[1488] | 1 | //--------------------------------------------------------------------------------------
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| 2 | // File: EnvMap.fx
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| 3 | //
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| 4 | // The effect file for the OptimizedMesh sample.
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| 5 | //
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| 6 | // Copyright (c) Microsoft Corporation. All rights reserved.
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| 7 | //--------------------------------------------------------------------------------------
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| 8 |
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| 9 |
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| 10 | /// size of the cube map taken from the reference point of the object
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| 11 | #define CUBEMAP_SIZE 128
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| 12 | /// size of the cube map for diffuse/glossy reflections
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| 13 | int LR_CUBEMAP_SIZE;
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| 14 | #define PI 3.14159f
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| 15 |
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| 16 |
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| 17 | //--------------------------------------------------------------------------------------
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| 18 | // Global variables
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| 19 | //--------------------------------------------------------------------------------------
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| 20 |
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| 21 |
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| 22 | float4x4 World; ///< World matrix for the current object
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| 23 | float4x4 WorldIT; ///< World matrix IT (inverse transposed) to transform surface normals of the current object
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| 24 | float4x4 WorldView; ///< World * View matrix
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| 25 | //float4x4 WorldViewIT; ///< World * View IT (inverse transposed) to transform surface normals of the current object
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| 26 | float4x4 WorldViewProjection; ///< World * View * Projection matrix
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| 27 |
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| 28 | float texel_size; ///< upload this constant every time the viewport changes
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| 29 |
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| 30 | float4 eyePos; ///< current eye (camera) position
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| 31 | float4 reference_pos; ///< Reference point for the last cube map generation.
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| 32 |
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| 33 | int nFace; ///<
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| 34 | int iShowCubeMap; ///<
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| 35 | float4 objColor;
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| 36 |
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| 37 | float intensity, shininess, brightness;
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| 38 |
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[2062] | 39 | float4 readCubeMap(samplerCUBE cm, float3 dir)
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| 40 | {
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| 41 | return texCUBElod(cm, float4(dir, 0));
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| 42 | }
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[1488] | 43 | //--------------------------------------------------------------------------------------
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| 44 | // Textures & texture samplers
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| 45 | //--------------------------------------------------------------------------------------
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| 46 |
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| 47 |
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| 48 | texture EnvironmentMap, SmallEnvironmentMap, PreconvolvedEnvironmentMap, Decoration;
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| 49 |
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| 50 | sampler EnvironmentMapSampler = sampler_state
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| 51 | {
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| 52 | /*MinFilter = LINEAR;
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| 53 | MagFilter = LINEAR;
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| 54 | MipFilter = LINEAR;*/
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| 55 | Texture = <EnvironmentMap>;
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| 56 | AddressU = WRAP;
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| 57 | AddressV = WRAP;
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| 58 | };
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| 59 |
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| 60 | sampler PreconvolvedEnvironmentMapSampler = sampler_state
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| 61 | {
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| 62 | MinFilter = LINEAR;
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| 63 | MagFilter = LINEAR;
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| 64 | //MipFilter = LINEAR;
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| 65 | Texture = <PreconvolvedEnvironmentMap>;
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| 66 | AddressU = WRAP;
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| 67 | AddressV = WRAP;
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| 68 | };
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| 69 |
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| 70 | sampler SmallEnvironmentMapSampler = sampler_state
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| 71 | {
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| 72 | // MinFilter = Point;
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| 73 | // MagFilter = Point;
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| 74 |
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| 75 | MinFilter = LINEAR;
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| 76 | MagFilter = LINEAR;
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| 77 |
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| 78 | //MipFilter = Point;
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| 79 | Texture = <SmallEnvironmentMap>;
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| 80 | AddressU = WRAP;
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| 81 | AddressV = WRAP;
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| 82 | };
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| 83 |
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| 84 | sampler DecorationSampler = sampler_state
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| 85 | {
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| 86 | Texture = <Decoration>;
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| 87 | MinFilter = LINEAR;
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| 88 | MagFilter = LINEAR;
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| 89 | //MipFilter = LINEAR;
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| 90 | AddressU = CLAMP; //WRAP;
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| 91 | AddressV = CLAMP; //WRAP;
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| 92 | };
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| 93 |
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| 94 |
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| 95 |
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| 96 | //--------------------------------------------------------------------------------------
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| 97 | // Shader programs
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| 98 | //--------------------------------------------------------------------------------------
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| 99 |
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| 100 |
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| 101 |
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| 102 | void ReduceTextureVS( float4 position : POSITION,
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| 103 | float4 color0 : COLOR0,
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| 104 | float3 Normal : NORMAL,
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| 105 | float2 Tex : TEXCOORD0,
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| 106 | out float4 hposition : POSITION,
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| 107 | out float4 color : COLOR0,
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| 108 | out float2 oTex : TEXCOORD0,
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| 109 | out float4 pos : TEXCOORD1 )
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| 110 | {
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| 111 | pos = position;
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| 112 | hposition = pos;
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| 113 | color = color0;
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| 114 | oTex = Tex;
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| 115 | }
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| 116 |
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| 117 | /**
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| 118 | \brief Downsamples a cube map face.
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| 119 | */
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| 120 | #define _ReduceTexturePS( M ) \
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| 121 | float4 ReduceTexture##M##PS( float2 Tex : TEXCOORD0, \
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| 122 | float4 pos : TEXCOORD1, \
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| 123 | float4 color0 : COLOR0 ) : COLOR0 \
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| 124 | { \
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| 125 | /* offset to texel center */ \
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| 126 | pos.xy += float2(1/(float)CUBEMAP_SIZE, -1/(float)CUBEMAP_SIZE); \
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| 127 | /* transform position into texture coord */ \
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| 128 | float2 tpos = pos.xy/2+0.5; /* rescale from -1..1 into range 0..1 */ \
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| 129 | tpos.y = 1-tpos.y; \
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| 130 | \
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| 131 | float2 t; \
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| 132 | float4 color = 0; \
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| 133 | const int RATE = CUBEMAP_SIZE / M; \
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| 134 | \
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| 135 | for (int i = 0; i < RATE; i++) \
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| 136 | for (int j = 0; j < RATE; j++) \
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| 137 | { \
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| 138 | t.x = tpos.x + i/(float)CUBEMAP_SIZE; \
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| 139 | t.y = tpos.y + j/(float)CUBEMAP_SIZE; \
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| 140 | color += tex2D(DecorationSampler, t) / (RATE * RATE); \
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| 141 | } \
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| 142 | return color; \
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| 143 | } // end of macro definition
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| 144 |
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| 145 | _ReduceTexturePS( 2 );
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| 146 | _ReduceTexturePS( 4 );
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| 147 | _ReduceTexturePS( 8 );
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| 148 | _ReduceTexturePS( 16 );
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| 149 |
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| 150 |
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| 151 |
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| 152 | //--------------------------------------------------------------------------------------
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| 153 | // Method #0: CLASSIC (pre-convolved)
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| 154 | //--------------------------------------------------------------------------------------
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| 155 |
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| 156 |
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| 157 |
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| 158 | /// \brief Returns the precalculated contribution of a texel with regard to the specified query direction.
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| 159 | ///
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| 160 | /// \param q <b>query direction</b> (i.e. surface normal in diffuse case, ideal reflection direction in specular case).
