up the contributions of all cube map texels
|
---|
| 210 | with regard to the current query direction.
|
---|
| 211 | */
|
---|
| 212 |
|
---|
| 213 | #define _ConvolutionPS( M ) \
|
---|
| 214 | float4 Convolution##M##PS( _ConvolutionVS_output IN ) : COLOR \
|
---|
| 215 | { \
|
---|
| 216 | /* input position = query direction for the result */ \
|
---|
| 217 | float3 q = normalize( IN.Position ); \
|
---|
| 218 | float4 color = 0; \
|
---|
| 219 | \
|
---|
| 220 | for (int i = 0; i < M; i++) \
|
---|
| 221 | for (int j = 0; j < M; j++) \
|
---|
| 222 | { \
|
---|
| 223 | float u = (i+0.5) / (float)M; \
|
---|
| 224 | float v = (j+0.5) / (float)M; \
|
---|
| 225 | float3 pos = float3( 2*u-1, 1-2*v, 1 ); \
|
---|
| 226 | \
|
---|
| 227 | float r = length(pos); \
|
---|
| 228 | pos /= r; \
|
---|
| 229 | \
|
---|
| 230 | float4 dcolor = 0; \
|
---|
| 231 | float3 L; \
|
---|
| 232 | L = float3(pos.z, pos.y, -pos.x); dcolor += GetContr( q, L ); \
|
---|
| 233 | L = float3(-pos.z, pos.y, pos.x); dcolor += GetContr( q, L ); \
|
---|
| 234 | L = float3(pos.x, pos.z, -pos.y); dcolor += GetContr( q, L ); \
|
---|
| 235 | L = float3(pos.x, -pos.z, pos.y); dcolor += GetContr( q, L ); \
|
---|
| 236 | L = float3(pos.x, pos.y, pos.z); dcolor += GetContr( q, L ); \
|
---|
| 237 | L = float3(-pos.x, pos.y, -pos.z); dcolor += GetContr( q, L ); \
|
---|
| 238 | \
|
---|
| 239 | float dw = 4 / (r*r*r); \
|
---|
| 240 | color += dcolor * dw; \
|
---|
| 241 | } \
|
---|
| 242 | \
|
---|
| 243 | return color / (M * M); \
|
---|
| 244 | } /* end of macro definition */
|
---|
| 245 |
|
---|
| 246 | _ConvolutionPS( 2 );
|
---|
| 247 | _ConvolutionPS( 4 );
|
---|
| 248 | _ConvolutionPS( 8 );
|
---|
| 249 | _ConvolutionPS( 16 );
|
---|
| 250 |
|
---|
| 251 | /// \brief Input for vertex shader EnvMapVS().
|
---|
| 252 | struct _EnvMapVS_input
|
---|
| 253 | {
|
---|
| 254 | float4 Position : POSITION;
|
---|
| 255 | float3 Normal : NORMAL;
|
---|
| 256 | float2 TexCoord : TEXCOORD0;
|
---|
| 257 | };
|
---|
| 258 |
|
---|
| 259 | /// \brief Input for pixel shaders EnvMapDiffuseClassicPS(), ::_EnvMapDiffuseLocalizedPS(), EnvMapDiffuseLocalized5TexPS().
