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			4.8 KiB
		
	
	
	
		
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			174 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #ifndef _GBUFFER_GLSL_ | ||
|  | #define _GBUFFER_GLSL_ | ||
|  | 
 | ||
|  | vec2 octahedronWrap(const vec2 v) { | ||
|  | 	return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0)); | ||
|  | } | ||
|  | 
 | ||
|  | vec3 getNor(const vec2 enc) { | ||
|  | 	vec3 n; | ||
|  | 	n.z = 1.0 - abs(enc.x) - abs(enc.y); | ||
|  | 	n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); | ||
|  | 	n = normalize(n); | ||
|  | 	return n; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 getPosView(const vec3 viewRay, const float depth, const vec2 cameraProj) { | ||
|  | 	float linearDepth = cameraProj.y / (cameraProj.x - depth); | ||
|  | 	//float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x); | ||
|  | 	return viewRay * linearDepth; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) { | ||
|  | 	// eyeLook, viewRay should be normalized | ||
|  | 	float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x); | ||
|  | 	float viewZDist = dot(eyeLook, viewRay); | ||
|  | 	vec3 wposition = eye + viewRay * (linearDepth / viewZDist); | ||
|  | 	return wposition; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) { | ||
|  | 	// eyeLook, viewRay should be normalized | ||
|  | 	float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x); | ||
|  | 	float viewZDist = dot(eyeLook, viewRay); | ||
|  | 	vec3 wposition = viewRay * (linearDepth / viewZDist); | ||
|  | 	return wposition; | ||
|  | } | ||
|  | 
 | ||
|  | #if defined(HLSL) || defined(METAL) | ||
|  | vec3 getPos2(const mat4 invVP, const float depth, vec2 coord) { | ||
|  | 	coord.y = 1.0 - coord.y; | ||
|  | #else | ||
|  | vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) { | ||
|  | #endif | ||
|  | 	vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0); | ||
|  | 	pos = invVP * pos; | ||
|  | 	pos.xyz /= pos.w; | ||
|  | 	return pos.xyz; | ||
|  | } | ||
|  | 
 | ||
|  | #if defined(HLSL) || defined(METAL) | ||
|  | vec3 getPosView2(const mat4 invP, const float depth, vec2 coord) { | ||
|  | 	coord.y = 1.0 - coord.y; | ||
|  | #else | ||
|  | vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) { | ||
|  | #endif | ||
|  | 	vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0); | ||
|  | 	pos = invP * pos; | ||
|  | 	pos.xyz /= pos.w; | ||
|  | 	return pos.xyz; | ||
|  | } | ||
|  | 
 | ||
|  | #if defined(HLSL) || defined(METAL) | ||
|  | vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, vec2 coord) { | ||
|  | 	coord.y = 1.0 - coord.y; | ||
|  | #else | ||
|  | vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) { | ||
|  | #endif | ||
|  | 	vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0); | ||
|  | 	pos = invVP * pos; | ||
|  | 	pos.xyz /= pos.w; | ||
|  | 	return pos.xyz - eye; | ||
|  | } | ||
|  | 
 | ||
|  | float packFloat(const float f1, const float f2) { | ||
|  | 	return floor(f1 * 100.0) + min(f2, 1.0 - 1.0 / 100.0); | ||
|  | } | ||
|  | 
 | ||
|  | vec2 unpackFloat(const float f) { | ||
|  | 	return vec2(floor(f) / 100.0, fract(f)); | ||
|  | } | ||
|  | 
 | ||
|  | float packFloat2(const float f1, const float f2) { | ||
