#ifndef __LIGHTINGUTILS_H__ #define __LIGHTINGUTILS_H__ #include "..\common\ShaderBase.h" #include "LightDefinitions.cs.hlsl" uniform float4x4 g_mViewToWorld; uniform float4x4 g_mWorldToView; // used for reflection only uniform float4x4 g_mScrProjection; uniform float4x4 g_mInvScrProjection; uniform uint g_widthRT; uniform uint g_heightRT; float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) { float fSx = g_mScrProjection[0].x; //float fCx = g_mScrProjection[2].x; float fCx = g_mScrProjection[0].z; float fSy = g_mScrProjection[1].y; //float fCy = g_mScrProjection[2].y; float fCy = g_mScrProjection[1].z; #ifdef LEFT_HAND_COORDINATES return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); #else return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); #endif } float GetLinearZFromSVPosW(float posW) { #ifdef LEFT_HAND_COORDINATES float linZ = posW; #else float linZ = -posW; #endif return linZ; } float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far { float3 vP = float3(0.0f,0.0f,zDptBufSpace); float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); return v4Pres.z / v4Pres.w; } float3 OverlayHeatMap(uint numLights, float3 c) { ///////////////////////////////////////////////////////////////////// // const float4 kRadarColors[12] = { float4(0.0,0.0,0.0,0.0), // black float4(0.0,0.0,0.6,0.5), // dark blue float4(0.0,0.0,0.9,0.5), // blue float4(0.0,0.6,0.9,0.5), // light blue float4(0.0,0.9,0.9,0.5), // cyan float4(0.0,0.9,0.6,0.5), // blueish green float4(0.0,0.9,0.0,0.5), // green float4(0.6,0.9,0.0,0.5), // yellowish green float4(0.9,0.9,0.0,0.5), // yellow float4(0.9,0.6,0.0,0.5), // orange float4(0.9,0.0,0.0,0.5), // red float4(1.0,0.0,0.0,0.9) // strong red }; float maxNrLightsPerTile = 31; int nColorIndex = numLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))) ); nColorIndex = nColorIndex<0 ? 0 : nColorIndex; float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex]; return lerp(c, pow(col.xyz, 2.2), 0.3*col.w); } #endif