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

294 lines
10 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;
}
cbuffer Transforms : register(b5)
{
int SideCount;
};
struct psInput
{
float2 texCoord : TEXCOORD;
float4 pixelPosition : SV_POSITION;
float3 worldPosition : POSITION;
float3x3 tbnToWorld : TBASIS;
float fog:VPOS;
};
sampler texSampler : register(s0);
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);
static const int DrawsPerQuad =6;
static int DrawsPerStep = DrawsPerQuad * SideCount;
static const float Tau = 3.141578 * 2;
psInput vsMain(uint id: SV_VertexID)
{
uint pointCount, pointStride;
Points.GetDimensions(pointCount, pointStride);
psInput output;
float discardFactor = 1;
int indexInLineStep = id % DrawsPerStep;
int cornerIndex = indexInLineStep % DrawsPerQuad;
int sideIndex = indexInLineStep / DrawsPerQuad;
int particleId = id / DrawsPerStep;
float3 cornerFactors = Corners[cornerIndex];
float f = (float)(particleId + cornerFactors.x) / clamp(pointCount - 1, 1,100000);
int offset = cornerFactors.x < 0.5 ? 0 : 1;
LegacyPoint p = Points[particleId+offset];
float4 pointRotation = p.Rotation;
float WidthFactor = UseWAsWeight || isnan(p.W)> 0.5 ? p.W : 1;
float fRing = (sideIndex + (cornerFactors.y / 2 + 0.5)) / SideCount;
float spinRad = fRing * Tau;
float3 side = float3(cos(spinRad), 0, sin(spinRad));
float3 radiusOffset = qRotateVec3(side, pointRotation) * Width * WidthFactor;
float3 pInObject = p.Position + radiusOffset;
//float3 normalTwisted = float3(0, cos(spinRad + 3.141578/2), sin(spinRad + 3.141578/2));
//float3 normal = normalize(qRotateVec3(normalTwisted, pointRotation));
//float4 normalInScreen = mul(float4(normal,0), ObjectToClipSpace);
output.texCoord = float2( f * (TextureRange.y - TextureRange.x) + TextureRange.x,
fRing);
// Pass tangent space basis vectors (for normal mapping).
float3x3 TBN = float3x3(
normalize(radiusOffset), // vertex.Bitangent,
normalize(qRotateVec3(float3(1,0,0), pointRotation)), // vertex.Bitangent,
normalize(qRotateVec3(float3(1,0,0), pointRotation)) // vertex.Bitangent,
);
//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);
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 roughnessSpecularMetallic = RSMOMap.Sample(texSampler, pin.texCoord);
float metalness = roughnessSpecularMetallic.z + Metal;
float normalStrength = roughnessSpecularMetallic.y;
float roughness = roughnessSpecularMetallic.x + Roughness;
// Outgoing light direction (vector from world-space fragment position to the "eye").
float3 eyePosition = mul( float4(0,0,0,1), CameraToWorld);
float3 Lo = normalize(eyePosition - pin.worldPosition);
// Get current fragment's normal and transform to world space.
float3 N = lerp(float3(0,0,1), normalize(2.0 * NormalMap.Sample(texSampler, pin.texCoord).rgb - 1.0), normalStrength);
//return float4(pin.tbnToWorld[0],1);
N = normalize(mul(N,pin.tbnToWorld));
return float4(N.xyz,1);
float isFrontSide = dot(N, Lo)/10;
if( isFrontSide < -0.1)
N = -N;
// Angle between surface normal and outgoing light direction.
float cosLo = max(0.0, 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].decay) + 0.2);
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, Lr.xyz, 0.8 * 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.
//uint specularTextureLevels = querySpecularTextureLevels(BaseColorMap);
float3 specularIrradiance = PrefilteredSpecular.SampleLevel(texSampler, Lr.xyz, roughness * levels).rgb;
//float3 specularIrradiance = 0;
//return float4(specularIrradiance * 1, 1);
// Split-sum approximation factors for Cook-Torrance specular BRDF.
float2 specularBRDF = BRDFLookup.Sample(texSampler, float2(cosLo, roughness)).rg;
//return float4(cosLo, roughness,0,1);
// Total specular IBL contribution.
float3 specularIBL = (F0 * specularBRDF.x + specularBRDF.y) * specularIrradiance;
// Total ambient lighting contribution.
ambientLighting = diffuseIBL + specularIBL;
}
// Final fragment color.
//return float4(directLighting + ambientLighting, 1.0) * BaseColor * Color * float4(1,1,1,albedo.a)
// + float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
// float4 litColor= float4(directLighting + ambientLighting, 1.0) * BaseColor;
// return lerp(litColor, FogColor, pin.fog)
// + float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
float4 litColor= float4(directLighting + ambientLighting, 1.0) * BaseColor * Color;
litColor.rgb = lerp(litColor.rgb, FogColor.rgb, pin.fog);
litColor += float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
litColor.a *= albedo.a;
return litColor;
}