Files
2026-07-13 13:13:17 +08:00

264 lines
9.2 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/point-light.hlsl"
#include "shared/pbr.hlsl"
static const float3 Corners[] =
{
float3(0, -1, 0),
float3(1, -1, 0),
float3(1, 1, 0),
float3(1, 1, 0),
float3(0, 1, 0),
float3(0, -1, 0),
};
cbuffer Transforms : register(b0)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
cbuffer Params : register(b1)
{
float4 Color;
float Width;
float Spin;
float Twist;
float TextureMode;
float2 TextureRange;
float UseWAsWeight;
};
cbuffer FogParams : register(b2)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
cbuffer PointLights : register(b3)
{
PointLight Lights[8];
int ActiveLightCount;
}
cbuffer PbrParams : register(b4)
{
float4 BaseColor;
float4 EmissiveColor;
float Roughness;
float Specular;
float Metal;
}
struct psInput
{
float2 texCoord : TEXCOORD;
float4 pixelPosition : SV_POSITION;
float3 worldPosition : POSITION;
float3x3 tbnToWorld : TBASIS;
float fog:VPOS;
float4 color: COLOR;
};
sampler texSampler : register(s0);
sampler clampedSampler : register(s1);
StructuredBuffer<LegacyPoint> Points : t0;
//Texture2D<float4> texture2 : register(t1);
Texture2D<float4> BaseColorMap : register(t1);
Texture2D<float4> EmissiveColorMap : register(t2);
Texture2D<float4> RSMOMap : register(t3);
Texture2D<float4> NormalMap : register(t4);
TextureCube<float4> PrefilteredSpecular: register(t5);
Texture2D<float4> BRDFLookup : register(t6);
psInput vsMain(uint id: SV_VertexID)
{
uint pointCount, pointStride;
Points.GetDimensions(pointCount, pointStride);
psInput output;
float discardFactor = 1;
int quadIndex = id % 6;
int particleId = id / 6;
float3 cornerFactors = Corners[quadIndex];
float f = (float)(particleId + cornerFactors.x) / clamp(pointCount - 1, 1,100000);
int offset = cornerFactors.x < 0.5 ? 0 : 1;
LegacyPoint p = Points[particleId+offset];
float spinRad = (Spin + Twist *f) * 3.141578/180;
//float3 side = float3(0, cos(spinRad), sin(spinRad)) * cornerFactors.y;
float3 side = float3(cos(spinRad), 0, sin(spinRad)) * cornerFactors.y;
float WidthFactor = UseWAsWeight || isnan(p.W)> 0.5 ? p.W : 1;
float3 widthV = qRotateVec3(side, p.Rotation) * Width * WidthFactor;
float3 pInObject = p.Position + widthV;
float3 normalTwisted = float3(0, cos(spinRad + 3.141578/2), sin(spinRad + 3.141578/2));
float3 normal = normalize(qRotateVec3(normalTwisted, p.Rotation));
float4 normalInScreen = mul(float4(normal,0), ObjectToClipSpace);
output.texCoord = float2(cornerFactors.x , cornerFactors.y /2 +0.5);
if(TextureMode < 0.5) {
output.texCoord = float2( f * (TextureRange.y - TextureRange.x) + TextureRange.x , cornerFactors.y /2 +0.5);
}
else if (TextureMode < 1.5) {
output.texCoord = float2( f * TextureRange.y + TextureRange.x , cornerFactors.y /2 +0.5);
}
else if (TextureMode < 2.5) {
output.texCoord += TextureRange;
}
else {
output.texCoord.x = p.W;
}
// Pass tangent space basis vectors (for normal mapping).
float3x3 TBN = float3x3(
normalize(qRotateVec3(float3(1,0,0), p.Rotation)), // vertex.Bitangent,
side,
normal
);
TBN = mul(TBN, (float3x3)ObjectToWorld);
output.tbnToWorld = TBN;
output.worldPosition = mul(float4(pInObject,0), ObjectToWorld);
float4 pInScreen = mul(float4(pInObject,1), ObjectToClipSpace);
// float3 lightDirection = float3(1.2, 1, -0.1);
// float phong = pow( abs(dot(normal,lightDirection )),1);
output.pixelPosition = pInScreen;
// Fog
float4 posInCamera = mul(float4(pInObject,1), ObjectToCamera);
output.fog = pow(saturate(-posInCamera.z/FogDistance), FogBias);
output.color = Color * p.Color;
return output;
}
float4 psMain(psInput pin) : SV_TARGET
{
// Sample input textures to get shading model params.
float4 albedo = BaseColorMap.Sample(texSampler, pin.texCoord).rgba;
float4 roughnessMetallicOcclusion = RSMOMap.Sample(texSampler, pin.texCoord);
float roughness = saturate(roughnessMetallicOcclusion.x + Roughness);
float metalness = saturate(roughnessMetallicOcclusion.y + Metal);
float occlusion = roughnessMetallicOcclusion.z;
// Outgoing light direction (vector from world-space fragment position to the "eye").
