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source: data/branches/Shader_HS18/programs/Cg/shadows.cg @ 12302

Last change on this file since 12302 was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 4.2 KB
Line 
1/* Copyright Torus Knot Software Ltd 2000-2014
2
3Permission is hereby granted, free of charge, to any person obtaining a copy
4of this software and associated documentation files (the "Software"), to deal
5in the Software without restriction, including without limitation the rights
6to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7copies of the Software, and to permit persons to whom the Software is
8furnished to do so, subject to the following conditions:
9
10The above copyright notice and this permission notice shall be included in
11all copies or substantial portions of the Software.
12
13THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19THE SOFTWARE.
20*/
21
22// Simple PCF
23// Number of samples in one dimension (square for total samples)
24#define NUM_SHADOW_SAMPLES_1D 2.0
25#define SHADOW_FILTER_SCALE 1
26
27#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D
28
29float4 offsetSample(float4 uv, float2 offset, float invMapSize)
30{
31        return float4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w);
32}
33
34float calcDepthShadow(sampler2D shadowMap, float4 uv, float invShadowMapSize)
35{
36        // 4-sample PCF
37       
38        float shadow = 0.0;
39        float offset = (NUM_SHADOW_SAMPLES_1D/2 - 0.5) * SHADOW_FILTER_SCALE;
40        for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE)
41                for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE)
42                {
43                        float depth = tex2Dproj(shadowMap, offsetSample(uv, float2(x, y), invShadowMapSize)).x;
44                        if (depth >= 1 || depth >= uv.z)
45                                shadow += 1.0;
46                }
47
48        shadow /= SHADOW_SAMPLES;
49
50        return shadow;
51}
52
53
54float calcSimpleShadow(sampler2D shadowMap, float4 shadowMapPos)
55{
56        return tex2Dproj(shadowMap, shadowMapPos).x;
57}
58
59float calcPSSMDepthShadow(sampler2D shadowMap0, sampler2D shadowMap1, sampler2D shadowMap2,
60                                                   float4 lsPos0, float4 lsPos1, float4 lsPos2,
61                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
62                                                   float4 pssmSplitPoints, float camDepth)
63{
64
65        float shadow;
66        float4 splitColour;
67        // calculate shadow
68        if (camDepth <= pssmSplitPoints.y)
69        {
70                splitColour = float4(0.3, 0.0, 0, 0);
71                shadow = calcDepthShadow(shadowMap0, lsPos0, invShadowmapSize0);
72        }
73        else if (camDepth <= pssmSplitPoints.z)
74        {
75                splitColour = float4(0, 0.3, 0, 0);
76                shadow = calcDepthShadow(shadowMap1, lsPos1, invShadowmapSize1);
77        }
78        else
79        {
80                splitColour = float4(0.0, 0.0, 0.3, 0);
81                shadow = calcDepthShadow(shadowMap2, lsPos2, invShadowmapSize2);
82        }
83
84        return shadow;
85}
86
87float calcPSSMSimpleShadow(sampler2D shadowMap0, sampler2D shadowMap1, sampler2D shadowMap2,
88                                                   float4 lsPos0, float4 lsPos1, float4 lsPos2,
89                                                   float4 pssmSplitPoints, float camDepth)
90{
91
92        float shadow;
93        float4 splitColour;
94        // calculate shadow
95        if (camDepth <= pssmSplitPoints.y)
96        {
97                splitColour = float4(0.3, 0.0, 0, 0);
98                shadow = calcSimpleShadow(shadowMap0, lsPos0);
99        }
100        else if (camDepth <= pssmSplitPoints.z)
101        {
102                splitColour = float4(0, 0.3, 0, 0);
103                shadow = calcSimpleShadow(shadowMap1, lsPos1);
104        }
105        else
106        {
107                splitColour = float4(0.0, 0.0, 0.3, 0);
108                shadow = calcSimpleShadow(shadowMap2, lsPos2);
109        }
110
111        return shadow;
112}
113
114
115
116float3 calcPSSMDebugShadow(sampler2D shadowMap0, sampler2D shadowMap1, sampler2D shadowMap2,
117                                                   float4 lsPos0, float4 lsPos1, float4 lsPos2,
118                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
119                                                   float4 pssmSplitPoints, float camDepth)
120{
121
122        float4 splitColour;
123        // calculate shadow
124        if (camDepth <= pssmSplitPoints.y)
125        {
126                //splitColour = float4(0.3, 0.0, 0, 0);
127                //splitColour = lsPos0 / lsPos0.w;
128                splitColour.rgb = tex2Dproj(shadowMap0, lsPos0).x;
129        }
130        else if (camDepth <= pssmSplitPoints.z)
131        {
132                //splitColour = float4(0, 0.3, 0, 0);
133                //splitColour = lsPos1 / lsPos1.w;
134                splitColour.rgb = tex2Dproj(shadowMap1, lsPos1).x;
135        }
136        else
137        {
138                //splitColour = float4(0.0, 0.0, 0.3, 0);
139                //splitColour = lsPos2 / lsPos2.w;
140                splitColour.rgb = tex2Dproj(shadowMap2, lsPos2).x;
141        }
142
143        return splitColour.rgb;
144}
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