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| 161 | /// \param L vector pointing to the texel center
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| 162 | float4 GetContr(float3 q, float3 L)
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| 163 | // Lin * a * ( dw )
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| 164 | // -- actually, dw is calculated by the caller --
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| 165 | {
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| 166 | //float shininess = 1;
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| 167 | float fcos = max(dot(L, q), 0);
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| 168 | // diffuse
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| 169 | if (shininess <= 0)
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[2062] | 170 | return 0.2 * fcos * readCubeMap( SmallEnvironmentMapSampler, L);
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[1488] | 171 | else
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| 172 | {
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| 173 | // some ad-hoc formula to avoid darkening
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| 174 | float brightness = (pow(shininess,0.8)*0.2);
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[2062] | 175 | return brightness * pow(fcos, shininess) * readCubeMap( SmallEnvironmentMapSampler, L);
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[1488] | 176 | }
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| 177 | }
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| 178 |
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| 179 | /// \brief Input for vertex shader ConvolutionVS().
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| 180 | struct _ConvolutionVS_input {
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| 181 | float4 Position : POSITION;
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| 182 | };
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| 183 |
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| 184 | /// \brief Input for pixel shader ::_ConvolutionPS().
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| 185 | struct _ConvolutionVS_output {
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| 186 | float4 hPosition : POSITION;
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| 187 | float3 Position : TEXCOORD0;
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| 188 | };
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| 189 |
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| 190 | _ConvolutionVS_output ConvolutionVS(_ConvolutionVS_input IN) {
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| 191 | _ConvolutionVS_output OUT;
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| 192 | OUT.hPosition = IN.Position;
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| 193 |
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| 194 | float2 pos = IN.Position.xy; // -1..1
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| 195 |
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| 196 | pos.x += 0.5f / LR_CUBEMAP_SIZE;
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| 197 | pos.y -= 0.5f / LR_CUBEMAP_SIZE;
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| 198 |
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| 199 | if (nFace == 0) OUT.Position = float3(1, pos.y, -pos.x);
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| 200 | if (nFace == 1) OUT.Position = float3(-1, pos.y, pos.x);
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| 201 | if (nFace == 2) OUT.Position = float3(pos.x, 1, -pos.y);
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| 202 | if (nFace == 3) OUT.Position = float3(pos.x,-1, pos.y);
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| 203 | if (nFace == 4) OUT.Position = float3(pos.xy, 1);
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| 204 | if (nFace == 5) OUT.Position = float3(-pos.x, pos.y,-1);
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| 205 |
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| 206 | return OUT;
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| 207 | }
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| 208 |
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| 209 | /**
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| 210 | \brief Convolves the values of a cube map of resoultion MxM.
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| 211 |
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| 212 | Calculates the diffuse/specular irradiance map of resolution #LR_CUBEMAP_SIZE by summing up the contributions of all cube map texels
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| 213 | with regard to the current query direction.
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| 214 | */
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| 215 |
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| 216 | #define _ConvolutionPS( M ) \
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| 217 | float4 Convolution##M##PS( _ConvolutionVS_output IN ) : COLOR \
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| 218 | { \
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| 219 | /* input position = query direction for the result */ \
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| 220 | float3 q = normalize( IN.Position ); \
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| 221 | float4 color = 0; \
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| 222 | \
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| 223 | for (int i = 0; i < M; i++) \
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| 224 | for (int j = 0; j < M; j++) \
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| 225 | { \
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| 226 | float u = (i+0.5) / (float)M; \
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| 227 | float v = (j+0.5) / (float)M; \
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| 228 | float3 pos = float3( 2*u-1, 1-2*v, 1 ); \
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| 229 | \
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| 230 | float r = length(pos); \
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| 231 | pos /= r; \
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| 232 | \
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| 233 | float4 dcolor = 0; \
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| 234 | float3 L; \
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| 235 | L = float3(pos.z, pos.y, -pos.x); dcolor += GetContr( q, L ); \
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| 236 | L = float3(-pos.z, pos.y, pos.x); dcolor += GetContr( q, L ); \
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| 237 | L = float3(pos.x, pos.z, -pos.y); dcolor += GetContr( q, L ); \
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| 238 | L = float3(pos.x, -pos.z, pos.y); dcolor += GetContr( q, L ); \
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| 239 | L = float3(pos.x, pos.y, pos.z); dcolor += GetContr( q, L ); \
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| 240 | L = float3(-pos.x, pos.y, -pos.z); dcolor += GetContr( q, L ); \
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| 241 | \
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| 242 | float dw = 4 / (r*r*r); \
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| 243 | color += dcolor * dw; \
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| 244 | } \
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| 245 | \
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| 246 | return color / (M * M); \
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| 247 | } /* end of macro definition */
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| 248 |
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| 249 | _ConvolutionPS( 2 );
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| 250 | _ConvolutionPS( 4 );
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| 251 | _ConvolutionPS( 8 );
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| 252 | _ConvolutionPS( 16 );
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| 253 |
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| 254 | /// \brief Input for vertex shader EnvMapVS().
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| 255 | struct _EnvMapVS_input
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| 256 | {
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| 257 | float4 Position : POSITION;
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| 258 | float3 Normal : NORMAL;
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| 259 | float2 TexCoord : TEXCOORD0;
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| 260 | };
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| 261 |
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| 262 | /// \brief Input for pixel shaders EnvMapDiffuseClassicPS(), ::_EnvMapDiffuseLocalizedPS(), EnvMapDiffuseLocalized5TexPS().
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| 263 | struct _EnvMapVS_output
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| 264 | {
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| 265 | float4 hPosition : POSITION;
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| 266 | float2 TexCoord : TEXCOORD0;
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| 267 | float3 Normal : TEXCOORD1;
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| 268 | float3 View : TEXCOORD2;
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| 269 | float3 Position : TEXCOORD3;
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| 270 | };
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| 271 |
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| 272 | _EnvMapVS_output EnvMapVS( _EnvMapVS_input IN )
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| 273 | {
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| 274 | _EnvMapVS_output OUT;
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| 275 |
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| 276 | OUT.Position = mul( IN.Position, World ).xyz; // scale & offset
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| 277 | OUT.View = normalize( OUT.Position - eyePos );
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| 278 | //OUT.Normal = IN.Normal;
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| 279 | OUT.Normal = mul( IN.Normal, WorldIT ).xyz; // allow distortion/rotation
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| 280 |
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| 281 | OUT.TexCoord = IN.TexCoord;
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| 282 |
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| 283 | OUT.hPosition = mul( IN.Position, WorldViewProjection );
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| 284 | return OUT;
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| 285 | }
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| 286 |
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| 287 | /// \brief Determines diffuse or specular illumination with a single lookup into #PreconvolvedEnvironmentMap.
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| 288 | /// PreconvolvedEnvironmentMap is bound to EnvMap::pCubeTexturePreConvolved (cube map of resolution #LR_CUBEMAP_SIZE).
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| 289 | float4 EnvMapDiffuseClassicPS( _EnvMapVS_output IN ) : COLOR
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| 290 | {
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| 291 | IN.View = normalize( IN.View );
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| 292 | IN.Normal = normalize( IN.Normal );
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| 293 |
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[2482] | 294 | float3 R = reflect(IN.View, IN.Normal);
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| 295 | //float3 R = refract(IN.View, IN.Normal, 1);
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[1488] | 296 |
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| 297 | if (shininess <= 0) // diffuse
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[2062] | 298 | return intensity * readCubeMap(PreconvolvedEnvironmentMapSampler, IN.Normal) *2;
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[1488] | 299 | else // specular
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[2062] | 300 | return intensity * readCubeMap(PreconvolvedEnvironmentMapSampler, R) *2;
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[1488] | 301 | }
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| 302 |
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| 303 |
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| 304 |
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| 305 | //--------------------------------------------------------------------------------------
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| 306 | // Method #1-#2: OUR METHOD
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| 307 | //--------------------------------------------------------------------------------------
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| 308 |
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| 309 |
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| 310 |
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| 311 | /// \brief Calculates the contribution of a single texel of #SmallEnvironmentMap to the illumination of the shaded point.
