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278 行
8.1 KiB
278 行
8.1 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 * rsqrt(1.0f - cosTheta * cosTheta); // optimization from * 1 / 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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// For polygonal lights.
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float LTCEvaluate(float4x3 L, float3 V, float3 N, float NdotV, bool twoSided, float3x3 invM)
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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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invM = mul(transpose(basis), invM);
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L = mul(L, invM);
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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 tLDDL, float lrcpD, float rcpD)
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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 tLDDL + (rcpD * rcpD) * FastATan(lrcpD);
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}
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float LineFwt(float tLDDL, float l)
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{
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// Compute: l * ((l / d) / (d * d + l * l)).
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return l * tLDDL;
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}
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// Computes the integral of the clamped cosine over the line segment.
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// 'l1' and 'l2' define the integration interval.
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// 'tangent' is the line's tangent direction.
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// 'normal' is the direction orthogonal to the tangent. It is the shortest vector between
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// the shaded point and the line, pointing away from the shaded point.
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float LineIrradiance(float l1, float l2, float3 normal, float3 tangent)
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{
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float d = length(normal);
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float l1rcpD = l1 * rcp(d);
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float l2rcpD = l2 * rcp(d);
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float tLDDL1 = l1rcpD / (d * d + l1 * l1);
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float tLDDL2 = l2rcpD / (d * d + l2 * l2);
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float intWt = LineFwt(tLDDL2, l2) - LineFwt(tLDDL1, l1);
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float intP0 = LineFpo(tLDDL2, l2rcpD, rcp(d)) - LineFpo(tLDDL1, l1rcpD, rcp(d));
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return intP0 * normal.z + intWt * tangent.z;
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}
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// Computes 1.0 / length(mul(ortho, transpose(inverse(invM)))).
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float ComputeLineWidthFactor(float3x3 invM, float3 ortho)
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{
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// transpose(inverse(M)) = (1.0 / determinant(M)) * cofactor(M).
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// Take into account that m12 = m21 = m23 = m32 = 0 and m33 = 1.
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float det = invM._11 * invM._22 - invM._22 * invM._31 * invM._13;
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float3x3 cof = {invM._22, 0.0, -invM._22 * invM._31,
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0.0, invM._11 - invM._13 * invM._31, 0.0,
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-invM._13 * invM._22, 0.0, invM._11 * invM._22};
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// 1.0 / length(mul(V, (1.0 / s * M))) = abs(s) / length(mul(V, M)).
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return abs(det) / length(mul(ortho, cof));
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}
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// For line lights.
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float LTCEvaluate(float3 P1, float3 P2, float3 B, float3x3 invM)
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{
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// Inverse-transform the endpoints.
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P1 = mul(P1, invM);
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P2 = mul(P2, invM);
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// Terminate the algorithm if both points are below the horizon.
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if (P1.z <= 0.0 && P2.z <= 0.0) return 0.0;
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float width = ComputeLineWidthFactor(invM, B);
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if (P1.z > P2.z)
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{
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// Convention: 'P2' is above 'P1', with the tangent pointing upwards.
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Swap(P1, P2);
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}
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// Recompute the length and the tangent in the new coordinate system.
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float len = length(P2 - P1);
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float3 T = normalize(P2 - P1);
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// Clip the part of the light below the horizon.
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if (P1.z <= 0.0)
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{
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// P = P1 + t * T; P.z == 0.
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float t = -P1.z / T.z;
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P1 = float3(P1.xy + t * T.xy, 0.0);
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// Set the length of the visible part of the light.
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len -= t;
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}
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// Compute the normal direction to the line, s.t. it is the shortest vector
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// between the shaded point and the line, pointing away from the shaded point.
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// Can be interpreted as a point on the line, since the shaded point is at the origin.
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float proj = dot(P1, T);
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float3 P0 = P1 - proj * T;
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// Compute the parameterization: distances from 'P1' and 'P2' to 'P0'.
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float l1 = proj;
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float l2 = l1 + len;
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// Integrate the clamped cosine over the line segment.
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float irradiance = LineIrradiance(l1, l2, P0, T);
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// Guard against numerical precision issues.
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return max(INV_PI * width * irradiance, 0.0);
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}
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#endif // UNITY_AREA_LIGHTING_INCLUDED
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