[2197] | 1 | #define SAMPLECUTDIST2 0.01
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| 2 | #define WEIGHTCUTOFF 0.01
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| 3 |
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| 4 | int nRadionColumns;
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| 5 |
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| 6 | texture radions;
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| 7 | sampler radionSampler = sampler_state
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| 8 | {
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| 9 | Texture = <radions>;
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| 10 | MinFilter = Point;
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| 11 | MagFilter = Point;
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| 12 | MipFilter = None;
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| 13 | };
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| 14 |
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| 15 |
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| 16 | struct vsInputComputeWeights
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| 17 | {
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| 18 | float4 pos : POSITION;
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| 19 | float2 tex : TEXCOORD0;
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| 20 | };
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| 21 |
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| 22 | struct vsOutputComputeWeights
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| 23 | {
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| 24 | float4 pos : POSITION;
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| 25 | float2 tex : TEXCOORD0;
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| 26 | };
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| 27 |
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| 28 | vsOutputComputeWeights
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| 29 | vsComputeWeights(vsInputComputeWeights input)
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| 30 | {
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| 31 | vsOutputComputeWeights output = (vsOutputComputeWeights)0;
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| 32 | output.pos = input.pos;
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[2498] | 33 |
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| 34 | output.tex = (input.pos + 1.0) / 2.0;
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| 35 | output.tex.y = 1.0 - output.tex.y;
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| 36 |
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| 37 | //output.tex = input.tex;
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[2197] | 38 | return output;
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| 39 | }
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| 40 |
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| 41 | float4
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| 42 | psComputeWeights(vsOutputComputeWeights input) : COLOR0
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| 43 | {
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| 44 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 45 | int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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| 46 | int werx = bushIndex % nRadionColumns;
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| 47 | int wery = bushIndex / nRadionColumns;
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| 48 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 49 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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[2498] | 50 | /*
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[2197] | 51 | float3 diff = lightPos - pos;
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| 52 | float dist2 = dot(diff, diff);
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| 53 | if(dist2 < SAMPLECUTDIST2)
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| 54 | dist2 = SAMPLECUTDIST2;
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| 55 | diff = normalize(diff);
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| 56 | float cosa = - dot(lightDir, diff);
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| 57 | float cosb = dot(dir, diff);
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| 58 |
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| 59 | float4 occProjPos = mul(float4(pos, 1), occWorldToProjMatrix);
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| 60 | occProjPos /= occProjPos.w;
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| 61 | float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
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| 62 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z - 0.1, 1) );
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| 63 |
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| 64 | float3 lightToPos = pos - lightPos;
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| 65 | float actualDepth = length(lightToPos);
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| 66 |
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| 67 | float ret;
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| 68 | if( visibility < 0.5 || cosa < 0 || cosb < 0)
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| 69 | ret = 0.0;
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| 70 | else
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| 71 | ret = pow(cosa, 9) * cosb / dist2;
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| 72 |
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| 73 | if(ret < 0.000001)
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| 74 | ret = 0.0;
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| 75 | // if(ret > WEIGHTCUTOFF)
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| 76 | // ret = WEIGHTCUTOFF;
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[2498] | 77 | */
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[2197] | 78 |
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[2498] | 79 |
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| 80 | float3 diff = lightPos - pos;
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| 81 | float dist2 = dot(diff, diff);
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| 82 | if(dist2 < SAMPLECUTDIST2)
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| 83 | dist2 = SAMPLECUTDIST2;
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| 84 | diff = normalize(diff);
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| 85 | float cosa = max(dot(lightDir, -diff), 0);
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| 86 | float cosb = max(dot(dir, diff), 0);
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| 87 | float ret = pow(cosa, 9) * cosb / dist2;
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| 88 | return ret;
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| 89 |
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[2197] | 90 | return float4(ret, ret, ret, ret);
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| 91 | // return float4((wery + 0.5) / 4096.0, werx, werx, 1);
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| 92 | // return float4(actualDepth, 1, 1, 1);
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| 93 | }
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| 94 |
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| 95 | technique ComputeWeights{
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| 96 | pass P0
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| 97 | {
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| 98 | VertexShader = compile vs_3_0 vsComputeWeights();
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| 99 | PixelShader = compile ps_3_0 psComputeWeights();
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| 100 | }
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| 101 | }
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[2212] | 102 | /*
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| 103 | float4
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| 104 | psAggregateWeights(vsOutputComputeWeights input, in int rid : VPOS) : COLOR0
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| 105 | {
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| 106 | float sumWeight = 0.0;
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| 107 | float sumProb = 0.0000001;
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| 108 |
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| 109 | int iRadion = clusterStarts[rid];
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| 110 | float2 wTex = float2((iRadion / 4096 + 0.5) * dataColumnWidth,
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| 111 | (iRadion % 4096 + 0.5) / 4096.0) );
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| 112 | while(iRadion < clusterStarts[rid+1])
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| 113 | {
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| 114 | sumWeight += tex2Dlod(weightSampler, float4(wTex, 0, 1));
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| 115 | float sumProb += 1.0;
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| 116 | wTex.y += 1.0 / 4096.0;
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| 117 | }
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| 118 | return (sumWeight / sumProb).xxxx;
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| 119 | }
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| 120 |
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| 121 | technique AggregateWeights{
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| 122 | pass P0
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| 123 | {
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| 124 | VertexShader = compile vs_3_0 vsComputeWeights();
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| 125 | PixelShader = compile ps_3_0 psAggregateWeights();
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| 126 | }
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| 127 | }
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| 128 | */ |
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