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| 312 | /// To compute reflectivity, precalculated integral values are used.
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| 313 | ///
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| 314 | /// \param L vector pointing to the center of the texel under examination. We assume that the largest coordinate component
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| 315 | /// of L is equal to one, i.e. L points to the face of a cube of edge length of 2.
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| 316 | /// \param pos is the position of the shaded point
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| 317 | /// \param N is the surface normal at the shaded point
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| 318 | /// \param V is the viewing direction at the shaded point
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| 319 |
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| 320 |
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| 321 | float4 GetContr(int M, float3 L, float3 pos, float3 N, float3 V) // Phong-Blinn
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| 322 | // L is strictly non-normalized
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| 323 | {
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| 324 | float l = length(L);
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| 325 | L = normalize(L);
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| 326 |
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| 327 | //Lin
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[2062] | 328 | float4 Lin = readCubeMap(SmallEnvironmentMapSampler, L);
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[1488] | 329 |
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| 330 | //dw
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| 331 | float dw = 4 / (M*M*l*l*l + 4/2/3.1416f);
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| 332 |
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| 333 | float dws = dw;
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| 334 |
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| 335 | //r
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[2062] | 336 | float doy = readCubeMap(SmallEnvironmentMapSampler, L).a;
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[1488] | 337 | float dxy = length(pos - L * doy);
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| 338 |
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| 339 | //dws
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| 340 | //dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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| 341 | //dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/2/3.1416f) + doy*doy*dw/2/3.1416f); // localization:
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| 342 |
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| 343 | float den = 1 + doy*doy / (dxy*dxy) * ( (2*3.1416f)*(2*3.1416f) / ((2*3.1416f-dw)*(2*3.1416f-dw)) - 1 );
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| 344 | dws = 2*3.1416f * (1 - 1/sqrt(den));
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| 345 |
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| 346 | float3 LL = L * doy - pos; // L should start from the object (and not from the reference point) !!!
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| 347 | LL = normalize(LL);
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| 348 |
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| 349 | float3 H = normalize(L + V); // halfway vector
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| 350 | float3 R = reflect(-V, N); // reflection vector
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| 351 |
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| 352 | // from texture
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| 353 |
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| 354 | float4 color = 0;
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| 355 |
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| 356 | float cos_value;
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| 357 | if (shininess <= 0)
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| 358 | cos_value = dot(N,L); // diffuse
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| 359 | else cos_value = dot(R,L); // specular
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| 360 |
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| 361 | float2 tex;
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| 362 | tex.x = (cos_value + 1)/2;
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| 363 | tex.y = dws/2/PI;
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| 364 |
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| 365 | // lookup into precalculated reflectivity values
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| 366 | cos_value = tex2D(DecorationSampler, tex).g * 3;
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| 367 | color = Lin * 0.5 * cos_value;
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| 368 |
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| 369 | return color;
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| 370 | }
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| 371 |
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| 372 | // Method #1
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| 373 |
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| 374 | /// \brief Calculates diffuse or specular contributions of all texels in #SmallEnvironmentMap to the current point.
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| 375 | /// For each texel of #SmallEnvironmentMap, function GetContr(int,float3,float3,float3,float3) is called.
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| 376 |
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| 377 | #define _EnvMapDiffuseLocalizedPS( M ) \
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| 378 | float4 EnvMapDiffuseLocalized##M##PS( _EnvMapVS_output IN ) : COLOR \
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| 379 | { \
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| 380 | IN.View = -normalize( IN.View ); \
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| 381 | IN.Normal = normalize( IN.Normal ); \
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| 382 | IN.Position -= reference_pos.xyz; /* relative to the ref.point */ \
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| 383 | \
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| 384 | float3 R = -reflect( IN.View, IN.Normal ); /* reflection direction */ \
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| 385 | \
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| 386 | float4 I = 0; \
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| 387 | \
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| 388 | for (int x = 0; x < M; x++) /* foreach texel */ \
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| 389 | for (int y = 0; y < M; y++) \
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| 390 | { \
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| 391 | /* compute intensity for 6 texels with equal solid angles */ \
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| 392 | \
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| 393 | float2 tpos = float2( (x+0.5f)/M, (y+0.5f)/M ); /* texture coord (0..1) */ \
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| 394 | \
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| 395 | float2 p = float2(tpos.x, 1-tpos.y); \
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| 396 | p.xy = 2*p.xy - 1; /* position (-1..1) */ \
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| 397 | \
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| 398 | I += GetContr( M, float3(p.x, p.y, 1), IN.Position, IN.Normal, IN.View ); \
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| 399 | I += GetContr( M, float3(p.x, p.y, -1), IN.Position, IN.Normal, IN.View ); \
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| 400 | I += GetContr( M, float3(p.x, 1, p.y), IN.Position, IN.Normal, IN.View ); \
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| 401 | I += GetContr( M, float3(p.x, -1, p.y), IN.Position, IN.Normal, IN.View ); \
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| 402 | I += GetContr( M, float3(1, p.x, p.y), IN.Position, IN.Normal, IN.View ); \
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| 403 | I += GetContr( M, float3(-1, p.x, p.y), IN.Position, IN.Normal, IN.View ); \
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| 404 | } \
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| 405 | \
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| 406 | return intensity * I; \
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| 407 | } // end of macro definition
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| 408 |
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| 409 | _EnvMapDiffuseLocalizedPS( 2 );
|
---|
| 410 | _EnvMapDiffuseLocalizedPS( 4 );
|
---|
| 411 | _EnvMapDiffuseLocalizedPS( 8 );
|
---|
| 412 | _EnvMapDiffuseLocalizedPS( 16 );
|
---|
| 413 |
|
---|
| 414 |
|
---|
| 415 | // Method #2
|
---|
| 416 |
|
---|
| 417 | /// \brief Calculates diffuse or specular contributions of the 5 "most important" texels of #SmallEnvironmentMap to the current point.
|
---|
| 418 | /// For these texels, function GetContr(int,float3,float3,float3,float3) is called.
|
---|
[2062] | 419 | /*
|
---|
[1488] | 420 | float4 EnvMapDiffuseLocalized5TexPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 421 | {
|
---|
| 422 | IN.View = -normalize( IN.View );
|
---|
| 423 | IN.Normal = normalize( IN.Normal );
|
---|
| 424 | // translate reference point to the origin
|
---|
| 425 | IN.Position -= reference_pos.xyz;
|
---|
| 426 |
|
---|
| 427 | float3 R = -reflect( IN.View, IN.Normal ); // reflection direction
|
---|
| 428 |
|
---|
| 429 | float4 I = 0;
|
---|
| 430 |
|
---|
| 431 | float3 q;
|
---|
| 432 | if ( shininess <= 0 )
|
---|
| 433 | q = IN.Normal; // diffuse
|
---|
| 434 | else
|
---|
| 435 | q = R;
|
---|
| 436 |
|
---|
| 437 | float rr = max( max(abs(q.x), abs(q.y)), abs(q.z) ); // select the largest component
|
---|
| 438 | q /= rr; // scale the largest component to value +/-1
|
---|
| 439 |
|
---|
| 440 | float3 offset1 = float3(1,0,0); // default: largest: z
|
---|
| 441 | float3 offset2 = float3(0,1,0); // select: x,y
|
---|
| 442 |
|
---|
| 443 | if (abs(q.x) > abs(q.y) && abs(q.x) > abs(q.z)) { // largest: x
|
---|
| 444 | offset1 = float3(0,0,1); // select y,z
|
---|
| 445 | }
|
---|
| 446 | if (abs(q.y) > abs(q.x) && abs(q.y) > abs(q.z)) { // largest: y
|
---|
| 447 | offset2 = float3(0,0,1); // select x,z
|
---|
| 448 | }
|
---|
[2062] | 449 |
|
---|
[1488] | 450 |
|
---|
| 451 | I += GetContr( LR_CUBEMAP_SIZE, q, IN.Position, IN.Normal, IN.View );
|
---|
| 452 | I += GetContr( LR_CUBEMAP_SIZE, q + offset1*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 453 | I += GetContr( LR_CUBEMAP_SIZE, q - offset1*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 454 | I += GetContr( LR_CUBEMAP_SIZE, q + offset2*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 455 | I += GetContr( LR_CUBEMAP_SIZE, q - offset2*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 456 |
|
---|
| 457 | // since only 5 texels are considered, the result gets darker.
