overte/libraries/render-utils/src/DeferredTransform.slh
2024-02-28 15:23:04 -08:00

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<!
// DeferredTransform.slh
// libraries/render-utils/src
//
// Created by Sam Gateau on 6/2/16.
// Copyright 2016 High Fidelity, Inc.
// Copyright 2024 Overte e.V.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not DEFERRED_TRANSFORM_SLH@>
<@def DEFERRED_TRANSFORM_SLH@>
<@include gpu/ShaderConstants.h@>
<@include render-utils/ShaderConstants.h@>
<@func declareDeferredFrameTransform()@>
<@include DeferredTransform_shared.slh@>
#define DeferredFrameTransform _DeferredFrameTransform
#define TransformCamera _TransformCamera
LAYOUT_STD140(binding=RENDER_UTILS_BUFFER_DEFERRED_FRAME_TRANSFORM) uniform deferredFrameTransformBuffer {
DeferredFrameTransform frameTransform;
};
vec2 getWidthHeight(int resolutionLevel) {
return vec2(ivec2(frameTransform.infos.pixelInfo.zw) >> resolutionLevel);
}
vec2 getInvWidthHeight() {
return frameTransform.infos.invPixelInfo.xy;
}
mat4 getProjection(int side) {
return frameTransform.cameras[side]._projection;
}
mat4 getProjectionInverse(int side) {
return frameTransform.cameras[side]._projectionInverse;
}
float getProjScaleEye() {
return getProjection(0)[1][1];
}
float getProjScale(int resolutionLevel) {
return getWidthHeight(resolutionLevel).y * getProjScaleEye() * 0.5;
}
mat4 getProjectionMono() {
return frameTransform.infos.projectionMono;
}
// positive near distance of the projection
float getProjectionNear() {
mat4 projection = getProjection(0);
float planeC = projection[2][3] + projection[2][2];
float planeD = projection[3][2];
return planeD / planeC;
}
// positive far distance of the projection
float getPosLinearDepthFar() {
return -frameTransform.infos.depthInfo.z;
}
mat4 getViewInverse(int side) {
return frameTransform.cameras[side]._viewInverse;
}
mat4 getView(int side) {
return frameTransform.cameras[side]._view;
}
mat4 getPreviousView(int side) {
return frameTransform.cameras[side]._previousView;
}
mat4 getPreviousViewInverse(int side) {
return frameTransform.cameras[side]._previousViewInverse;
}
bool isStereo() {
return frameTransform.infos.stereoInfo.x > 0.0f;
}
float getStereoSideWidth(int resolutionLevel) {
return float(int(frameTransform.infos.stereoInfo.y) >> resolutionLevel);
}
float getStereoSideHeight(int resolutionLevel) {
return float(int(frameTransform.infos.pixelInfo.w) >> resolutionLevel);
}
vec2 getSideImageSize(int resolutionLevel) {
return vec2(float(int(frameTransform.infos.stereoInfo.y) >> resolutionLevel), float(int(frameTransform.infos.pixelInfo.w) >> resolutionLevel));
}
int getStereoSideFromPixel(int xPos, int resolutionLevel) {
int sideWidth = int(getStereoSideWidth(resolutionLevel));
return int(xPos >= sideWidth && isStereo());
}
int getStereoSideFromPixel(int xPos) {
return getStereoSideFromPixel(xPos, 0);
}
int getStereoSideFromFragCoord() {
return getStereoSideFromPixel(int(gl_FragCoord.x), 0);
}
int getStereoSideFromUV(float uPos) {
return int(uPos >= 0.5 && isStereo());
}
vec2 getStereoSideSize(int resolutionLevel) {
return vec2(getStereoSideWidth(resolutionLevel), getStereoSideHeight(resolutionLevel));
}
ivec4 getStereoSideInfoFromWidth(int xPos, int sideWidth) {
return ivec4((1 - int(xPos < sideWidth)) * ivec2(1, sideWidth), sideWidth, isStereo());
}
ivec4 getStereoSideInfo(int xPos, int resolutionLevel) {
int sideWidth = int(getStereoSideWidth(resolutionLevel));
return getStereoSideInfoFromWidth(xPos, sideWidth);
}
int getStereoSide(ivec4 sideInfo) {
return sideInfo.x;
}
float evalZeyeFromZdb(float depth) {
return frameTransform.infos.depthInfo.x / (depth * frameTransform.infos.depthInfo.y + frameTransform.infos.depthInfo.z);
}
float evalZdbFromZeye(float Zeye) {
return (frameTransform.infos.depthInfo.x - Zeye * frameTransform.infos.depthInfo.z) / (Zeye * frameTransform.infos.depthInfo.y);
}
vec3 evalEyeNormal(vec3 C) {
return normalize(cross(dFdx(C), dFdy(C)));
}
vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
// compute the view space position using the depth
vec3 clipPos;
clipPos.xyz = vec3(texcoord.xy, Zdb) * 2.0 - 1.0;
vec4 eyePos = getProjectionInverse(side) * vec4(clipPos.xyz, 1.0);
return eyePos.xyz / eyePos.w;
}
vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
float Zdb = evalZdbFromZeye(Zeye);
return evalEyePositionFromZdb(side, Zdb, texcoord);
}
ivec2 getPixelPosTexcoordPosAndSide(in vec2 glFragCoord, out ivec2 pixelPos, out vec2 texcoordPos, out ivec4 stereoSide) {
ivec2 fragPos = ivec2(glFragCoord.xy);
stereoSide = getStereoSideInfo(fragPos.x, 0);
pixelPos = fragPos;
pixelPos.x -= stereoSide.y;
texcoordPos = (vec2(pixelPos) + 0.5) * getInvWidthHeight();
return fragPos;
}
<@endfunc@>
<@endif@>