|
---|
| 260 | struct _EnvMapVS_output
|
---|
| 261 | {
|
---|
| 262 | float4 hPosition : POSITION;
|
---|
| 263 | float2 TexCoord : TEXCOORD0;
|
---|
| 264 | float3 Normal : TEXCOORD1;
|
---|
| 265 | float3 View : TEXCOORD2;
|
---|
| 266 | float3 Position : TEXCOORD3;
|
---|
| 267 | };
|
---|
| 268 |
|
---|
| 269 | _EnvMapVS_output EnvMapVS( _EnvMapVS_input IN )
|
---|
| 270 | {
|
---|
| 271 | _EnvMapVS_output OUT;
|
---|
| 272 |
|
---|
| 273 | OUT.Position = mul( IN.Position, World ).xyz; // scale & offset
|
---|
| 274 | OUT.View = normalize( OUT.Position - eyePos );
|
---|
| 275 | //OUT.Normal = IN.Normal;
|
---|
| 276 | OUT.Normal = mul( IN.Normal, WorldIT ).xyz; // allow distortion/rotation
|
---|
| 277 |
|
---|
| 278 | OUT.TexCoord = IN.TexCoord;
|
---|
| 279 |
|
---|
| 280 | OUT.hPosition = mul( IN.Position, WorldViewProjection );
|
---|
| 281 | return OUT;
|
---|
| 282 | }
|
---|
| 283 |
|
---|
| 284 | /// \brief Determines diffuse or specular illumination with a single lookup into #PreconvolvedEnvironmentMap.
|
---|
| 285 | /// PreconvolvedEnvironmentMap is bound to EnvMap::pCubeTexturePreConvolved (cube map of resolution #LR_CUBEMAP_SIZE).
|
---|
| 286 | float4 EnvMapDiffuseClassicPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 287 | {
|
---|
| 288 | IN.View = normalize( IN.View );
|
---|
| 289 | IN.Normal = normalize( IN.Normal );
|
---|
| 290 |
|
---|
| 291 | float3 R = reflect(IN.View, IN.Normal);
|
---|
| 292 |
|
---|
| 293 | if (shininess <= 0) // diffuse
|
---|
| 294 | return intensity * texCUBE(PreconvolvedEnvironmentMapSampler, IN.Normal) *2;
|
---|
| 295 | else // specular
|
---|
| 296 | return intensity * texCUBE(PreconvolvedEnvironmentMapSampler, R) *2;
|
---|
| 297 | }
|
---|
| 298 |
|
---|
| 299 |
|
---|
| 300 |
|
---|
| 301 | //--------------------------------------------------------------------------------------
|
---|
| 302 | // Method #1-#2: OUR METHOD
|
---|
| 303 | //--------------------------------------------------------------------------------------
|
---|
| 304 |
|
---|
| 305 |
|
---|
| 306 |
|
---|
| 307 | /// \brief Calculates the contribution of a single texel of #SmallEnvironmentMap to the illumination of the shaded point.
|
---|
| 308 | /// To compute reflectivity, precalculated integral values are used.
|
---|
| 309 | ///
|
---|
| 310 | /// \param L vector pointing to the center of the texel under examination. We assume that the largest coordinate component
|
---|
| 311 | /// of L is equal to one, i.e. L points to the face of a cube of edge length of 2.
|
---|
| 312 | /// \param pos is the position of the shaded point
|
---|
| 313 | /// \param N is the surface normal at the shaded point
|
---|
| 314 | /// \param V is the viewing direction at the shaded point
|
---|
| 315 |
|
---|
| 316 |
|
---|
| 317 | float4 GetContr(int M, float3 L, float3 pos, float3 N, float3 V) // Phong-Blinn
|
---|
| 318 | // L is strictly non-normalized
|
---|
| 319 | {
|
---|
| 320 | float l = length(L);
|
---|
| 321 | L = normalize(L);
|
---|
| 322 |
|
---|
| 323 | //Lin
|
---|
| 324 | float4 Lin = texCUBE(SmallEnvironmentMapSampler, L);
|
---|
| 325 |
|
---|
| 326 | //dw
|
---|
| 327 | float dw = 4 / (M*M*l*l*l + 4/2/3.1416f);
|
---|
| 328 |
|
---|
| 329 | float dws = dw;
|
---|
| 330 |
|
---|
| 331 | //r
|
---|
| 332 | float doy = texCUBE(SmallEnvironmentMapSampler, L).a;
|
---|
| 333 | float dxy = length(pos - L * doy);
|
---|
| 334 |
|
---|
| 335 | //dws
|
---|
| 336 | //dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
|
---|
| 337 | //dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/2/3.1416f) + doy*doy*dw/2/3.1416f); // localization:
|
---|
| 338 |
|
---|
| 339 | float den = 1 + doy*doy / (dxy*dxy) * ( (2*3.1416f)*(2*3.1416f) / ((2*3.1416f-dw)*(2*3.1416f-dw)) - 1 );
|
---|
| 340 | dws = 2*3.1416f * (1 - 1/sqrt(den));
|
---|
| 341 |
|
---|
| 342 | float3 LL = L * doy - pos; // L should start from the object (and not from the reference point) !!!