|
---|
[2062] | 458 | // LR_CUBEMAP_SIZE is present to compensate this.
|
---|
[1488] | 459 | return intensity * I * LR_CUBEMAP_SIZE / 2;
|
---|
[2062] | 460 |
|
---|
| 461 | }*/
|
---|
[1488] | 462 |
|
---|
[1534] | 463 | // Method #3
|
---|
[1488] | 464 |
|
---|
[1534] | 465 | /// \brief Calculates diffuse or specular contributions of the 5 "most important" texels of #SmallEnvironmentMap to the current point.
|
---|
| 466 | /// For these texels, function GetContr(int,float3,float3,float3,float3) is called.
|
---|
[1573] | 467 | float4 GetContibution(float3 L, float3 L1, float3 L2, float3 L3, float3 L4, float3 pos, float3 N, samplerCUBE cubemap)
|
---|
[1534] | 468 | {
|
---|
[1573] | 469 | float d;
|
---|
[2062] | 470 | //d = readCubeMap(cubemap, L).a;
|
---|
| 471 | d = readCubeMap(cubemap, L1).a;
|
---|
[1534] | 472 | L1 = d * normalize(L1);
|
---|
[2062] | 473 | d = readCubeMap(cubemap, L2).a;
|
---|
[1534] | 474 | L2 = d * normalize(L2);
|
---|
[2062] | 475 | d = readCubeMap(cubemap, L3).a;
|
---|
[1573] | 476 | L3 = d * normalize(L3);
|
---|
[2062] | 477 | d = readCubeMap(cubemap, L4).a;
|
---|
[1573] | 478 | L4 = d * normalize(L4);
|
---|
| 479 |
|
---|
[1534] | 480 |
|
---|
| 481 | float3 r1 = normalize(L1 - pos);
|
---|
| 482 | float3 r2 = normalize(L2 - pos);
|
---|
| 483 | float3 r3 = normalize(L3 - pos);
|
---|
| 484 | float3 r4 = normalize(L4 - pos);
|
---|
[1574] | 485 | /*
|
---|
[1534] | 486 | float tri1 = acos(dot(r1, r2)) * dot(cross(r1, r2), N);
|
---|
| 487 | float tri2 = acos(dot(r2, r3)) * dot(cross(r2, r3), N);
|
---|
| 488 | float tri3 = acos(dot(r3, r4)) * dot(cross(r3, r4), N);
|
---|
| 489 | float tri4 = acos(dot(r4, r1)) * dot(cross(r4, r1), N);
|
---|
[1574] | 490 | */
|
---|
| 491 | float3 crossP = cross(r1, r2);
|
---|
| 492 | float r = length(crossP);
|
---|
| 493 | float dd = dot(r1,r2);
|
---|
| 494 | float tri1 = acos(dd) * dot(crossP/r, N);
|
---|
| 495 |
|
---|
| 496 | crossP = cross(r2, r3);
|
---|
| 497 | r = length(crossP);
|
---|
| 498 | dd = dot(r1,r2);
|
---|
| 499 | float tri2 = acos(dd) * dot(crossP/r, N);
|
---|
| 500 |
|
---|
| 501 | crossP = cross(r3, r4);
|
---|
| 502 | r = length(crossP);
|
---|
| 503 | dd = dot(r1,r2);
|
---|
| 504 | float tri3 = acos(dd) * dot(crossP/r, N);
|
---|
| 505 |
|
---|
| 506 | crossP = cross(r4, r1);
|
---|
| 507 | r = length(crossP);
|
---|
| 508 | dd = dot(r1,r2);
|
---|
| 509 | float tri4= acos(dd) * dot(crossP/r, N);
|
---|
| 510 |
|
---|
| 511 |
|
---|
[1534] | 512 | return max(tri1 + tri2 + tri3 + tri4, 0);
|
---|
| 513 | //return tri1 + tri2 + tri3 + tri4;
|
---|
| 514 | }
|
---|
| 515 |
|
---|
[1573] | 516 |
|
---|
| 517 |
|
---|
| 518 |
|
---|
[1534] | 519 | float4 EnvMapDiffuseLocalizedNewPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 520 | {
|
---|
| 521 | float M = 4.0;
|
---|
| 522 | IN.View = -normalize( IN.View );
|
---|
| 523 | IN.Normal = normalize( IN.Normal );
|
---|
| 524 | IN.Position -= reference_pos.xyz;
|
---|
| 525 | float3 pos = IN.Position.xyz;
|
---|
| 526 |
|
---|
| 527 | //return reference_pos;
|
---|
[2062] | 528 | //return readCubeMap(SmallEnvironmentMapSampler, pos);
|
---|
[1534] | 529 |
|
---|
| 530 | float3 N =IN.Normal;
|
---|
| 531 | float3 R = -reflect( IN.View, IN.Normal );
|
---|
| 532 |
|
---|
| 533 | float4 I = 0;
|
---|
| 534 | float3 L1, L2, L3, L4, L;
|
---|
| 535 | float4 Le;
|
---|
| 536 | float width = 1.0 / M;
|
---|
[1573] | 537 | float width2 = width * 2;
|
---|
| 538 | float d;
|
---|
[1534] | 539 |
|
---|
[1672] | 540 | for (float x = 0; x < M; x++)
|
---|
| 541 | for (float y = 0; y < M; y++)
|
---|
[1534] | 542 | {
|
---|
| 543 | float2 p, tpos;
|
---|
[1573] | 544 | tpos.x = x * width;
|
---|
| 545 | tpos.y = y * width;
|
---|
[1534] | 546 |
|
---|
| 547 | p = tpos.xy;
|
---|
| 548 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 549 |
|
---|
[1672] | 550 | L1 = float3(p.x, p.y, 1);
|
---|
| 551 | L2 = float3(p.x + width2, p.y, 1);
|
---|
| 552 | L3 = float3(p.x + width2, p.y + width2, 1);
|
---|
| 553 | L4 = float3(p.x, p.y + width2, 1);
|
---|
| 554 | L = float3(p.x + width, p.y + width, 1);
|
---|
[2062] | 555 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1534] | 556 |
|
---|
[1573] | 557 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
[1534] | 558 |
|
---|
[1573] | 559 | }
|
---|
| 560 |
|
---|
[1672] | 561 | for (float x = 0; x < M; x++)
|
---|
| 562 | for (float y = 0; y < M; y++)
|
---|
[1534] | 563 | {
|
---|
| 564 | float2 p, tpos;
|
---|
[1573] | 565 | tpos.x = x * width; // 0..1
|
---|
| 566 | tpos.y = y * width; // 0..1
|
---|
[1534] | 567 |
|
---|
| 568 | p = tpos.xy;
|
---|
| 569 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 570 |
|
---|
[1672] | 571 | L4 = float3(p.x, p.y, -1);
|
---|
| 572 | L3 = float3(p.x + width2, p.y, -1);
|
---|
| 573 | L2 = float3(p.x + width2, p.y + width2, -1);
|
---|
| 574 | L1 = float3(p.x, p.y + width2, -1);
|
---|
| 575 | L = float3(p.x + width, p.y + width, -1);
|
---|
[2062] | 576 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1534] | 577 |
|
---|
[1573] | 578 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
[1534] | 579 | }
|
---|
| 580 |
|
---|
[1672] | 581 | for (float x = 0; x < M; x++)
|
---|
| 582 | for (float y = 0; y < M; y++)
|
---|
[1534] | 583 | {
|
