source: GTP/trunk/App/Demos/Illum/pathmap/computeWeights.fx @ 2212

Revision 2212, 2.9 KB checked in by szirmay, 17 years ago (diff)
Line 
1#define SAMPLECUTDIST2 0.01
2#define WEIGHTCUTOFF 0.01
3
4int nRadionColumns;
5
6texture radions;
7sampler radionSampler = sampler_state
8{
9   Texture = <radions>;
10   MinFilter = Point;
11   MagFilter = Point;
12   MipFilter = None;
13};
14
15
16struct vsInputComputeWeights
17{
18    float4      pos                     : POSITION;
19    float2      tex                     : TEXCOORD0;
20};
21
22struct vsOutputComputeWeights
23{
24    float4      pos                     : POSITION;
25    float2      tex                     : TEXCOORD0;
26};
27
28vsOutputComputeWeights
29        vsComputeWeights(vsInputComputeWeights input)
30{
31    vsOutputComputeWeights output = (vsOutputComputeWeights)0;
32    output.pos = input.pos;
33    output.tex = input.tex;
34    return output;
35}
36
37float4
38        psComputeWeights(vsOutputComputeWeights input) : COLOR0
39{
40        float dataColumnWidth = 1.0 / (float)nRadionColumns;
41        int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
42        int werx = bushIndex % nRadionColumns;
43        int wery = bushIndex / nRadionColumns;
44        float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery  + 0.5) / 4096.0) ).xyz;
45        float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery  + 0.5) / 4096.0) ).xyz;
46       
47        float3 diff = lightPos - pos;
48        float dist2 = dot(diff, diff);
49        if(dist2 < SAMPLECUTDIST2)
50                dist2 = SAMPLECUTDIST2;
51        diff = normalize(diff);
52        float cosa = - dot(lightDir, diff);
53        float cosb = dot(dir, diff);   
54       
55        float4 occProjPos = mul(float4(pos, 1), occWorldToProjMatrix); 
56        occProjPos /= occProjPos.w;
57        float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
58        float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z - 0.1, 1) );
59
60        float3 lightToPos = pos - lightPos;
61        float actualDepth = length(lightToPos);
62
63        float ret;
64        if(  visibility < 0.5 || cosa < 0 || cosb < 0)
65                ret = 0.0;
66        else
67                ret = pow(cosa, 9) * cosb / dist2;
68
69        if(ret < 0.000001)
70                ret = 0.0;
71//      if(ret > WEIGHTCUTOFF)
72//              ret = WEIGHTCUTOFF;
73       
74        return float4(ret, ret, ret, ret);
75//      return float4((wery  + 0.5) / 4096.0, werx, werx, 1);
76//      return float4(actualDepth, 1, 1, 1);
77}
78
79technique ComputeWeights{
80        pass P0
81    {
82        VertexShader = compile vs_3_0 vsComputeWeights();
83        PixelShader  = compile ps_3_0 psComputeWeights();
84    }
85}
86/*
87float4
88        psAggregateWeights(vsOutputComputeWeights input, in int rid : VPOS) : COLOR0
89{
90        float sumWeight = 0.0;
91        float sumProb = 0.0000001;
92       
93        int iRadion = clusterStarts[rid];
94        float2 wTex = float2((iRadion / 4096 + 0.5) * dataColumnWidth,
95                                                 (iRadion % 4096  + 0.5) / 4096.0) );
96        while(iRadion < clusterStarts[rid+1])
97        {
98                sumWeight += tex2Dlod(weightSampler, float4(wTex, 0, 1));
99                float sumProb += 1.0;
100                wTex.y += 1.0 / 4096.0;
101        }
102        return (sumWeight / sumProb).xxxx;
103}
104
105technique AggregateWeights{
106        pass P0
107    {
108        VertexShader = compile vs_3_0 vsComputeWeights();
109        PixelShader  = compile ps_3_0 psAggregateWeights();
110    }
111}
112*/
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