// glsl / C++ compatible source as interface for FrustrumGrid float frustumGrid_depthRamp(float linear) { // return linear; return linear * linear; } float frustumGrid_depthRampInverse(float volume) { // return volume; return sqrt(volume); } vec3 frustumGrid_gridToVolume(vec3 pos, ivec3 dims) { vec3 gridScale = vec3(1.0, 1.0, 1.0) / vec3(dims); vec3 volumePos = pos * gridScale; volumePos.z = frustumGrid_depthRamp(volumePos.z); return volumePos; } vec3 frustumGrid_volumeToGrid(vec3 vpos, ivec3 dims) { vec3 gridPos = vec3(vpos.x, vpos.y, frustumGrid_depthRampInverse(vpos.z)) * vec3(dims); return gridPos; } vec4 frustumGrid_volumeToClip(vec3 vpos, float rangeNear, float rangeFar) { vec3 ndcPos = vec3(-1.0 + 2.0 * vpos.x, -1.0 + 2.0 * vpos.y, vpos.z); float depth = rangeNear * (1 - ndcPos.z) + rangeFar * (ndcPos.z); vec4 clipPos = vec4(ndcPos.x * depth, ndcPos.y * depth, 1.0, depth); return clipPos; } vec3 frustumGrid_clipToEye(vec4 clipPos, mat4 projection) { return vec3( (clipPos.x + projection[2][0] * clipPos.w) / projection[0][0], (clipPos.y + projection[2][1] * clipPos.w) / projection[1][1], -clipPos.w //, (clipPos.z - projection[3][3] * clipPos.w) / projection[3][2] ); } vec3 frustumGrid_volumeToEye(vec3 vpos, mat4 projection, float rangeNear, float rangeFar) { return frustumGrid_clipToEye(frustumGrid_volumeToClip(vpos, rangeNear, rangeFar), projection); } vec3 frustumGrid_eyeToVolume(vec3 epos, mat4 projection, float rangeNear, float rangeFar) { vec4 clipPos = vec4(epos.x * projection[0][0] + epos.z * projection[2][0], epos.y * projection[1][1] + epos.z * projection[2][1], epos.z * projection[2][2] + projection[2][3], -epos.z); vec4 ndcPos = clipPos / clipPos.w; vec3 volumePos = vec3(0.5 * (ndcPos.x + 1.0), 0.5 * (ndcPos.y + 1.0), (clipPos.w - rangeNear) / (rangeFar - rangeNear)); return volumePos; } int frustumGrid_numClusters() { return frustumGrid.dims.x * frustumGrid.dims.y * (frustumGrid.dims.z); } vec3 frustumGrid_clusterPosToEye(ivec3 clusterPos, vec3 offset) { vec3 cvpos = vec3(clusterPos) + offset; vec3 volumePos = frustumGrid_gridToVolume(cvpos, frustumGrid.dims); vec3 eyePos = frustumGrid_volumeToEye(volumePos, frustumGrid.eyeToGridProj, frustumGrid.rangeNear, frustumGrid.rangeFar); return eyePos; } ivec3 frustumGrid_eyeToClusterPos(vec3 eyePos) { if ((eyePos.z > -frustumGrid.frustumNear) || (eyePos.z < -frustumGrid.frustumFar)) { return ivec3(-1); } if (eyePos.z > -frustumGrid.rangeNear) { return ivec3(0,0,-1); } vec3 volumePos = frustumGrid_eyeToVolume(eyePos, frustumGrid.eyeToGridProj, frustumGrid.rangeNear, frustumGrid.rangeFar); vec3 gridPos = frustumGrid_volumeToGrid(volumePos, frustumGrid.dims); if (gridPos.z >= frustumGrid.dims.z) { gridPos.z = frustumGrid.dims.z; } return ivec3(gridPos); } vec4 frustumGrid_eyeToWorld(vec4 eyePos) { return frustumGrid.eyeToWorldMat * eyePos; } vec4 frustumGrid_worldToEye(vec4 worldPos) { return frustumGrid.worldToEyeMat * worldPos; } // <@if 1@> // Trigger Scribe include // <@endif@> End C++ compatible