|  | 	// Higher f1 = less precise f2 | ||
|  | 	return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0); | ||
|  | } | ||
|  | 
 | ||
|  | vec2 unpackFloat2(const float f) { | ||
|  | 	return vec2(floor(f) / 255.0, fract(f)); | ||
|  | } | ||
|  | 
 | ||
|  | vec4 encodeRGBM(const vec3 rgb) { | ||
|  | 	const float maxRange = 6.0; | ||
|  | 	float maxRGB = max(rgb.x, max(rgb.g, rgb.b)); | ||
|  | 	float m = maxRGB / maxRange; | ||
|  | 	m = ceil(m * 255.0) / 255.0; | ||
|  | 	return vec4(rgb / (m * maxRange), m); | ||
|  | } | ||
|  | 
 | ||
|  | vec3 decodeRGBM(const vec4 rgbm) { | ||
|  | 	const float maxRange = 6.0; | ||
|  | 	return rgbm.rgb * rgbm.a * maxRange; | ||
|  | } | ||
|  | 
 | ||
|  | vec2 signNotZero(vec2 v) | ||
|  | { | ||
|  | 	return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0); | ||
|  | } | ||
|  | 
 | ||
|  | vec2 encode_oct(vec3 v) | ||
|  | { | ||
|  | 	// Project the sphere onto the octahedron, and then onto the xy plane | ||
|  | 	vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z))); | ||
|  | 	// Reflect the folds of the lower hemisphere over the diagonals | ||
|  | 	return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 decode_oct(vec2 e) | ||
|  | { | ||
|  | 	vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); | ||
|  | 	if (v.z < 0) v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy); | ||
|  | 	return normalize(v); | ||
|  | } | ||
|  | 
 | ||
|  | uint encNor(vec3 n) { | ||
|  | 	ivec3 nor = ivec3(n * 255.0f); | ||
|  | 	uvec3 norSigns; | ||
|  | 	norSigns.x = (nor.x >> 5) & 0x04000000; | ||
|  | 	norSigns.y = (nor.y >> 14) & 0x00020000; | ||
|  | 	norSigns.z = (nor.z >> 23) & 0x00000100; | ||
|  | 	nor = abs(nor); | ||
|  | 	uint val = norSigns.x | (nor.x << 18) | norSigns.y | (nor.y << 9) | norSigns.z | nor.z; | ||
|  | 	return val; | ||
|  | } | ||
|  | 
 | ||
|  | vec3 decNor(uint val) { | ||
|  | 	uvec3 nor; | ||
|  | 	nor.x = (val >> 18) & 0x000000ff; | ||
|  | 	nor.y = (val >> 9) & 0x000000ff; | ||
|  | 	nor.z = val & 0x000000ff; | ||
|  | 	uvec3 norSigns; | ||
|  | 	norSigns.x = (val >> 25) & 0x00000002; | ||
|  | 	norSigns.y = (val >> 16) & 0x00000002; | ||
|  | 	norSigns.z = (val >> 7) & 0x00000002; | ||
|  | 	norSigns = 1 - norSigns; | ||
|  | 	vec3 normal = vec3(nor) / 255.0f; | ||
|  | 	normal *= norSigns; | ||
|  | 	return normal; | ||
|  | } | ||
|  | 
 | ||
|  | /** | ||
|  | 	Packs a float in [0, 1] and an integer in [0..15] into a single 16 bit float value. | ||
|  | **/ | ||
|  | float packFloatInt16(const float f, const uint i) { | ||
|  | 	const uint numBitFloat = 12; | ||
|  | 	const float maxValFloat = float((1 << numBitFloat) - 1); | ||
|  | 
 | ||
|  | 	const uint bitsInt = i << numBitFloat; | ||
|  | 	const uint bitsFloat = uint(f * maxValFloat); | ||
|  | 
 | ||
|  | 	return float(bitsInt | bitsFloat); | ||
|  | } | ||
|  | 
 | ||
|  | void unpackFloatInt16(const float val, out float f, out uint i) { | ||
|  | 	const uint numBitFloat = 12; | ||
|  | 	const float maxValFloat = float((1 << numBitFloat) - 1); | ||
|  | 
 | ||
|  | 	const uint bitsValue = uint(val); | ||
|  | 
 | ||
|  | 	i = bitsValue >> numBitFloat; | ||
|  | 	f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat; | ||
|  | } | ||
|  | 
 | ||
|  | #endif |