|
---|
| 343 | LL = normalize(LL);
|
---|
| 344 |
|
---|
| 345 | float3 H = normalize(L + V); // halfway vector
|
---|
| 346 | float3 R = reflect(-V, N); // reflection vector
|
---|
| 347 |
|
---|
| 348 | // from texture
|
---|
| 349 |
|
---|
| 350 | float4 color = 0;
|
---|
| 351 |
|
---|
| 352 | float cos_value;
|
---|
| 353 | if (shininess <= 0)
|
---|
| 354 | cos_value = dot(N,L); // diffuse
|
---|
| 355 | else cos_value = dot(R,L); // specular
|
---|
| 356 |
|
---|
| 357 | float2 tex;
|
---|
| 358 | tex.x = (cos_value + 1)/2;
|
---|
| 359 | tex.y = dws/2/PI;
|
---|
| 360 |
|
---|
| 361 | // lookup into precalculated reflectivity values
|
---|
| 362 | cos_value = tex2D(DecorationSampler, tex).g * 3;
|
---|
| 363 | color = Lin * 0.5 * cos_value;
|
---|
| 364 |
|
---|
| 365 | return color;
|
---|
| 366 | }
|
---|
| 367 |
|
---|
| 368 | // Method #1
|
---|
| 369 |
|
---|
| 370 | /// \brief Calculates diffuse or specular contributions of all texels in #SmallEnvironmentMap to the current point.
|
---|
| 371 | /// For each texel of #SmallEnvironmentMap, function GetContr(int,float3,float3,float3,float3) is called.
|
---|
| 372 |
|
---|
| 373 | #define _EnvMapDiffuseLocalizedPS( M ) \
|
---|
| 374 | float4 EnvMapDiffuseLocalized##M##PS( _EnvMapVS_output IN ) : COLOR \
|
---|
| 375 | { \
|
---|
| 376 | IN.View = -normalize( IN.View ); \
|
---|
| 377 | IN.Normal = normalize( IN.Normal ); \
|
---|
| 378 | IN.Position -= reference_pos.xyz; /* relative to the ref.point */ \
|
---|
| 379 | \
|
---|
| 380 | float3 R = -reflect( IN.View, IN.Normal ); /* reflection direction */ \
|
---|
| 381 | \
|
---|
| 382 | float4 I = 0; \
|
---|
| 383 | \
|
---|
| 384 | for (int x = 0; x < M; x++) /* foreach texel */ \
|
---|
| 385 | for (int y = 0; y < M; y++) \
|
---|
| 386 | { \
|
---|
| 387 | /* compute intensity for 6 texels with equal solid angles */ \
|
---|
| 388 | \
|
---|
| 389 | float2 tpos = float2( (x+0.5f)/M, (y+0.5f)/M ); /* texture coord (0..1) */ \
|
---|
| 390 | \
|
---|
| 391 | float2 p = float2(tpos.x, 1-tpos.y); \
|
---|
| 392 | p.xy = 2*p.xy - 1; /* position (-1..1) */ \
|
---|
| 393 | \
|
---|
| 394 | I += GetContr( M, float3(p.x, p.y, 1), IN.Position, IN.Normal, IN.View ); \
|
---|
| 395 | I += GetContr( M, float3(p.x, p.y, -1), IN.Position, IN.Normal, IN.View ); \
|
---|
| 396 | I += GetContr( M, float3(p.x, 1, p.y), IN.Position, IN.Normal, IN.View ); \
|
---|
| 397 | I += GetContr( M, float3(p.x, -1, p.y), IN.Position, IN.Normal, IN.View ); \
|
---|
| 398 | I += GetContr( M, float3(1, p.x, p.y), IN.Position, IN.Normal, IN.View ); \
|
---|
| 399 | I += GetContr( M, float3(-1, p.x, p.y), IN.Position, IN.Normal, IN.View ); \
