1 | float REDUCED_CUBEMAP_SIZE;
|
---|
2 |
|
---|
3 | float4 readCubeMap(samplerCUBE cm, float3 coord)
|
---|
4 | {
|
---|
5 | float4 color = texCUBE( cm, float3(coord.xy, -coord.z) );
|
---|
6 | color.a = 1;
|
---|
7 | return color;
|
---|
8 | }
|
---|
9 |
|
---|
10 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
|
---|
11 | {
|
---|
12 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
|
---|
13 | if(dist == 0) dist = 100000; ///sky
|
---|
14 | return dist;
|
---|
15 | }
|
---|
16 |
|
---|
17 | // This function is called several times.
|
---|
18 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
|
---|
19 | {
|
---|
20 | float rl = readDistanceCubeMap( mp, R); // |r|
|
---|
21 |
|
---|
22 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
|
---|
23 | float dun = 0, pun = ppp, dov = 0, pov = 0;
|
---|
24 | float dl = rl * ( 1 - ppp ); // eq. 2
|
---|
25 | float3 l = x + R * dl; // ray equation
|
---|
26 |
|
---|
27 | // iteration
|
---|
28 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
|
---|
29 | {
|
---|
30 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
|
---|
31 | if ( llp < 0.999f ) // undershooting
|
---|
32 | {
|
---|
33 | dun = dl; pun = llp; // last undershooting
|
---|
34 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
|
---|
35 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
|
---|
36 | } else if ( llp > 1.001f ) // overshooting
|
---|
37 | {
|
---|
38 | dov = dl; pov = llp; // last overshooting
|
---|
39 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
|
---|
40 | }
|
---|
41 | l = x + R * dl; // ray equation
|
---|
42 | }
|
---|
43 | return l; // computed hit point
|
---|
44 | }
|
---|
45 |
|
---|
46 | /////////////////////
|
---|
47 | ///// Diffuse
|
---|
48 | ///////////////////
|
---|
49 |
|
---|
50 | float4 GetContibution(float3 L1, float3 L2, float3 L3, float3 L4, float3 pos, float3 N, samplerCUBE SmallEnvMapSampler, float d)
|
---|
51 | {
|
---|
52 | /*
|
---|
53 | L1 = readDistanceCubeMap(DistanceEnvMapSampler, L1) * normalize(L1);
|
---|
54 | L2 = readDistanceCubeMap(DistanceEnvMapSampler, L2) * normalize(L2);
|
---|
55 | L3 = readDistanceCubeMap(DistanceEnvMapSampler, L3) * normalize(L3);
|
---|
56 | L4 = readDistanceCubeMap(DistanceEnvMapSampler, L4) * normalize(L4);
|
---|
57 | */
|
---|
58 |
|
---|
59 | L1 = d * normalize(L1);
|
---|
60 | L2 = d * normalize(L2);
|
---|
61 | L3 = d * normalize(L3);
|
---|
62 | L4 = d * normalize(L4);
|
---|
63 |
|
---|
64 |
|
---|
65 | float3 r1 = normalize(L1 - pos);
|
---|
66 | float3 r2 = normalize(L2 - pos);
|
---|
67 | float3 r3 = normalize(L3 - pos);
|
---|
68 | float3 r4 = normalize(L4 - pos);
|
---|
69 |
|
---|
70 |
|
---|
71 | float kd = 0.3; // 0.3
|
---|
72 |
|
---|
73 | float tri1 = acos(dot(r1, r2)) * dot(cross(r1, r2), N);
|
---|
74 | float tri2 = acos(dot(r2, r3)) * dot(cross(r2, r3), N);
|
---|
75 | float tri3 = acos(dot(r3, r4)) * dot(cross(r3, r4), N);
|
---|
76 | float tri4 = acos(dot(r4, r1)) * dot(cross(r4, r1), N);
|
---|
77 |
|
---|
78 | return max(tri1 + tri2 + tri3 + tri4, 0);
|
---|
79 | }
|
---|
80 |
|
---|
81 | struct vertOUT
|
---|
82 | {
|
---|
83 | float4 hPos :POSITION;
|
---|
84 | float3 wPos :TEXCOORD1;
|
---|
85 | float2 texCoord :TEXCOORD0;
|
---|
86 | float3 mNormal :TEXCOORD2;
|
---|
87 | };
|
---|
88 |
|
---|
89 | vertOUT DiffuseVS(float4 position : POSITION,
|
---|
90 | float3 normal : NORMAL,
|
---|
91 | half3 tangent : TEXCOORD1,
|
---|
92 | float2 texCoord : TEXCOORD0,
|
---|
93 | uniform float4x4 worldViewProj,
|
---|
94 | uniform float4x4 world)
|
---|
95 | {
|
---|
96 | vertOUT OUT;
|
---|
97 | OUT.hPos = mul(worldViewProj, position);