float4 eyePosition = mul(float4(0, 0, 0, 1), CameraToWorld);
float3 Lo = normalize(eyePosition.xyz - pin.worldPosition);
// Get current fragment's normal and transform to world space.
float4 normalMap = NormalMap.Sample(texSampler, pin.texCoord);
float3 N = normalize(2.0 * normalMap.rgb - 1.0);
N = normalize(mul(N, pin.tbnToWorld));
// Angle between surface normal and outgoing light direction.
float cosLo = abs( dot(N, Lo));
// Specular reflection vector.
float3 Lr = 2.0 * cosLo * N - Lo;
// Fresnel reflectance at normal incidence (for metals use albedo color).
float3 F0 = lerp(Fdielectric, albedo, metalness);
// Direct lighting calculation for analytical lights.
float3 directLighting = 0.0;
for (uint i = 0; i < ActiveLightCount; ++i)
{
float3 Li = Lights[i].position - pin.worldPosition; //- Lights[i].direction;
float distance = length(Li);
float intensity = Lights[i].intensity / (pow(distance/Lights[i].range, Lights[i].decay) + 1);
float3 Lradiance = Lights[i].color * intensity; // Lights[i].radiance;
// Half-vector between Li and Lo.
float3 Lh = normalize(Li + Lo);
// Calculate angles between surface normal and various light vectors.
float cosLi = max(0.0, dot(N, Li));
float cosLh = max(0.0, dot(N, Lh));
// Calculate Fresnel term for direct lighting.
float3 F = fresnelSchlick(F0, max(0.0, dot(Lh, Lo)));
// Calculate normal distribution for specular BRDF.
float D = ndfGGX(cosLh, roughness);
// Calculate geometric attenuation for specular BRDF.
float G = gaSchlickGGX(cosLi, cosLo, roughness);
// Diffuse scattering happens due to light being refracted multiple times by a dielectric medium.
// Metals on the other hand either reflect or absorb energy, so diffuse contribution is always zero.
// To be energy conserving we must scale diffuse BRDF contribution based on Fresnel factor & metalness.
float3 kd = lerp(float3(1, 1, 1), float3(0, 0, 0), metalness);
// return float4(F, 1);
// Lambert diffuse BRDF.
// We don't scale by 1/PI for lighting & material units to be more convenient.
// See: https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
float3 diffuseBRDF = kd * albedo.rgb;
// Cook-Torrance specular microfacet BRDF.
float3 specularBRDF = ((F * D * G) / max(Epsilon, 4.0 * cosLi * cosLo)) * Specular;
// Total contribution for this light.
directLighting += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
// Ambient lighting (IBL).
float3 ambientLighting = 0;
{
// Sample diffuse irradiance at normal direction.
// float3 irradiance = 0;// irradianceTexture.Sample(texSampler, N).rgb;
uint width, height, levels;
PrefilteredSpecular.GetDimensions(0, width, height, levels);
float3 irradiance = PrefilteredSpecular.SampleLevel(texSampler, N, 0.6 * levels).rgb;
// Calculate Fresnel term for ambient lighting.
// Since we use pre-filtered cubemap(s) and irradiance is coming from many directions
// use cosLo instead of angle with light's half-vector (cosLh above).
// See: https://seblagarde.wordpress.com/2011/08/17/hello-world/
float3 F = fresnelSchlick(F0, cosLo);
// Get diffuse contribution factor (as with direct lighting).
float3 kd = lerp(1.0 - F, 0.0, metalness);
// Irradiance map contains exitant radiance assuming Lambertian BRDF, no need to scale by 1/PI here either.
float3 diffuseIBL = kd * albedo.rgb * irradiance;
// Sample pre-filtered specular reflection environment at correct mipmap level.
float3 specularIrradiance = PrefilteredSpecular.SampleLevel(texSampler, Lr, roughness * levels).rgb;
// Split-sum approximation factors for Cook-Torrance specular BRDF.
float2 specularBRDF = BRDFLookup.SampleLevel(clampedSampler, float2(cosLo, roughness),0).rg;
// Total specular IBL contribution.
float3 specularIBL = (F0 * specularBRDF.x + specularBRDF.y) * specularIrradiance;
ambientLighting = (diffuseIBL + specularIBL) * occlusion;
}
// Final fragment color.
float4 litColor = float4(directLighting + ambientLighting, 1.0) * BaseColor * pin.color;
litColor += float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
litColor.rgb = lerp(litColor.rgb, FogColor.rgb, pin.fog * FogColor.a);
litColor.a *= albedo.a;
return litColor;
}