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211 行
5.7 KiB
211 行
5.7 KiB
#ifndef UNITY_AREA_LIGHTING_INCLUDED
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#define UNITY_AREA_LIGHTING_INCLUDED
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float IntegrateEdge(float3 v1, float3 v2)
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{
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float cosTheta = dot(v1, v2);
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// Clamp to avoid artifacts. This particular constant gives the best results.
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cosTheta = Clamp(cosTheta, -0.9999, 0.9999);
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float theta = FastACos(cosTheta);
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float res = cross(v1, v2).z * theta / sin(theta);
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return res;
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}
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// Baum's equation
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// Expects non-normalized vertex positions
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float PolygonRadiance(float4x3 L, bool twoSided)
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{
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// 1. ClipQuadToHorizon
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// detect clipping config
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uint config = 0;
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if (L[0].z > 0) config += 1;
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if (L[1].z > 0) config += 2;
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if (L[2].z > 0) config += 4;
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if (L[3].z > 0) config += 8;
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// The fifth vertex for cases when clipping cuts off one corner.
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// Due to a compiler bug, copying L into a vector array with 5 rows
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// messes something up, so we need to stick with the matrix + the L4 vertex.
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float3 L4 = L[3];
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// This switch is surprisingly fast. Tried replacing it with a lookup array of vertices.
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// Even though that replaced the switch with just some indexing and no branches, it became
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// way, way slower - mem fetch stalls?
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// clip
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uint n = 0;
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switch (config)
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{
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case 0: // clip all
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break;
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case 1: // V1 clip V2 V3 V4
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n = 3;
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L[1] = -L[1].z * L[0] + L[0].z * L[1];
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L[2] = -L[3].z * L[0] + L[0].z * L[3];
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break;
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case 2: // V2 clip V1 V3 V4
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n = 3;
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L[0] = -L[0].z * L[1] + L[1].z * L[0];
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L[2] = -L[2].z * L[1] + L[1].z * L[2];
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break;
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case 3: // V1 V2 clip V3 V4
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n = 4;
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L[2] = -L[2].z * L[1] + L[1].z * L[2];
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L[3] = -L[3].z * L[0] + L[0].z * L[3];
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break;
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case 4: // V3 clip V1 V2 V4
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n = 3;
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L[0] = -L[3].z * L[2] + L[2].z * L[3];
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L[1] = -L[1].z * L[2] + L[2].z * L[1];
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break;
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case 5: // V1 V3 clip V2 V4: impossible
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break;
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case 6: // V2 V3 clip V1 V4
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n = 4;
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L[0] = -L[0].z * L[1] + L[1].z * L[0];
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L[3] = -L[3].z * L[2] + L[2].z * L[3];
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break;
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case 7: // V1 V2 V3 clip V4
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n = 5;
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L4 = -L[3].z * L[0] + L[0].z * L[3];
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L[3] = -L[3].z * L[2] + L[2].z * L[3];
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break;
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case 8: // V4 clip V1 V2 V3
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n = 3;
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L[0] = -L[0].z * L[3] + L[3].z * L[0];
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L[1] = -L[2].z * L[3] + L[3].z * L[2];
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L[2] = L[3];
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break;
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case 9: // V1 V4 clip V2 V3
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n = 4;
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L[1] = -L[1].z * L[0] + L[0].z * L[1];
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L[2] = -L[2].z * L[3] + L[3].z * L[2];
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break;
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case 10: // V2 V4 clip V1 V3: impossible
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break;
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case 11: // V1 V2 V4 clip V3
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n = 5;
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L[3] = -L[2].z * L[3] + L[3].z * L[2];
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L[2] = -L[2].z * L[1] + L[1].z * L[2];
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break;
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case 12: // V3 V4 clip V1 V2
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n = 4;
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L[1] = -L[1].z * L[2] + L[2].z * L[1];
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L[0] = -L[0].z * L[3] + L[3].z * L[0];
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break;
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case 13: // V1 V3 V4 clip V2
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n = 5;
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L[3] = L[2];
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L[2] = -L[1].z * L[2] + L[2].z * L[1];
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L[1] = -L[1].z * L[0] + L[0].z * L[1];
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break;
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case 14: // V2 V3 V4 clip V1
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n = 5;
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L4 = -L[0].z * L[3] + L[3].z * L[0];
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L[0] = -L[0].z * L[1] + L[1].z * L[0];
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break;
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case 15: // V1 V2 V3 V4
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n = 4;
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break;
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}
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if (n == 0) return 0;
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// 2. Project onto sphere
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L[0] = normalize(L[0]);
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L[1] = normalize(L[1]);
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L[2] = normalize(L[2]);
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switch (n)
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{
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case 3:
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L[3] = L[0];
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break;
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case 4:
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L[3] = normalize(L[3]);
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L4 = L[0];
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break;
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case 5:
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L[3] = normalize(L[3]);
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L4 = normalize(L4);
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break;
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}
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// 3. Integrate
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float sum = 0;
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sum += IntegrateEdge(L[0], L[1]);
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sum += IntegrateEdge(L[1], L[2]);
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sum += IntegrateEdge(L[2], L[3]);
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if (n >= 4)
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sum += IntegrateEdge(L[3], L4);
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if (n == 5)
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sum += IntegrateEdge(L4, L[0]);
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sum *= INV_TWO_PI; // Normalization
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return twoSided ? abs(sum) : max(sum, 0.0);
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}
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float LTCEvaluate(float4x3 L, float3 V, float3 N, float NdotV, bool twoSided, float3x3 minV)
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{
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// Construct local orthonormal basis around N, aligned with N
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// TODO: it could be stored in PreLightData. All LTC lights compute it more than once!
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// Also consider using 'bsdfData.tangentWS', 'bsdfData.bitangentWS', 'bsdfData.normalWS'.
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float3x3 basis;
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basis[0] = normalize(V - N * NdotV);
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basis[1] = normalize(cross(N, basis[0]));
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basis[2] = N;
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// rotate area light in local basis
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minV = mul(transpose(basis), minV);
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L = mul(L, minV);
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// Polygon radiance in transformed configuration - specular
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return PolygonRadiance(L, twoSided);
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}
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float LineFpo(float rcpD, float rcpDL, float l)
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{
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// Compute: l / d / (d * d + l * l) + 1.0 / (d * d) * atan(l / d).
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return l * rcpDL + rcpD * rcpD * atan(l * rcpD);
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}
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float LineFwt(float sqL, float rcpDL)
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{
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// Compute: l * l / d / (d * d + l * l).
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return sqL * rcpDL;
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}
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// Computes the integral of the clamped cosine over the line segment.
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// 'dist' is the shortest distance to the line. 'l1' and 'l2' define the integration interval.
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float LineIrradiance(float l1, float l2, float dist, float pointZ, float tangentZ)
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{
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float sqD = dist * dist;
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float sqL1 = l1 * l1;
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float sqL2 = l2 * l2;
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float rcpD = rcp(dist);
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float rcpDL1 = rcpD * rcp(sqD + sqL1);
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float rcpDL2 = rcpD * rcp(sqD + sqL2);
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float intP0 = LineFpo(rcpD, rcpDL2, l2) - LineFpo(rcpD, rcpDL1, l1);
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float intWt = LineFwt(sqL2, rcpDL2) - LineFwt(sqL1, rcpDL1);
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return intP0 * pointZ + intWt * tangentZ;
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}
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#endif // UNITY_AREA_LIGHTING_INCLUDED
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