// glsl / C++ compatible source as interface for FrustrumGrid #if defined(Q_OS_LINUX) #define float_exp2 exp2f #else #define float_exp2 exp2 #endif float frustumGrid_depthRampGridToVolume(float ngrid) { // return ngrid; // return sqrt(ngrid); return float_exp2(ngrid) - 1.0f; } float frustumGrid_depthRampInverseVolumeToGrid(float nvolume) { // return nvolume; // return nvolume * nvolume; return log2(nvolume + 1.0f); } vec3 frustumGrid_gridToVolume(vec3 pos, ivec3 dims) { vec3 gridScale = vec3(1.0f) / vec3(dims); vec3 volumePos = pos * gridScale; volumePos.z = frustumGrid_depthRampGridToVolume(volumePos.z); return volumePos; } float frustumGrid_volumeToGridDepth(float vposZ, ivec3 dims) { return frustumGrid_depthRampInverseVolumeToGrid(vposZ) * float(dims.z); } vec3 frustumGrid_volumeToGrid(vec3 vpos, ivec3 dims) { vec3 gridPos = vec3(vpos.x, vpos.y, frustumGrid_depthRampInverseVolumeToGrid(vpos.z)) * vec3(dims); return gridPos; } vec4 frustumGrid_volumeToClip(vec3 vpos, float rangeNear, float rangeFar) { vec3 ndcPos = vec3(-1.0f + 2.0f * vpos.x, -1.0f + 2.0f * vpos.y, vpos.z); float depth = rangeNear * (1 - ndcPos.z) + rangeFar * (ndcPos.z); vec4 clipPos = vec4(ndcPos.x * depth, ndcPos.y * depth, 1.0f, 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); } float frustumGrid_eyeToVolumeDepth(float eposZ, float rangeNear, float rangeFar) { return (-eposZ - rangeNear) / (rangeFar - rangeNear); } 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(0.5f * (ndcPos.x + 1.0f), 0.5f * (ndcPos.y + 1.0f), (clipPos.w - rangeNear) / (rangeFar - rangeNear)); return volumePos; } int frustumGrid_numClusters() { return frustumGrid.dims.x * frustumGrid.dims.y * (frustumGrid.dims.z + 1); } int frustumGrid_clusterToIndex(ivec3 pos) { return pos.x + (pos.y + pos.z * frustumGrid.dims.y) * frustumGrid.dims.x; } ivec3 frustumGrid_indexToCluster(int index) { ivec3 summedDims = ivec3(frustumGrid.dims.x * frustumGrid.dims.y, frustumGrid.dims.x, 1); int layer = index / summedDims.x; int offsetInLayer = index % summedDims.x; ivec3 clusterPos = ivec3(offsetInLayer % summedDims.y, offsetInLayer / summedDims.y, layer); return clusterPos; } vec3 frustumGrid_clusterPosToEye(vec3 clusterPos) { vec3 cvpos = clusterPos; vec3 volumePos = frustumGrid_gridToVolume(cvpos, frustumGrid.dims); vec3 eyePos = frustumGrid_volumeToEye(volumePos, frustumGrid.eyeToGridProj, frustumGrid.rangeNear, frustumGrid.rangeFar); return eyePos; } vec3 frustumGrid_clusterPosToEye(ivec3 clusterPos, vec3 offset) { vec3 cvpos = vec3(clusterPos) + offset; return frustumGrid_clusterPosToEye(cvpos); } int frustumGrid_eyeDepthToClusterLayer(float eyeZ) { if ((eyeZ > -frustumGrid.frustumNear) || (eyeZ < -frustumGrid.frustumFar)) { return -2; } if (eyeZ > -frustumGrid.rangeNear) { return -1; } float volumeZ = frustumGrid_eyeToVolumeDepth(eyeZ, frustumGrid.rangeNear, frustumGrid.rangeFar); float gridZ = frustumGrid_volumeToGridDepth(volumeZ, frustumGrid.dims); if (gridZ >= frustumGrid.dims.z) { gridZ = frustumGrid.dims.z; } return int(gridZ); } ivec3 frustumGrid_eyeToClusterPos(vec3 eyePos) { // make sure the frontEyePos is always in the front to eval the grid pos correctly vec3 frontEyePos = eyePos; frontEyePos.z = (eyePos.z > 0.0f ? -eyePos.z : eyePos.z); vec3 volumePos = frustumGrid_eyeToVolume(frontEyePos, frustumGrid.eyeToGridProj, frustumGrid.rangeNear, frustumGrid.rangeFar); vec3 gridPos = frustumGrid_volumeToGrid(volumePos, frustumGrid.dims); if (gridPos.z >= frustumGrid.dims.z) { gridPos.z = frustumGrid.dims.z; } ivec3 igridPos = ivec3(floor(gridPos)); if ((eyePos.z > -frustumGrid.frustumNear) || (eyePos.z < -frustumGrid.frustumFar)) { return ivec3(igridPos.x, igridPos.y, - 2); } if (eyePos.z > -frustumGrid.rangeNear) { return ivec3(igridPos.x, igridPos.y, -1); } return igridPos; } int frustumGrid_eyeToClusterDirH(vec3 eyeDir) { if (eyeDir.z >= 0.0f) { return (eyeDir.x > 0 ? frustumGrid.dims.x : -1); } float eyeDepth = -eyeDir.z; float nclipDir = eyeDir.x / eyeDepth; float ndcDir = nclipDir * frustumGrid.eyeToGridProj[0][0] - frustumGrid.eyeToGridProj[2][0]; float volumeDir = 0.5f * (ndcDir + 1.0f); float gridPos = volumeDir * float(frustumGrid.dims.x); return int(gridPos); } int frustumGrid_eyeToClusterDirV(vec3 eyeDir) { if (eyeDir.z >= 0.0f) { return (eyeDir.y > 0 ? frustumGrid.dims.y : -1); } float eyeDepth = -eyeDir.z; float nclipDir = eyeDir.y / eyeDepth; float ndcDir = nclipDir * frustumGrid.eyeToGridProj[1][1] - frustumGrid.eyeToGridProj[2][1]; float volumeDir = 0.5f * (ndcDir + 1.0f); float gridPos = volumeDir * float(frustumGrid.dims.y); return int(gridPos); } ivec2 frustumGrid_eyeToClusterDir(vec3 eyeDir) { return ivec2(frustumGrid_eyeToClusterDirH(eyeDir), frustumGrid_eyeToClusterDirV(eyeDir)); } 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