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- #ifndef UNITY_AREA_MRP_INCLUDED
- #define UNITY_AREA_MRP_INCLUDED
-
- // Ref: Moving Frostbite to PBR (Listing 11).
- // Returns the solid angle of a rectangle at the point.
- float SolidAngleRectangle(float3 positionWS, float4x3 lightVerts)
- {
- float3 v0 = lightVerts[0] - positionWS;
- float3 v1 = lightVerts[1] - positionWS;
- float3 v2 = lightVerts[2] - positionWS;
- float3 v3 = lightVerts[3] - positionWS;
-
- float3 n0 = normalize(cross(v0, v1));
- float3 n1 = normalize(cross(v1, v2));
- float3 n2 = normalize(cross(v2, v3));
- float3 n3 = normalize(cross(v3, v0));
-
- float g0 = FastACos(dot(-n0, n1));
- float g1 = FastACos(dot(-n1, n2));
- float g2 = FastACos(dot(-n2, n3));
- float g3 = FastACos(dot(-n3, n0));
-
- return g0 + g1 + g2 + g3 - TWO_PI;
- }
-
- // Optimized (and approximate) solid angle routine. Doesn't handle the horizon.
- float SolidAngleRightPyramid(float positionWS, float lightPositionWS, float halfWidth, float halfHeight)
- {
- const float a = halfWidth;
- const float b = halfHeight;
- const float h = length(positionWS - lightPositionWS);
-
- return 4.0 * FastASin(a * b / sqrt (( a * a + h * h) * (b * b + h * h) ));
- }
-
- float FlatAngleSegment(float3 positionWS, float3 lightP1, float3 lightP2)
- {
- float3 v0 = normalize(lightP1 - positionWS);
- float3 v1 = normalize(lightP2 - positionWS);
-
- return FastACos(dot(v0,v1));
- }
-
- // Ref: Moving Frostbite to PBR (Appendix E, Listing E.2)
- // Returns the closest point to a rectangular shape defined by right and up (and the rect extents).
- float3 ClosestPointRectangle(float3 positionWS, float3 planeOrigin, float3 left, float3 up, float halfWidth, float halfHeight)
- {
- float3 dir = positionWS - planeOrigin;
-
- // Project into the 2D light plane.
- float2 dist2D = float2(dot(dir, left), dot(dir, up));
-
- // Clamp within the rectangle.
- const float2 halfSize = float2(halfWidth, halfHeight);
- dist2D = clamp(dist2D, -halfSize, halfSize);
-
- // Compute the new world position.
- return planeOrigin + dist2D.x * left + dist2D.y * up;
- }
-
- // Ref: Moving Frostbite to PBR (Listing 13)
- float3 ClosestPointLine(float3 a, float3 b, float3 c)
- {
- float3 ab = b - a;
- float t = dot(c - a, ab) / dot(ab, ab);
- return a + t * ab;
- }
-
- float3 ClosestPointSegment(float3 a, float3 b, float3 c)
- {
- float3 ab = b - a;
- float t = dot(c - a, ab) / dot(ab, ab);
- return a + saturate(t) * ab;
- }
-
- #endif // UNITY_AREA_MRP_INCLUDED
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