boxproject converted to obb. TODO: convert defineBoxSpaceInfluence to obb as well by getting rid of that length(boxMaxLS - boxMinLS); in favor of a 3D scale calc set.

This commit is contained in:
Azaezel 2019-03-04 23:29:23 -06:00
parent c6e4b4a0e4
commit 4275e340f4

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@ -82,17 +82,18 @@ float defineBoxSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay)
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(Surface surface, ProbeData probe) //float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax
float3 boxProject(Surface surface, ProbeData probe)
{
float3 nrdir = normalize(surface.R);
float3 offset = surface.P;
float3 plane1vec = (probe.boxMax - offset) / nrdir;
float3 plane2vec = (probe.boxMin - offset) / nrdir;
float3 RayLS = mul(probe.worldToLocal, float4(surface.R,0.0)).xyz;
float3 PositionLS = mul( probe.worldToLocal, float4(surface.P,1.0));
float3 unit = probe.boxMax-probe.boxMin;
float3 plane1vec = (unit - PositionLS) / RayLS;
float3 plane2vec = (-unit - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = offset + nrdir * dist;
float3 posonbox = surface.P + surface.R * dist;
return posonbox - probe.refPosition;
}