---|
| 584 | float2 p, tpos;
|
---|
[1573] | 585 | tpos.x = x * width; // 0..1
|
---|
| 586 | tpos.y = y * width; // 0..1
|
---|
[1534] | 587 |
|
---|
| 588 | p = tpos.xy;
|
---|
| 589 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 590 |
|
---|
[1672] | 591 | L4 = float3(p.x, 1, p.y);
|
---|
| 592 | L3 = float3(p.x + width2, 1, p.y);
|
---|
| 593 | L2 = float3(p.x + width2, 1, p.y + width2);
|
---|
| 594 | L1 = float3(p.x, 1, p.y + width2);
|
---|
| 595 | L = float3(p.x + width, 1, p.y + width);
|
---|
[2062] | 596 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1534] | 597 |
|
---|
[1573] | 598 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
[1534] | 599 | }
|
---|
| 600 |
|
---|
[1672] | 601 | for (float x = 0; x < M; x++)
|
---|
| 602 | for (float y = 0; y < M; y++)
|
---|
[1534] | 603 | {
|
---|
| 604 | float2 p, tpos;
|
---|
[1573] | 605 | tpos.x = x * width; // 0..1
|
---|
| 606 | tpos.y = y * width; // 0..1
|
---|
[1534] | 607 |
|
---|
| 608 | p = tpos.xy;
|
---|
| 609 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 610 |
|
---|
[1672] | 611 | L1 = float3(p.x, -1, p.y);
|
---|
| 612 | L2 = float3(p.x + width2, -1, p.y);
|
---|
| 613 | L3 = float3(p.x + width2, -1, p.y + width2);
|
---|
| 614 | L4 = float3(p.x, -1, p.y + width2);
|
---|
| 615 | L = float3(p.x + width, -1, p.y + width);
|
---|
[2062] | 616 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1534] | 617 |
|
---|
[1573] | 618 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
[1534] | 619 | }
|
---|
[1573] | 620 |
|
---|
[1672] | 621 | for (float x = 0; x < M; x++)
|
---|
| 622 | for (float y = 0; y < M; y++)
|
---|
[1573] | 623 | {
|
---|
[1534] | 624 | float2 p, tpos;
|
---|
[1573] | 625 | tpos.x = x * width; // 0..1
|
---|
| 626 | tpos.y = y * width; // 0..1
|
---|
[1534] | 627 |
|
---|
| 628 | p = tpos.xy;
|
---|
| 629 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 630 |
|
---|
[1672] | 631 | L1 = float3(1, p.x, p.y);
|
---|
| 632 | L2 = float3(1, p.x + width2, p.y);
|
---|
| 633 | L3 = float3(1, p.x + width2, p.y + width2);
|
---|
| 634 | L4 = float3(1, p.x, p.y + width2);
|
---|
| 635 | L = float3(1, p.x + width, p.y + width);
|
---|
[2062] | 636 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1534] | 637 |
|
---|
[1573] | 638 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 639 | }
|
---|
[1534] | 640 |
|
---|
[1672] | 641 | for (float x = 0; x < M; x++)
|
---|
| 642 | for (float y = 0; y < M; y++)
|
---|
[1534] | 643 | {
|
---|
| 644 | float2 p, tpos;
|
---|
[1573] | 645 | tpos.x = x * width; // 0..1
|
---|
| 646 | tpos.y = y * width; // 0..1
|
---|
[1534] | 647 |
|
---|
| 648 | p = tpos.xy;
|
---|
| 649 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 650 |
|
---|
[1672] | 651 | L4 = float3(-1, p.x, p.y);
|
---|
| 652 | L3 = float3(-1, p.x + width2, p.y);
|
---|
| 653 | L2 = float3(-1, p.x + width2, p.y + width2);
|
---|
| 654 | L1 = float3(-1, p.x, p.y + width2);
|
---|
| 655 | L = float3(-1, p.x + width, p.y + width);
|
---|
[2062] | 656 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1534] | 657 |
|
---|
[1573] | 658 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 659 | }
|
---|
[1534] | 660 | return intensity * I;
|
---|
| 661 | }
|
---|
| 662 |
|
---|
[1573] | 663 | float4 P2PContr(float3 N, float3 Nl, float3 pos, float3 L, samplerCUBE cubemap)
|
---|
| 664 | {
|
---|
| 665 | Nl = normalize(Nl);
|
---|
| 666 | L = normalize(L);
|
---|
[2062] | 667 | float4 Le = float4(readCubeMap(cubemap, L).rgb, 1);
|
---|
| 668 | float d = readCubeMap(cubemap, L).a;
|
---|
[1573] | 669 | float3 Lpos = L * d;
|
---|
| 670 | float3 Ldir = Lpos - pos;
|
---|
| 671 | float dist = dot(Ldir, Ldir);
|
---|
| 672 | Ldir = normalize(Ldir);
|
---|
| 673 |
|
---|
| 674 | return Le * max(dot(N, Ldir),0) * dot(Nl, -1 * Ldir) / dist;
|
---|
| 675 | }
|
---|
[1534] | 676 |
|
---|
[1573] | 677 | float4 EnvMapDiffuseP2PPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 678 | {
|
---|
| 679 | float M = 4.0;
|
---|
| 680 | IN.View = -normalize( IN.View );
|
---|
| 681 | IN.Normal = normalize( IN.Normal );
|
---|
| 682 | IN.Position -= reference_pos.xyz;
|
---|
| 683 | float3 pos = IN.Position.xyz;
|
---|
| 684 |
|
---|
| 685 | //return reference_pos;
|
---|
[2062] | 686 | //return readCubeMap(SmallEnvironmentMapSampler, pos);
|
---|
[1573] | 687 |
|
---|
| 688 | float3 N =IN.Normal;
|
---|
| 689 |
|
---|
| 690 | float4 I = 0;
|
---|
| 691 | float3 L;
|
---|
| 692 | float4 Le;
|
---|
| 693 | float width = 1.0 / M;
|
---|
| 694 | float d;
|
---|
| 695 |
|
---|
| 696 | for (float x = 0.5; x < M; x++)
|
---|
| 697 | for (float y = 0.5; y < M; y++)
|
---|
| 698 | {
|
---|
| 699 | float2 p, tpos;
|
---|
| 700 | tpos.x = x * width;
|
---|
| 701 | tpos.y = y * width;
|
---|
| 702 |
|
---|
| 703 | p = tpos.xy;
|
---|
| 704 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 705 |
|
---|
| 706 | I += P2PContr(N, float3(0,0,-1), pos, float3(p.x, p.y, 1), SmallEnvironmentMapSampler);
|
---|
| 707 | I += P2PContr(N, float3(0,0,1), pos, float3(-p.x, p.y, -1), SmallEnvironmentMapSampler);
|
---|
| 708 | I += P2PContr(N, float3(-1,0,0), pos, float3(1, p.y, -p.x), SmallEnvironmentMapSampler);
|
---|
| 709 | I += P2PContr(N, float3(1,0,0), pos, float3(-1, p.y, p.x), SmallEnvironmentMapSampler);
