/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #pragma once uniform mat4 trans_clip_of_mainCam_to_mainRender; uniform mat4 trans_mainRender_to_view_of_mainCam; uniform mat4 trans_mainRender_to_clip_of_mainCam; // Computes linear Z from a given Z value, and near and far plane float get_linear_z_from_z(float z, float near, float far) { return 2.0 * near * far / (far + near - (z * 2.0 - 1) * (far - near)); } // Computes linear Z from a given Z value float get_linear_z_from_z(float z) { return get_linear_z_from_z(z, CAMERA_NEAR, CAMERA_FAR); } // Computes the Z component from a position in NDC space float get_z_from_ndc(vec3 ndc_pos) { return get_linear_z_from_z(ndc_pos.z); } // Computes linear Z from a given Z value, and near and far plane, for orthographic projections float get_linear_z_from_z_ortographic(float z, float near, float far) { return 2.0 / (far + near - fma(z, 2.0, -1.0) * (far - near)); } // Computes the surface position based on a given Z, a texcoord, and the Inverse MVP matrix vec3 calculate_surface_pos(float z, vec2 tcoord, mat4 inverse_mvp) { vec3 ndc_pos = fma(vec3(tcoord.xy, z), vec3(2.0), vec3(-1.0)); float clip_w = get_z_from_ndc(ndc_pos); vec4 proj = inverse_mvp * vec4(ndc_pos * clip_w, clip_w); return proj.xyz / proj.w; } // Computes the surface position based on a given Z and a texcoord vec3 calculate_surface_pos(float z, vec2 tcoord) { #if 0 return calculate_surface_pos(z, tcoord, trans_clip_of_mainCam_to_mainRender); #else float linz = get_linear_z_from_z(z); return mix( mix(MainSceneData.ws_frustum_directions[0], MainSceneData.ws_frustum_directions[1], tcoord.x), mix(MainSceneData.ws_frustum_directions[2], MainSceneData.ws_frustum_directions[3], tcoord.x), tcoord.y ).xyz * linz + MainSceneData.camera_pos; #endif } // Computes the surface position based on a given Z and a texcoord, aswell as a // custom near and far plane, and the inverse MVP. This is for orthographic projections vec3 calculate_surface_pos_ortho(float z, vec2 tcoord, float near, float far, mat4 inverse_mvp) { vec3 ndc_pos = fma(vec3(tcoord.xy, z), vec3(2.0), vec3(-1.0)); float clip_w = get_linear_z_from_z_ortographic(z, near, far); vec4 result = inverse_mvp * vec4(ndc_pos * clip_w, clip_w); return result.xyz / result.w; } // Computes the view position from a given Z value and texcoord vec3 calculate_view_pos(float z, vec2 tcoord) { vec4 view_pos = MainSceneData.inv_proj_mat * vec4(fma(tcoord.xy, vec2(2.0), vec2(-1.0)), z, 1.0); return view_pos.xyz / view_pos.w; } // Computes the NDC position from a given view position vec3 view_to_screen(vec3 view_pos) { vec4 projected = MainSceneData.proj_mat * vec4(view_pos, 1); projected.xyz /= projected.w; projected.xy = fma(projected.xy, vec2(0.5), vec2(0.5)); return projected.xyz; } // Converts a view space normal to world space vec3 view_normal_to_world(vec3 view_normal) { // We need to transform the coordinate system, should not be required, // seems to be some panda bug? view_normal = view_normal.xzy * vec3(1, -1, 1); return normalize((vec4(view_normal, 0) * trans_mainRender_to_view_of_mainCam).xyz); } // Converts a world space position to screen space position (NDC) vec3 world_to_screen(vec3 world_pos) { vec4 proj = trans_mainRender_to_clip_of_mainCam * vec4(world_pos, 1); proj.xyz /= proj.w; proj.xyz = fma(proj.xyz, vec3(0.5), vec3(0.5)); return proj.xyz; } // Converts a world space normal to view space vec3 world_normal_to_view(vec3 world_normal) { vec4 proj = trans_mainRender_to_view_of_mainCam * vec4(world_normal, 0); proj.xyz *= vec3(1, -1, 1); return normalize(proj.xzy); }