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113 行
4.6 KiB
113 行
4.6 KiB
// This is implementation of parallax occlusion mapping (POM)
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// This function require that the caller define a callback for the height sampling name ComputePerPixelHeightDisplacement
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// A PerPixelHeightDisplacementParam is used to provide all data necessary to calculate the heights to ComputePerPixelHeightDisplacement it doesn't need to be
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// visible by the POM algorithm.
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// This function is compatible with tiled uv.
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// it return the offset to apply to the UVSet provide in PerPixelHeightDisplacementParam
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// viewDirTS is view vector in texture space matching the UVSet
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// ref: https://www.gamedev.net/resources/_/technical/graphics-programming-and-theory/a-closer-look-at-parallax-occlusion-mapping-r3262
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real2 ParallaxOcclusionMapping(real lod, real lodThreshold, int numSteps, real3 viewDirTS, PerPixelHeightDisplacementParam ppdParam, out real outHeight)
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{
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// Convention: 1.0 is top, 0.0 is bottom - POM is always inward, no extrusion
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real stepSize = 1.0 / (real)numSteps;
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// View vector is from the point to the camera, but we want to raymarch from camera to point, so reverse the sign
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// The length of viewDirTS vector determines the furthest amount of displacement:
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// real parallaxLimit = -length(viewDirTS.xy) / viewDirTS.z;
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// real2 parallaxDir = normalize(Out.viewDirTS.xy);
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// real2 parallaxMaxOffsetTS = parallaxDir * parallaxLimit;
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// Above code simplify to
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real2 parallaxMaxOffsetTS = (viewDirTS.xy / -viewDirTS.z);
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real2 texOffsetPerStep = stepSize * parallaxMaxOffsetTS;
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// Do a first step before the loop to init all value correctly
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real2 texOffsetCurrent = real2(0.0, 0.0);
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real prevHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam);
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texOffsetCurrent += texOffsetPerStep;
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real currHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam);
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real rayHeight = 1.0 - stepSize; // Start at top less one sample
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// Linear search
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for (int stepIndex = 0; stepIndex < numSteps; ++stepIndex)
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{
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// Have we found a height below our ray height ? then we have an intersection
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if (currHeight > rayHeight)
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break; // end the loop
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prevHeight = currHeight;
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rayHeight -= stepSize;
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texOffsetCurrent += texOffsetPerStep;
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// Sample height map which in this case is stored in the alpha channel of the normal map:
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currHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam);
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}
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// Found below and above points, now perform line interesection (ray) with piecewise linear heightfield approximation
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// Refine the search with secant method
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#define POM_SECANT_METHOD 1
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#if POM_SECANT_METHOD
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real pt0 = rayHeight + stepSize;
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real pt1 = rayHeight;
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real delta0 = pt0 - prevHeight;
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real delta1 = pt1 - currHeight;
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real delta;
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real2 offset;
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// Secant method to affine the search
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// Ref: Faster Relief Mapping Using the Secant Method - Eric Risser
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for (int i = 0; i < 3; ++i)
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{
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// intersectionHeight is the height [0..1] for the intersection between view ray and heightfield line
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real intersectionHeight = (pt0 * delta1 - pt1 * delta0) / (delta1 - delta0);
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// Retrieve offset require to find this intersectionHeight
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offset = (1 - intersectionHeight) * texOffsetPerStep * numSteps;
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currHeight = ComputePerPixelHeightDisplacement(offset, lod, ppdParam);
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delta = intersectionHeight - currHeight;
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if (abs(delta) <= 0.01)
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break;
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// intersectionHeight < currHeight => new lower bounds
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if (delta < 0.0)
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{
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delta1 = delta;
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pt1 = intersectionHeight;
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}
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else
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{
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delta0 = delta;
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pt0 = intersectionHeight;
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}
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}
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#else // regular POM intersection
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//real pt0 = rayHeight + stepSize;
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//real pt1 = rayHeight;
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//real delta0 = pt0 - prevHeight;
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//real delta1 = pt1 - currHeight;
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//real intersectionHeight = (pt0 * delta1 - pt1 * delta0) / (delta1 - delta0);
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//real2 offset = (1 - intersectionHeight) * texOffsetPerStep * numSteps;
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// A bit more optimize
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real delta0 = currHeight - rayHeight;
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real delta1 = (rayHeight + stepSize) - prevHeight;
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real ratio = delta0 / (delta0 + delta1);
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real2 offset = texOffsetCurrent - ratio * texOffsetPerStep;
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currHeight = ComputePerPixelHeightDisplacement(offset, lod, ppdParam);
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#endif
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outHeight = currHeight;
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// Fade the effect with lod (allow to avoid pop when switching to a discrete LOD mesh)
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offset *= (1.0 - saturate(lod - lodThreshold));
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return offset;
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}
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