|
---|
| 710 | I += P2PContr(N, float3(0,-1,0), pos, float3(p.x, 1, -p.y), SmallEnvironmentMapSampler);
|
---|
| 711 | I += P2PContr(N, float3(0,1,0), pos, float3(p.x, -1, p.y), SmallEnvironmentMapSampler);
|
---|
| 712 | }
|
---|
| 713 |
|
---|
| 714 | return intensity * I;
|
---|
| 715 | }
|
---|
[1672] | 716 |
|
---|
[2062] | 717 | float4 EnvMapDiffuseLocalized5TexPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 718 | {
|
---|
| 719 | IN.View = -normalize( IN.View );
|
---|
| 720 | IN.Normal = normalize( IN.Normal );
|
---|
| 721 | // translate reference point to the origin
|
---|
| 722 | IN.Position -= reference_pos.xyz;
|
---|
| 723 |
|
---|
| 724 | float3 R = -reflect( IN.View, IN.Normal ); // reflection direction
|
---|
| 725 |
|
---|
| 726 | float4 I = 0;
|
---|
| 727 |
|
---|
| 728 | float3 q;
|
---|
| 729 | if ( shininess <= 0 )
|
---|
| 730 | q = IN.Normal; // diffuse
|
---|
| 731 | else
|
---|
| 732 | q = R;
|
---|
| 733 |
|
---|
| 734 | float rr = max( max(abs(q.x), abs(q.y)), abs(q.z) ); // select the largest component
|
---|
| 735 | q /= rr; // scale the largest component to value +/-1
|
---|
| 736 |
|
---|
| 737 | float3 offset1 = float3(1,0,0); // default: largest: z
|
---|
| 738 | float3 offset2 = float3(0,1,0); // select: x,y
|
---|
| 739 |
|
---|
| 740 | if (abs(q.x) > abs(q.y) && abs(q.x) > abs(q.z)) { // largest: x
|
---|
| 741 | offset1 = float3(0,0,1); // select y,z
|
---|
| 742 | }
|
---|
| 743 | if (abs(q.y) > abs(q.x) && abs(q.y) > abs(q.z)) { // largest: y
|
---|
| 744 | offset2 = float3(0,0,1); // select x,z
|
---|
| 745 | }
|
---|
| 746 |
|
---|
| 747 |
|
---|
| 748 | I += GetContr( LR_CUBEMAP_SIZE, q, IN.Position, IN.Normal, IN.View );
|
---|
| 749 | I += GetContr( LR_CUBEMAP_SIZE, q + offset1*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 750 | I += GetContr( LR_CUBEMAP_SIZE, q - offset1*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 751 | I += GetContr( LR_CUBEMAP_SIZE, q + offset2*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 752 | I += GetContr( LR_CUBEMAP_SIZE, q - offset2*(2.0/LR_CUBEMAP_SIZE), IN.Position, IN.Normal, IN.View );
|
---|
| 753 |
|
---|
| 754 | // since only 5 texels are considered, the result gets darker.
|
---|
| 755 | // LR_CUBEMAP_SIZE is present to compensate this.
|
---|
| 756 | return intensity * I * LR_CUBEMAP_SIZE / 2;
|
---|
| 757 |
|
---|
| 758 | }
|
---|
| 759 | /*
|
---|
[1672] | 760 | float4 EnvMapDiffuseAdaptPS( _EnvMapVS_output IN ) : COLOR
|
---|
| 761 | {
|
---|
| 762 | float M = 4.0;
|
---|
| 763 | IN.View = -normalize( IN.View );
|
---|
| 764 | IN.Normal = normalize( IN.Normal );
|
---|
| 765 | IN.Position -= reference_pos.xyz;
|
---|
| 766 | float3 pos = IN.Position.xyz;
|
---|
| 767 |
|
---|
| 768 | //return reference_pos;
|
---|
[2062] | 769 | //return readCubeMap(SmallEnvironmentMapSampler, pos);
|
---|
[1672] | 770 |
|
---|
| 771 | float3 N =IN.Normal;
|
---|
| 772 | float3 R = -reflect( IN.View, IN.Normal );
|
---|
| 773 |
|
---|
| 774 | float4 I = 0;
|
---|
| 775 | float3 L1, L2, L3, L4, L;
|
---|
| 776 | float4 Le;
|
---|
| 777 | float Ld;
|
---|
| 778 | float width = 1.0 / M;
|
---|
| 779 | float width2 = width * 2;
|
---|
| 780 | float d;
|
---|
| 781 |
|
---|
| 782 | for (float x = 0; x < M; x++)
|
---|
| 783 | for (float y = 0; y < M; y++)
|
---|
| 784 | {
|
---|
| 785 | float2 p, tpos;
|
---|
| 786 | tpos.x = x * width;
|
---|
| 787 | tpos.y = y * width;
|
---|
| 788 |
|
---|
| 789 | p = tpos.xy;
|
---|
| 790 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 791 |
|
---|
| 792 | L = float3(p.x + width, p.y + width, 1);
|
---|
[2062] | 793 | Ld = readCubeMap(SmallEnvironmentMapSampler, L).a;
|
---|
[1672] | 794 |
|
---|
| 795 | float dist = length(normalize(L) * Ld - pos);
|
---|
| 796 | if(dist < 1.0)
|
---|
| 797 | {
|
---|
| 798 | L1 = float3(p.x, p.y, 1);
|
---|
| 799 | L2 = float3(p.x + width2, p.y, 1);
|
---|
| 800 | L3 = float3(p.x + width2, p.y + width2, 1);
|
---|
| 801 | L4 = float3(p.x, p.y + width2, 1);
|
---|
[2062] | 802 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1672] | 803 |
|
---|
| 804 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 805 | }
|
---|
| 806 | else
|
---|
| 807 | I += P2PContr(N, float3(0,0,-1), pos, L, SmallEnvironmentMapSampler);
|
---|
| 808 |
|
---|
| 809 | }
|
---|
| 810 |
|
---|
| 811 | for (float x = 0; x < M; x++)
|
---|
| 812 | for (float y = 0; y < M; y++)
|
---|
| 813 | {
|
---|
| 814 | float2 p, tpos;
|
---|
| 815 | tpos.x = x * width; // 0..1
|
---|
| 816 | tpos.y = y * width; // 0..1
|
---|
| 817 |
|
---|
| 818 | p = tpos.xy;
|
---|
| 819 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 820 |
|
---|
| 821 | L = float3(p.x + width, p.y + width, -1);
|
---|
[2062] | 822 | Ld = readCubeMap(SmallEnvironmentMapSampler, L).a;
|
---|
[1672] | 823 |
|
---|
| 824 | float dist = length(normalize(L) * Ld - pos);
|
---|
| 825 | if(dist < 1.0)
|
---|
| 826 | {
|
---|
| 827 | L4 = float3(p.x, p.y, -1);
|
---|
| 828 | L3 = float3(p.x + width2, p.y, -1);
|
---|
| 829 | L2 = float3(p.x + width2, p.y + width2, -1);
|
---|
| 830 | L1 = float3(p.x, p.y + width2, -1);
|
---|
[2062] | 831 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1672] | 832 |
|
---|
| 833 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 834 | }
|