|
---|
| 400 | } \
|
---|
| 401 | \
|
---|
| 402 | return intensity * I; \
|
---|
| 403 | } // end of macro definition
|
---|
| 404 |
|
---|
| 405 | _EnvMapDiffuseLocalizedPS( 2 );
|
---|
| 406 | _EnvMapDiffuseLocalizedPS( 4 );
|
---|
| 407 | _EnvMapDiffuseLocalizedPS( 8 );
|
---|
| 408 | _EnvMapDiffuseLocalizedPS( 16 );
|
---|
| 409 |
|
---|
| 410 |
|
---|
| 411 | // Method #2
|
---|
| 412 |
|
---|
| 413 | /// \brief Calculates diffuse or specular contributions of the 5 "most important" texels of #SmallEnvironmentMap to the current point.
|
---|
| 414 | /// For these texels, function GetContr(int,float3,float3,float3,float3) is called.
|
---|
| 415 |
|
---|
| 416 | float4 EnvMapDiffuseLocalized5TexPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 417 | {
|
---|
| 418 | IN.View = -normalize( IN.View );
|
---|
| 419 | IN.Normal = normalize( IN.Normal );
|
---|
| 420 | // translate reference point to the origin
|
---|
| 421 | IN.Position -= reference_pos.xyz;
|
---|
| 422 |
|
---|
| 423 | float3 R = -reflect( IN.View, IN.Normal ); // reflection direction
|
---|
| 424 |
|
---|
| 425 | float4 I = 0;
|
---|
| 426 |
|
---|
| 427 | float3 q;
|
---|
| 428 | if ( shininess <= 0 )
|
---|
| 429 | q = IN.Normal; // diffuse
|
---|
| 430 | else
|
---|
| 431 | q = R;
|
---|
| 432 |
|
---|
| 433 | float rr = max( max(abs(q.x), abs(q.y)), abs(q.z) ); // select the largest component
|
---|
| 434 | q /= rr; // scale the largest component to value +/-1
|
---|
| 435 |
|
---|
| 436 | float3 offset1 = float3(1,0,0); // default: largest: z
|
---|
| 437 | float3 offset2 = float3(0,1,0); // select: x,y
|
---|
| 438 |
|
---|
| 439 | if (abs(q.x) > abs(q.y) && abs(q.x) > abs(q.z)) { // largest: x
|
---|
| 440 | offset1 = float3(0,0,1); // select y,z
|
---|
| 441 | }
|
---|
| 442 | if (abs(q.y) > abs(q.x) && abs(q.y) > abs(q.z)) { // largest: y
|
---|
| 443 | offset2 = float3(0,0,1); // select x,z
|
---|
| 444 | }
|
---|
| 445 |
|
---|
| 446 | I += GetContr( LR_CUBEMAP_SIZE, q, IN.Position, IN.Normal, IN.View );
|
---|
| 447 | I += GetContr( LR_CUBEMAP_SIZE, q + offset1*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 448 | I += GetContr( LR_CUBEMAP_SIZE, q - offset1*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 449 | I += GetContr( LR_CUBEMAP_SIZE, q + offset2*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 450 | I += GetContr( LR_CUBEMAP_SIZE, q - offset2*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 451 |
|
---|
| 452 | // since only 5 texels are considered, the result gets darker.
|
---|
| 453 | // LR_CUBEMAP_SIZE is present to compensate this.