|
---|
98 | OUT.wPos = mul(world, position).xyz;
|
---|
99 | //mNormal = mul(normal, world_IT);
|
---|
100 | OUT.mNormal = normal;
|
---|
101 | OUT.texCoord = texCoord;
|
---|
102 | return OUT;
|
---|
103 | }
|
---|
104 |
|
---|
105 | /*
|
---|
106 | float4 DiffusePS( vertOUT IN,
|
---|
107 | uniform float3 cameraPos,
|
---|
108 | uniform float3 lastCenter, //LI//
|
---|
109 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
|
---|
110 | uniform samplerCUBE DistanceEnvMapSampler : register(s1),
|
---|
111 | uniform float4x4 world_IT
|
---|
112 | ) : COLOR0
|
---|
113 | {
|
---|
114 | REDUCED_CUBEMAP_SIZE = 4;
|
---|
115 | float width = 1.0 /REDUCED_CUBEMAP_SIZE;
|
---|
116 |
|
---|
117 | normalize( V );
|
---|
118 | float3 V = normalize(IN.wPos - cameraPos); //
|
---|
119 | float3 N = mul( float4(IN.mNormal,1), world_IT).xyz;
|
---|
120 | //float3 N = IN.mNormal;
|
---|
121 | N = normalize( N );
|
---|
122 | float3 R = reflect(V, N);
|
---|
123 | float3 pos = IN.wPos - lastCenter;
|
---|
124 |
|
---|
125 | float4 intens = 0;
|
---|
126 | //intens = readCubeMap(SmallEnvMapSampler, pos);
|
---|
127 |
|
---|
128 | float3 L1, L2, L3, L4, L;
|
---|
129 | float4 Le;
|
---|
130 | float d;
|
---|
131 |
|
---|
132 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE - 1; x++) // az envmap minden texelére
|
---|
133 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE - 1; y++)
|
---|
134 | {
|
---|
135 | float2 p, tpos;
|
---|
136 | tpos.x = (x + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
137 | tpos.y = (y + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
138 |
|
---|
139 | p.x = tpos.x;
|
---|
140 | p.y = 1-tpos.y;
|
---|
141 | p.xy = 2 * p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
142 |
|
---|
143 | L1 = float3(p.x - width, p.y - width, 1);
|
---|
144 | L2 = float3(p.x + width, p.y - width, 1);
|
---|
145 | L3 = float3(p.x + width, p.y + width, 1);
|
---|
146 | L4 = float3(p.x - width, p.y + width, 1);
|
---|
147 | L = float3(p.x, p.y, 1);
|
---|
148 | Le = readCubeMap(SmallEnvMapSampler, L);
|
---|
149 | d = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
150 | intens += 0.5 * Le * GetContibution( L1, L2, L3, L4, pos, N, SmallEnvMapSampler, d);
|
---|
151 | }
|
---|
152 |
|
---|
153 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE - 1; x++) // az envmap minden texelére
|
---|
154 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE - 1; y++)
|
---|
155 | {
|
---|
156 | float2 p, tpos;
|
---|
157 | tpos.x = (x + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
158 | tpos.y = (y + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
159 |
|
---|
160 | p.x = tpos.x;
|
---|
161 | p.y = 1-tpos.y;
|
---|
162 | p.xy = 2 * p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
163 |
|
---|
164 | L4 = float3(p.x - width, p.y - width, -1);
|
---|
165 | L3 = float3(p.x + width, p.y - width, -1);
|
---|
166 | L2 = float3(p.x + width, p.y + width, -1);
|
---|
167 | L1 = float3(p.x - width, p.y + width, -1);
|
---|
168 | L = float3(p.x, p.y, -1);
|
---|
169 | Le = readCubeMap(SmallEnvMapSampler, L);
|
---|
170 | d = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
171 | intens += 0.5 * Le * GetContibution( L1, L2, L3, L4, pos, N, SmallEnvMapSampler, d);
|
---|
172 | }
|
---|
173 |
|
---|
174 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE - 1; x++) // az envmap minden texelére
|
---|
175 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE - 1; y++)
|
---|
176 | {
|
---|
177 | float2 p, tpos;
|
---|
178 | tpos.x = (x + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