---|
| 835 | else
|
---|
| 836 | I += P2PContr(N, float3(0,0,1), pos, L, SmallEnvironmentMapSampler);
|
---|
| 837 | }
|
---|
| 838 |
|
---|
| 839 | for (float x = 0; x < M; x++)
|
---|
| 840 | for (float y = 0; y < M; y++)
|
---|
| 841 | {
|
---|
| 842 | float2 p, tpos;
|
---|
| 843 | tpos.x = x * width; // 0..1
|
---|
| 844 | tpos.y = y * width; // 0..1
|
---|
| 845 |
|
---|
| 846 | p = tpos.xy;
|
---|
| 847 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 848 |
|
---|
| 849 | L = float3(p.x + width, 1, p.y + width);
|
---|
[2062] | 850 | Ld = readCubeMap(SmallEnvironmentMapSampler, L).a;
|
---|
[1672] | 851 |
|
---|
| 852 | float dist = length(normalize(L) * Ld - pos);
|
---|
| 853 | if(dist < 1.0)
|
---|
| 854 | {
|
---|
| 855 | L4 = float3(p.x, 1, p.y);
|
---|
| 856 | L3 = float3(p.x + width2, 1, p.y);
|
---|
| 857 | L2 = float3(p.x + width2, 1, p.y + width2);
|
---|
| 858 | L1 = float3(p.x, 1, p.y + width2);
|
---|
[2062] | 859 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1672] | 860 |
|
---|
| 861 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 862 | }
|
---|
| 863 | else
|
---|
| 864 | I += P2PContr(N, float3(0,-1,0), pos, L, SmallEnvironmentMapSampler);
|
---|
| 865 |
|
---|
| 866 | }
|
---|
| 867 |
|
---|
| 868 | for (float x = 0; x < M; x++)
|
---|
| 869 | for (float y = 0; y < M; y++)
|
---|
| 870 | {
|
---|
| 871 | float2 p, tpos;
|
---|
| 872 | tpos.x = x * width; // 0..1
|
---|
| 873 | tpos.y = y * width; // 0..1
|
---|
| 874 |
|
---|
| 875 | p = tpos.xy;
|
---|
| 876 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 877 |
|
---|
| 878 | L = float3(p.x + width, -1, p.y + width);
|
---|
[2062] | 879 | Ld = readCubeMap(SmallEnvironmentMapSampler, L).a;
|
---|
[1672] | 880 |
|
---|
| 881 | float dist = length(normalize(L) * Ld - pos);
|
---|
| 882 | if(dist < 1.0)
|
---|
| 883 | {
|
---|
| 884 | L1 = float3(p.x, -1, p.y);
|
---|
| 885 | L2 = float3(p.x + width2, -1, p.y);
|
---|
| 886 | L3 = float3(p.x + width2, -1, p.y + width2);
|
---|
| 887 | L4 = float3(p.x, -1, p.y + width2);
|
---|
[2062] | 888 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1672] | 889 |
|
---|
| 890 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 891 | }
|
---|
| 892 | else
|
---|
| 893 | I += P2PContr(N, float3(0,1,0), pos, L, SmallEnvironmentMapSampler);
|
---|
| 894 |
|
---|
| 895 | }
|
---|
| 896 |
|
---|
| 897 | for (float x = 0; x < M; x++)
|
---|
| 898 | for (float y = 0; y < M; y++)
|
---|
| 899 | {
|
---|
| 900 | float2 p, tpos;
|
---|
| 901 | tpos.x = x * width; // 0..1
|
---|
| 902 | tpos.y = y * width; // 0..1
|
---|
| 903 |
|
---|
| 904 | p = tpos.xy;
|
---|
| 905 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 906 |
|
---|
| 907 | L = float3(1, p.x + width, p.y + width);
|
---|
[2062] | 908 | Ld = readCubeMap(SmallEnvironmentMapSampler, L).a;
|
---|
[1672] | 909 | float dist = length(normalize(L) * Ld - pos);
|
---|
| 910 | if(dist < 1.0)
|
---|
| 911 | {
|
---|
| 912 | L1 = float3(1, p.x, p.y);
|
---|
| 913 | L2 = float3(1, p.x + width2, p.y);
|
---|
| 914 | L3 = float3(1, p.x + width2, p.y + width2);
|
---|
| 915 | L4 = float3(1, p.x, p.y + width2);
|
---|
[2062] | 916 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1672] | 917 |
|
---|
| 918 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 919 | }
|
---|
| 920 | else
|
---|
| 921 | I += P2PContr(N, float3(-1,0,0), pos, L, SmallEnvironmentMapSampler);
|
---|
| 922 |
|
---|
| 923 | }
|
---|
| 924 |
|
---|
| 925 | for (float x = 0; x < M; x++)
|
---|
| 926 | for (float y = 0; y < M; y++)
|
---|
| 927 | {
|
---|
| 928 | float2 p, tpos;
|
---|
| 929 | tpos.x = x * width; // 0..1
|
---|
| 930 | tpos.y = y * width; // 0..1
|
---|
| 931 |
|
---|
| 932 | p = tpos.xy;
|
---|
| 933 | p = 2.0 * p - 1.0; //-1..1
|
---|
| 934 |
|
---|
| 935 | L = float3(-1, p.x + width, p.y + width);
|
---|
[2062] | 936 | Ld = readCubeMap(SmallEnvironmentMapSampler, L).a;
|
---|
[1672] | 937 | float dist = length(normalize(L) * Ld - pos);
|
---|
| 938 | if(dist < 1.0)
|
---|
| 939 | {
|
---|
| 940 | L4 = float3(-1, p.x, p.y);
|
---|
| 941 | L3 = float3(-1, p.x + width2, p.y);
|
---|
| 942 | L2 = float3(-1, p.x + width2, p.y + width2);
|
---|
| 943 | L1 = float3(-1, p.x, p.y + width2);
|
---|
[2062] | 944 | Le = float4(readCubeMap(SmallEnvironmentMapSampler, L).rgb, 1);
|
---|
[1672] | 945 |
|
---|
| 946 | I += 0.5 * Le * GetContibution( L, L1, L2, L3, L4, pos, N, SmallEnvironmentMapSampler);
|
---|
| 947 |
|
---|
| 948 | }
|
---|
| 949 | else
|
---|
| 950 | I += P2PContr(N, float3(1,0,0), pos, L, SmallEnvironmentMapSampler);
|
---|
| 951 | }
|
---|
| 952 | return intensity * I;
|
---|
[2062] | 953 | }*/
|
---|
[1488] | 954 | //--------------------------------------------------------------------------------------
|
---|
| 955 | // Shading the environment
|
---|
| 956 | //--------------------------------------------------------------------------------------
|
---|
| 957 |
|
---|
| 958 | /// \brief Input for vertex shader IlluminatedSceneVS().
|
---|
| 959 | struct _IlluminatedSceneVS_input {
|
---|
| 960 | float4 Position : POSITION;
|
---|
| 961 | float3 Normal : NORMAL;
|
---|
| 962 | float2 TexCoord : TEXCOORD0;
|
---|
| 963 | };
|
---|
| 964 |
|
---|
| 965 | /// \brief Input for pixel shader IlluminatedScenePS().