|
---|
| 454 | return intensity * I * LR_CUBEMAP_SIZE / 2;
|
---|
| 455 | }
|
---|
| 456 |
|
---|
| 457 |
|
---|
| 458 | //--------------------------------------------------------------------------------------
|
---|
| 459 | // Shading the environment
|
---|
| 460 | //--------------------------------------------------------------------------------------
|
---|
| 461 |
|
---|
| 462 | /// \brief Input for vertex shader IlluminatedSceneVS().
|
---|
| 463 | struct _IlluminatedSceneVS_input {
|
---|
| 464 | float4 Position : POSITION;
|
---|
| 465 | float3 Normal : NORMAL;
|
---|
| 466 | float2 TexCoord : TEXCOORD0;
|
---|
| 467 | };
|
---|
| 468 |
|
---|
| 469 | /// \brief Input for pixel shader IlluminatedScenePS().
|
---|
| 470 | struct _IlluminatedSceneVS_output {
|
---|
| 471 | float4 hPosition : POSITION;
|
---|
| 472 | float2 TexCoord : TEXCOORD0;
|
---|
| 473 | float3 Position : TEXCOORD1;
|
---|
| 474 | };
|
---|
| 475 |
|
---|
| 476 | _IlluminatedSceneVS_output IlluminatedSceneVS( _IlluminatedSceneVS_input IN )
|
---|
| 477 | {
|
---|
| 478 | _IlluminatedSceneVS_output OUT;
|
---|
| 479 | OUT.hPosition = mul( IN.Position, WorldViewProjection );
|
---|
| 480 |
|
---|
| 481 | // texel_size as uniform parameter
|
---|
| 482 | OUT.hPosition.x -= texel_size * OUT.hPosition.w;
|
---|
| 483 | OUT.hPosition.y += texel_size * OUT.hPosition.w;
|
---|
| 484 |
|
---|
| 485 | if (iShowCubeMap > 0)
|
---|
| 486 | {
|
---|
| 487 | // if one of the cube maps is displayed on the walls,
|
---|
| 488 | // position is simply forwarded
|
---|
| 489 | OUT.Position = IN.Position;
|
---|
| 490 | }
|
---|
| 491 | else
|
---|
| 492 | {
|
---|
| 493 | // also consider camera orientation
|
---|
| 494 | OUT.Position = mul( IN.Position, WorldView );
|
---|
| 495 | }
|
---|
| 496 |
|
---|
| 497 | OUT.TexCoord = IN.TexCoord;
|
---|
| 498 | return OUT;
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | /// Displays the environment with a simple shading
|
---|
| 502 | float4 IlluminatedScenePS( _IlluminatedSceneVS_output IN ) : COLOR0
|
---|
| 503 | {
|
---|
| 504 | float3 color = objColor * tex2D(DecorationSampler, IN.TexCoord);
|
---|
| 505 |
|
---|
| 506 | if (iShowCubeMap > 0)
|
---|
| 507 | {
|
---|
| 508 | // if one of the cube maps should be displayed on the walls,
|
---|
| 509 | // display it
|
---|
| 510 | color = texCUBE(EnvironmentMapSampler, IN.Position) * intensity;
|
---|
| 511 | }
|
---|
| 512 | else if (brightness>0)
|
---|
| 513 | {
|
---|
| 514 | // create an exponential falloff for each face of the room
|
---|
| 515 | float3 L = float3(2*IN.TexCoord.x-1, 2*IN.TexCoord.y-1, -1);
|
---|
| 516 | L = normalize(L);
|
---|
| 517 | float3 N = float3(0,0,1);
|
---|
| 518 | color *= abs(pow(dot(L,N), 4)) * brightness;
|
---|
| 519 | }
|
---|
| 520 | else color *= 0.7;
|
---|
| 521 |
|
---|
| 522 | float dist = length( IN.Position );
|
---|
| 523 | return float4(color, dist);
|
---|
| 524 | }
|
---|
| 525 |
|
---|
