SHCommon.bslinc 3.5 KB

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  1. mixin SHCommon
  2. {
  3. code
  4. {
  5. #define SH_NUM_COEFFS SH_ORDER * SH_ORDER
  6. struct SHVector
  7. {
  8. float v[SH_NUM_COEFFS];
  9. };
  10. struct SHVectorRGB
  11. {
  12. SHVector R;
  13. SHVector G;
  14. SHVector B;
  15. };
  16. void SHZero(inout SHVector v)
  17. {
  18. [unroll]
  19. for(int i = 0; i < SH_NUM_COEFFS; ++i)
  20. v.v[i] = 0;
  21. }
  22. void SHZero(inout SHVectorRGB v)
  23. {
  24. SHZero(v.R);
  25. SHZero(v.G);
  26. SHZero(v.B);
  27. }
  28. void SHMultiplyAdd(inout SHVector lhs, SHVector rhs, float c)
  29. {
  30. [unroll]
  31. for(int i = 0; i < SH_NUM_COEFFS; ++i)
  32. lhs.v[i] += rhs.v[i] * c;
  33. }
  34. void SHMultiplyAdd(inout SHVectorRGB lhs, SHVectorRGB rhs, float c)
  35. {
  36. SHMultiplyAdd(lhs.R, rhs.R, c);
  37. SHMultiplyAdd(lhs.G, rhs.G, c);
  38. SHMultiplyAdd(lhs.B, rhs.B, c);
  39. }
  40. void SHAdd(inout SHVector lhs, SHVector rhs)
  41. {
  42. [unroll]
  43. for(int i = 0; i < SH_NUM_COEFFS; ++i)
  44. lhs.v[i] += rhs.v[i];
  45. }
  46. void SHAdd(inout SHVectorRGB lhs, SHVectorRGB rhs)
  47. {
  48. SHAdd(lhs.R, rhs.R);
  49. SHAdd(lhs.G, rhs.G);
  50. SHAdd(lhs.B, rhs.B);
  51. }
  52. void SHMultiply(inout SHVector lhs, SHVector rhs)
  53. {
  54. [unroll]
  55. for(int i = 0; i < SH_NUM_COEFFS; ++i)
  56. lhs.v[i] *= rhs.v[i];
  57. }
  58. void SHMultiply(inout SHVectorRGB lhs, SHVectorRGB rhs)
  59. {
  60. SHMultiply(lhs.R, rhs.R);
  61. SHMultiply(lhs.G, rhs.G);
  62. SHMultiply(lhs.B, rhs.B);
  63. }
  64. void SHMultiply(inout SHVector lhs, float rhs)
  65. {
  66. [unroll]
  67. for(int i = 0; i < SH_NUM_COEFFS; ++i)
  68. lhs.v[i] *= rhs;
  69. }
  70. void SHMultiply(inout SHVectorRGB lhs, float rhs)
  71. {
  72. SHMultiply(lhs.R, rhs);
  73. SHMultiply(lhs.G, rhs);
  74. SHMultiply(lhs.B, rhs);
  75. }
  76. #if SH_ORDER == 5
  77. SHVector SHBasis(float3 dir)
  78. {
  79. float x = dir.x;
  80. float y = dir.y;
  81. float z = dir.z;
  82. float x2 = x*x;
  83. float y2 = y*y;
  84. float z2 = z*z;
  85. float z3 = z2 * z;
  86. float x4 = x2 * x2;
  87. float y4 = y2 * y2;
  88. float z4 = z2 * z2;
  89. SHVector o;
  90. o.v[0] = 0.282095f;
  91. o.v[1] = -0.488603f * y;
  92. o.v[2] = 0.488603f * z;
  93. o.v[3] = -0.488603f * x;
  94. o.v[4] = 1.092548f * x * y;
  95. o.v[5] = -1.092548f * y * z;
  96. o.v[6] = 0.315392f * (3.0f * z2 - 1.0f);
  97. o.v[7] = -1.092548f * x * z;
  98. o.v[8] = 0.546274f * (x2 - y2);
  99. o.v[9] = -0.590043f * y * (3.0f * x2 - y2);
  100. o.v[10] = 2.890611f * y * x * z;
  101. o.v[11] = -0.646360f * y * (-1.0f + 5.0f * z2);
  102. o.v[12] = 0.373176f *(5.0f * z3 - 3.0f * z);
  103. o.v[13] = -0.457045f * x * (-1.0f + 5.0f * z2);
  104. o.v[14] = 1.445306f *(x2 - y2) * z;
  105. o.v[15] = -0.590043f * x * (x2 - 3.0f * y2);
  106. o.v[16] = 2.503340f * x * y * (x2 - y2);
  107. o.v[17] = -1.770130f * y * z * (3.0f * x2 - y2);
  108. o.v[18] = 0.946175f * y * x * (-1.0f + 7.0f * z2);
  109. o.v[19] = -0.669046f * y * z * (-3.0f + 7.0f * z2);
  110. o.v[20] = (105.0f * z4 - 90.0f * z2 + 9.0f) / 28.359261f;
  111. o.v[21] = -0.669046f * x * z * (-3.0f + 7.0f * z2);
  112. o.v[22] = 0.473087f * (x2 - y2) * (-1.0f + 7.0f * z2);
  113. o.v[23] = -1.770130f * x * z * (x2 - 3.0f * y2);
  114. o.v[24] = 0.625836f * (x4 - 6.0f * y2 * x2 + y4);
  115. return o;
  116. }
  117. #elif SH_ORDER == 3
  118. SHVector SHBasis(float3 dir)
  119. {
  120. float x = dir.x;
  121. float y = dir.y;
  122. float z = dir.z;
  123. float x2 = x*x;
  124. float y2 = y*y;
  125. float z2 = z*z;
  126. SHVector o;
  127. o.v[0] = 0.282095f;
  128. o.v[1] = -0.488603f * y;
  129. o.v[2] = 0.488603f * z;
  130. o.v[3] = -0.488603f * x;
  131. o.v[4] = 1.092548f * x * y;
  132. o.v[5] = -1.092548f * y * z;
  133. o.v[6] = 0.315392f * (3.0f * z2 - 1.0f);
  134. o.v[7] = -1.092548f * x * z;
  135. o.v[8] = 0.546274f * (x2 - y2);
  136. return o;
  137. }
  138. #endif
  139. };
  140. };