|
---|
| 966 | struct _IlluminatedSceneVS_output {
|
---|
| 967 | float4 hPosition : POSITION;
|
---|
| 968 | float2 TexCoord : TEXCOORD0;
|
---|
| 969 | float3 Position : TEXCOORD1;
|
---|
| 970 | };
|
---|
| 971 |
|
---|
| 972 | _IlluminatedSceneVS_output IlluminatedSceneVS( _IlluminatedSceneVS_input IN )
|
---|
| 973 | {
|
---|
| 974 | _IlluminatedSceneVS_output OUT;
|
---|
| 975 | OUT.hPosition = mul( IN.Position, WorldViewProjection );
|
---|
| 976 |
|
---|
| 977 | // texel_size as uniform parameter
|
---|
| 978 | OUT.hPosition.x -= texel_size * OUT.hPosition.w;
|
---|
| 979 | OUT.hPosition.y += texel_size * OUT.hPosition.w;
|
---|
| 980 |
|
---|
| 981 | if (iShowCubeMap > 0)
|
---|
| 982 | {
|
---|
| 983 | // if one of the cube maps is displayed on the walls,
|
---|
| 984 | // position is simply forwarded
|
---|
| 985 | OUT.Position = IN.Position;
|
---|
| 986 | }
|
---|
| 987 | else
|
---|
| 988 | {
|
---|
| 989 | // also consider camera orientation
|
---|
| 990 | OUT.Position = mul( IN.Position, WorldView );
|
---|
| 991 | }
|
---|
| 992 |
|
---|
| 993 | OUT.TexCoord = IN.TexCoord;
|
---|
| 994 | return OUT;
|
---|
| 995 | }
|
---|
| 996 |
|
---|
| 997 | /// Displays the environment with a simple shading
|
---|
| 998 | float4 IlluminatedScenePS( _IlluminatedSceneVS_output IN ) : COLOR0
|
---|
| 999 | {
|
---|
[1573] | 1000 | float3 color = objColor * tex2D(DecorationSampler, IN.TexCoord);
|
---|
[1574] | 1001 |
|
---|
[1488] | 1002 | if (iShowCubeMap > 0)
|
---|
| 1003 | {
|
---|
| 1004 | // if one of the cube maps should be displayed on the walls,
|
---|
| 1005 | // display it
|
---|
[2062] | 1006 | color = readCubeMap(EnvironmentMapSampler, IN.Position) * intensity;
|
---|
[1488] | 1007 | }
|
---|
| 1008 | else if (brightness>0)
|
---|
| 1009 | {
|
---|
| 1010 | // create an exponential falloff for each face of the room
|
---|
| 1011 | float3 L = float3(2*IN.TexCoord.x-1, 2*IN.TexCoord.y-1, -1);
|
---|
| 1012 | L = normalize(L);
|
---|
| 1013 | float3 N = float3(0,0,1);
|
---|
| 1014 | color *= abs(pow(dot(L,N), 4)) * brightness;
|
---|
| 1015 | }
|
---|
[1574] | 1016 | else color *= 0.7;
|
---|
[1573] | 1017 |
|
---|
[1488] | 1018 | float dist = length( IN.Position );
|
---|
| 1019 | return float4(color, dist);
|
---|
| 1020 | }
|
---|
| 1021 |
|
---|
| 1022 |
|
---|
| 1023 |
|
---|
| 1024 |
|
---|
| 1025 | //--------------------------------------------------------------------------------------
|
---|
| 1026 | // Techniques
|
---|
| 1027 | //--------------------------------------------------------------------------------------
|
---|
| 1028 |
|
---|
| 1029 |
|
---|
| 1030 | /// a helpful macro to define techniques with a common vertex program
|
---|
| 1031 | #define TechniqueUsingCommonVS(name); \
|
---|
| 1032 | technique name \
|
---|
| 1033 | { \
|
---|
| 1034 | pass p0 \
|
---|
| 1035 | { \
|
---|
| 1036 | VertexShader = compile vs_3_0 EnvMapVS(); \
|
---|
| 1037 | PixelShader = compile ps_3_0 name##PS(); \
|
---|
| 1038 | } \
|
---|
| 1039 | }
|
---|
| 1040 |
|
---|
| 1041 | TechniqueUsingCommonVS( EnvMapDiffuseClassic );
|
---|
| 1042 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized5Tex );
|
---|
| 1043 |
|
---|
| 1044 | //TechniqueUsingCommonVS( EnvMapDiffuseLocalized );
|
---|
| 1045 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized2 );
|
---|
| 1046 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized4 );
|
---|
| 1047 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized8 );
|
---|
| 1048 | TechniqueUsingCommonVS( EnvMapDiffuseLocalized16 );
|
---|
| 1049 |
|
---|
[1534] | 1050 | TechniqueUsingCommonVS( EnvMapDiffuseLocalizedNew );
|
---|
[1573] | 1051 | TechniqueUsingCommonVS( EnvMapDiffuseP2P );
|
---|
[2062] | 1052 | //TechniqueUsingCommonVS( EnvMapDiffuseAdapt );
|
---|
[1534] | 1053 |
|
---|
[1488] | 1054 | #define ReduceTextureTechnique(M); \
|
---|
| 1055 | technique ReduceTexture##M \
|
---|
| 1056 | { \
|
---|
| 1057 | pass p0 \
|
---|
| 1058 | { \
|
---|
| 1059 | VertexShader = compile vs_3_0 ReduceTextureVS(); \
|
---|
| 1060 | PixelShader = compile ps_3_0 ReduceTexture##M##PS(); \
|
---|
| 1061 | } \
|
---|
| 1062 | }
|
---|
| 1063 |
|
---|
| 1064 | ReduceTextureTechnique( 2 );
|
---|
| 1065 | ReduceTextureTechnique( 4 );
|
---|
| 1066 | ReduceTextureTechnique( 8 );
|
---|
| 1067 | ReduceTextureTechnique( 16 );
|
---|
| 1068 |
|
---|
| 1069 | #define ConvolutionTechnique(M); \
|
---|
| 1070 | technique Convolution##M \
|
---|
| 1071 | { \
|
---|
| 1072 | pass p0 \
|
---|
| 1073 | { \
|
---|
| 1074 | VertexShader = compile vs_3_0 ConvolutionVS(); \
|
---|
| 1075 | PixelShader = compile ps_3_0 Convolution##M##PS(); \
|
---|
| 1076 | } \
|
---|
| 1077 | }
|
---|
| 1078 |
|
---|
| 1079 | ConvolutionTechnique( 2 );
|
---|
| 1080 | ConvolutionTechnique( 4 );
|
---|
| 1081 | ConvolutionTechnique( 8 );
|
---|
| 1082 | ConvolutionTechnique( 16 );
|
---|
| 1083 |
|
---|
| 1084 | /// a helpful macro to define techniques
|
---|
| 1085 | /// where the name of EnvMapVS program is <TechniqueName>VS
|
---|
| 1086 | /// and the name of PS program is <TechniqueName>PS
|
---|
| 1087 | #define Technique(name); \
|
---|
| 1088 | technique name \
|
---|
| 1089 | { \
|
---|
| 1090 | pass p0 \
|
---|
| 1091 | { \
|
---|
| 1092 | VertexShader = compile vs_3_0 name##VS(); \
|
---|
| 1093 | PixelShader = compile ps_3_0 name##PS(); \
|
---|
| 1094 | } \
|
---|
| 1095 | }
|
---|
| 1096 |
|
---|
| 1097 | Technique( IlluminatedScene );
|
---|
| 1098 | //Technique( Convolution );
|
---|
| 1099 | //Technique( ReduceTexture ); |
---|