| 526 |
|
---|
| 527 |
|
---|
| 528 |
|
---|
| 529 | //--------------------------------------------------------------------------------------
|
---|
| 530 | // Techniques
|
---|
| 531 | //--------------------------------------------------------------------------------------
|
---|
| 532 |
|
---|
| 533 |
|
---|
| 534 | /// a helpful macro to define techniques with a common vertex program
|
---|
| 535 | #define TechniqueUsingCommonVS(name); \
|
---|
| 536 | technique name \
|
---|
| 537 | { \
|
---|
| 538 | pass p0 \
|
---|
| 539 | { \
|
---|
| 540 | VertexShader = compile vs_3_0 EnvMapVS(); \
|
---|
| 541 | PixelShader = compile ps_3_0 name##PS(); \
|
---|
| 542 | } \
|
---|
| 543 | }
|
---|
| 544 |
|
---|
| 545 | TechniqueUsingCommonVS( EnvMapDiffuseClassic );
|
---|
| 546 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized5Tex );
|
---|
| 547 |
|
---|
| 548 | //TechniqueUsingCommonVS( EnvMapDiffuseLocalized );
|
---|
| 549 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized2 );
|
---|
| 550 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized4 );
|
---|
| 551 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized8 );
|
---|
| 552 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized16 );
|
---|
| 553 |
|
---|
| 554 | #define ReduceTextureTechnique(M); \
|
---|
| 555 | technique ReduceTexture##M \
|
---|
| 556 | { \
|
---|
| 557 | pass p0 \
|
---|
| 558 | { \
|
---|
| 559 | VertexShader = compile vs_3_0 ReduceTextureVS(); \
|
---|
| 560 | PixelShader = compile ps_3_0 ReduceTexture##M##PS(); \
|
---|
| 561 | } \
|
---|
| 562 | }
|
---|
| 563 |
|
---|
| 564 | ReduceTextureTechnique( 2 );
|
---|
| 565 | ReduceTextureTechnique( 4 );
|
---|
| 566 | ReduceTextureTechnique( 8 );
|
---|
| 567 | ReduceTextureTechnique( 16 );
|
---|
| 568 |
|
---|
| 569 | #define ConvolutionTechnique(M); \
|
---|
| 570 | technique Convolution##M \
|
---|
| 571 | { \
|
---|
| 572 | pass p0 \
|
---|
| 573 | { \
|
---|
| 574 | VertexShader = compile vs_3_0 ConvolutionVS(); \
|
---|
| 575 | PixelShader = compile ps_3_0 Convolution##M##PS(); \
|
---|
| 576 | } \
|
---|
| 577 | }
|
---|
| 578 |
|
---|
| 579 | ConvolutionTechnique( 2 );
|
---|
| 580 | ConvolutionTechnique( 4 );
|
---|
| 581 | ConvolutionTechnique( 8 );
|
---|
| 582 | ConvolutionTechnique( 16 );
|
---|
| 583 |
|
---|
| 584 | /// a helpful macro to define techniques
|
---|
| 585 | /// where the name of EnvMapVS program is <TechniqueName>VS
|
---|
| 586 | /// and the name of PS program is <TechniqueName>PS
|
---|
| 587 | #define Technique(name); \
|
---|
| 588 | technique name \
|
---|
| 589 | { \
|
---|
| 590 | pass p0 \
|
---|
| 591 | { \
|
---|
| 592 | VertexShader = compile vs_3_0 name##VS(); \
|
---|
| 593 | PixelShader = compile ps_3_0 name##PS(); \
|
---|
| 594 | } \
|
---|
| 595 | }
|
---|
| 596 |
|
---|
| 597 | Technique( IlluminatedScene );
|
---|
| 598 | //Technique( Convolution );
|
---|
| 599 | //Technique( ReduceTexture ); |
---|