179 | tpos.y = (y + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
180 |
|
---|
181 | p.x = tpos.x;
|
---|
182 | p.y = 1-tpos.y;
|
---|
183 | p.xy = 2 * p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
184 |
|
---|
185 | L4 = float3(p.x - width, 1, p.y - width);
|
---|
186 | L3 = float3(p.x + width, 1, p.y - width);
|
---|
187 | L2 = float3(p.x + width, 1, p.y + width);
|
---|
188 | L1 = float3(p.x - width, 1, p.y + width);
|
---|
189 | L = float3(p.x, 1, p.y);
|
---|
190 | Le = readCubeMap(SmallEnvMapSampler, L);
|
---|
191 | d = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
192 | intens += 0.5 * Le * GetContibution( L1, L2, L3, L4, pos, N, SmallEnvMapSampler, d);
|
---|
193 | }
|
---|
194 |
|
---|
195 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE - 1; x++) // az envmap minden texelére
|
---|
196 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE - 1; y++)
|
---|
197 | {
|
---|
198 | float2 p, tpos;
|
---|
199 | tpos.x = (x + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
200 | tpos.y = (y + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
201 |
|
---|
202 | p.x = tpos.x;
|
---|
203 | p.y = 1-tpos.y;
|
---|
204 | p.xy = 2 * p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
205 |
|
---|
206 | L1 = float3(p.x - width, -1, p.y - width);
|
---|
207 | L2 = float3(p.x + width, -1, p.y - width);
|
---|
208 | L3 = float3(p.x + width, -1, p.y + width);
|
---|
209 | L4 = float3(p.x - width, -1, p.y + width);
|
---|
210 | L = float3(p.x, -1, p.y);
|
---|
211 | Le = readCubeMap(SmallEnvMapSampler, L);
|
---|
212 | d = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
213 | intens += 0.5 * Le * GetContibution( L1, L2, L3, L4, pos, N, SmallEnvMapSampler, d);
|
---|
214 | }
|
---|
215 |
|
---|
216 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE - 1; x++) // az envmap minden texelére
|
---|
217 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE - 1; y++)
|
---|
218 | {
|
---|
219 | float2 p, tpos;
|
---|
220 | tpos.x = (x + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
221 | tpos.y = (y + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
222 |
|
---|
223 | p.x = tpos.x;
|
---|
224 | p.y = 1-tpos.y;
|
---|
225 | p.xy = 2 * p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
226 |
|
---|
227 | L1 = float3(1, p.x - width, p.y - width);
|
---|
228 | L2 = float3(1, p.x + width, p.y - width);
|
---|
229 | L3 = float3(1, p.x + width, p.y + width);
|
---|
230 | L4 = float3(1, p.x - width, p.y + width);
|
---|
231 | L = float3(1, p.x, p.y);
|
---|
232 | Le = readCubeMap(SmallEnvMapSampler, L);
|
---|
233 | d = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
234 | intens += 0.5 * Le * GetContibution( L1, L2, L3, L4, pos, N, SmallEnvMapSampler, d);
|
---|
235 | }
|
---|
236 |
|
---|
237 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE - 1; x++) // az envmap minden texelére
|
---|
238 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE - 1; y++)
|
---|
239 | {
|
---|
240 | float2 p, tpos;
|
---|
241 | tpos.x = (x + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
242 | tpos.y = (y + 0.5) /(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
243 |
|
---|
244 | p.x = tpos.x;
|
---|
245 | p.y = 1-tpos.y;
|
---|
246 | p.xy = 2 * p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
247 |
|
---|
248 | L4 = float3(-1, p.x - width, p.y - width);
|
---|
249 | L3 = float3(-1, p.x + width, p.y - width);
|
---|
250 | L2 = float3(-1, p.x + width, p.y + width);
|
---|
251 | L1 = float3(-1, p.x - width, p.y + width);
|
---|
252 | L = float3(-1, p.x, p.y);
|
---|
253 | Le = readCubeMap(SmallEnvMapSampler, L);
|
---|
