| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263 |
- mixin ReflectionCubemapCommon
- {
- code
- {
- float3 getDirFromCubeFace(uint cubeFace, float2 uv)
- {
- float3 dir;
- if(cubeFace == 0)
- dir = float3(1.0f, -uv.y, -uv.x);
- else if(cubeFace == 1)
- dir = float3(-1.0f, -uv.y, uv.x);
- else if(cubeFace == 2)
- dir = float3(uv.x, 1.0f, uv.y);
- else if(cubeFace == 3)
- dir = float3(uv.x, -1.0f, -uv.y);
- else if(cubeFace == 4)
- dir = float3(uv.x, -uv.y, 1.0f);
- else
- dir = float3(-uv.x, -uv.y, -1.0f);
-
- return dir;
- }
-
- /**
- * Calculates a mip level to sample from based on roughness value.
- *
- * @param roughness Roughness in range [0, 1]. Higher values yield more roughness.
- * @param numMips Total number of mip-map levels in the texture we'll be sampling from.
- * @return Index of the mipmap level to sample.
- */
- float mapRoughnessToMipLevel(float roughness, int numMips)
- {
- // We use the following equation:
- // mipLevel = log10(1 - roughness) / log10(dropPercent)
- //
- // Where dropPercent represent by what % to drop the roughness with each mip level.
- // We convert to log2 and a assume a drop percent value of 0.7. This gives us:
- // mipLevel = -2.8 * log2(1 - roughness);
-
- // Note: Another value that could be used is drop 0.6, which yields a multiply by -1.35692.
- // This more accurately covers the mip range, but early mip levels end up being too smooth,
- // and benefits from our cubemap importance sampling strategy seem to be lost as most samples
- // fall within one pixel, resulting in same effect as just trivially downsampling. With 0.7 drop
- // the roughness increases too early and higher mip levels don't cover the full [0, 1] range. Which
- // is better depends on what looks better.
-
- return max(0, -2.8f * log2(1.0f - roughness));
- }
-
- /**
- * Calculates a roughness value from the provided mip level.
- *
- * @param mipLevel Mip level to determine roughness for.
- * @param numMips Total number of mip-map levels in the texture we'll be sampling from.
- * @return Roughness value for the specific mip level.
- */
- float mapMipLevelToRoughness(int mipLevel, int numMips)
- {
- // mapRoughnessToMipLevel() solved for roughness
- return 1 - exp2((float)mipLevel / -2.8f);
- }
- };
- };
|