254 | d = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
255 | intens += 0.5 * Le * GetContibution( L1, L2, L3, L4, pos, N, SmallEnvMapSampler, d);
|
---|
256 | }
|
---|
257 |
|
---|
258 |
|
---|
259 | //return float4(pos, 1);
|
---|
260 | return intens;
|
---|
261 | }
|
---|
262 |
|
---|
263 | */
|
---|
264 |
|
---|
265 |
|
---|
266 | float4 DiffusePS( vertOUT IN,
|
---|
267 | uniform float3 cameraPos,
|
---|
268 | uniform float3 lastCenter, //LI//
|
---|
269 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
|
---|
270 | uniform samplerCUBE DistanceEnvMapSampler : register(s1),
|
---|
271 | uniform float4x4 world_IT
|
---|
272 | ) : COLOR0
|
---|
273 | {
|
---|
274 | float3 corner[] = {float3(1,-1,1),// float3(0,0,1),
|
---|
275 | float3(-1,-1,-1), // 0,0,-1
|
---|
276 | float3(-1,1,-1), // 0,1,0
|
---|
277 | float3(-1,-1, 1), // 0,-1,0
|
---|
278 | float3(1,-1,-1), // 1,0,0
|
---|
279 | float3(-1,-1, 1)}; // -1,0,0
|
---|
280 |
|
---|
281 | float3 right[] = {float3(-1,0,0),
|
---|
282 | float3(1,0,0),
|
---|
283 | float3(1,0,0),
|
---|
284 | float3(-1,0,0),
|
---|
285 | float3(0,0,1),
|
---|
286 | float3(0,0,-1)};
|
---|
287 |
|
---|
288 | float3 up[] = {float3(0,1,0),
|
---|
289 | float3(0,1,0),
|
---|
290 | float3(0,0,1),
|
---|
291 | float3(0,0,1),
|
---|
292 | float3(0,1,0),
|
---|
293 | float3(0,1,0)};
|
---|
294 |
|
---|
295 | REDUCED_CUBEMAP_SIZE = 4;
|
---|
296 | float width = 1.0 /REDUCED_CUBEMAP_SIZE;
|
---|
297 |
|
---|
298 | //V = /*-*/normalize( V );
|
---|
299 | float3 V = normalize(IN.wPos - cameraPos); //
|
---|
300 | float3 N = mul( float4(IN.mNormal,1), world_IT).xyz;
|
---|
301 | //float3 N = IN.mNormal;
|
---|
302 | N = normalize( N );
|
---|
303 | float3 R = reflect(V, N);
|
---|
304 | float3 pos = IN.wPos - lastCenter;
|
---|
305 |
|
---|
306 | float4 intens = 0;
|
---|
307 | //intens = readCubeMap(SmallEnvMapSampler, pos);
|
---|
308 |
|
---|
309 | float3 L1, L2, L3, L4, L;
|
---|
310 | float4 Le;
|
---|
311 | float d;
|
---|
312 | /*
|
---|
313 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE; x++)
|
---|
314 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE; y++)
|
---|
315 | for (int f = 0; f < 6; f++)
|
---|
316 | {
|
---|
317 |
|
---|
318 | float2 p, tpos;
|
---|
319 | tpos.x = (x + 0.5) * 2 * width; // 0..2
|
---|
320 | tpos.y = (y + 0.5) * 2 * width; // 0..2
|
---|
321 |
|
---|
322 | p = tpos;
|
---|
323 |
|
---|
324 | L = corner[0] + p.x * right[0] + p.y * up[0];
|
---|
325 | L1 = normalize(L - width * right[f] + width * up[f]);
|
---|
326 | L2 = normalize(L + width * right[f] + width * up[f]);
|
---|
327 | L3 = normalize(L + width * right[f] - width * up[f]);
|
---|
328 | L4 = normalize(L - width * right[f] - width * up[f]);
|
---|
329 | Le = texCUBE(SmallEnvMapSampler, L);
|
---|
330 | d = texCUBE(DistanceEnvMapSampler, L).r;
|
---|
331 |
|
---|
332 | L1 = d * L1;
|
---|
333 | L2 = d * L2;
|
---|
334 | L3 = d * L3;
|
---|
335 | L4 = d * L4;
|
---|
336 |
|
---|
337 | float3 r1 = normalize(L1 - pos);
|
---|
338 | float3 r2 = normalize(L2 - pos);
|
---|
339 | float3 r3 = normalize(L3 - pos);
|
---|
340 | float3 r4 = normalize(L4 - pos);
|
---|
341 |
|
---|
342 | float tri1 = acos(dot(r1, r2)) * dot(cross(r1, r2), N);
|
---|
343 | float tri2 = acos(dot(r2, r3)) * dot(cross(r2, r3), N);
|
---|
344 | float tri3 = acos(dot(r3, r4)) * dot(cross(r3, r4), N);
|
---|
345 | float tri4 = acos(dot(r4, r1)) * dot(cross(r4, r1), N);
|
---|
346 |
|
---|
347 | // intens += Le / 16.0 + pos.x*0.000000000001;
|
---|
348 | intens += 0.5 * Le * max(tri1 + tri2 + tri3 + tri4, 0);
|
---|
349 | }*/
|
---|
350 |
|
---|
351 | return intens;
|
---|
352 | } |
---|