Use depth for 3d cursor normal

This commit is contained in:
luboslenco
2020-02-04 17:26:07 +01:00
parent 1673821cde
commit 8ad0d8bc95
5 changed files with 49 additions and 51 deletions
+21 -20
View File
@@ -2,15 +2,13 @@
uniform mat4 VP;
uniform mat4 invVP;
uniform vec2 mouse;
uniform vec2 step;
uniform vec2 texStep;
uniform float radius;
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
in vec4 pos;
in vec2 nor;
in vec2 tex;
out vec2 texCoord;
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)); }
mat3 rotAxis(vec3 axis, float a) {
float c = cos(a);
vec3 as = axis * sin(a);
@@ -18,32 +16,35 @@ mat3 rotAxis(vec3 axis, float a) {
mat3 q = mat3(c, -as.z, as.y, as.z, c, -as.x, -as.y, as.x, c);
return p * (1.0 - c) + q;
}
vec3 getNormal(vec2 uv) {
vec2 g0 = textureLod(gbuffer0, mouse, 0.0).rg;
vec3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
return n;
vec3 getPos(vec2 uv) {
float depth = textureLod(gbufferD, uv, 0.0).r;
vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
wpos = invVP * wpos;
return wpos.xyz / wpos.w;
}
vec3 getNormal(vec3 p0, vec2 uv) {
vec3 p1 = getPos(uv + vec2(texStep.x * 4, 0));
vec3 p2 = getPos(uv + vec2(0, texStep.y * 4));
return normalize(cross(p2 - p0, p1 - p0));
}
void main() {
texCoord = tex;
float depth = textureLod(gbufferD, mouse, 0.0).r;
vec4 wpos = vec4(mouse * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
wpos = invVP * wpos;
wpos.xyz /= wpos.w;
vec3 wpos = getPos(mouse);
vec2 uv1 = mouse + texStep * 4;
vec2 uv2 = mouse - texStep * 4;
vec3 wpos1 = getPos(uv1);
vec3 wpos2 = getPos(uv2);
vec3 n = normalize(
getNormal(mouse + vec2(step.x, step.y)) +
getNormal(mouse + vec2(-step.x, step.y)) +
getNormal(mouse + vec2(-step.x, -step.y)) +
getNormal(mouse + vec2(step.x, -step.y)) +
getNormal(mouse)
getNormal(wpos, mouse) +
getNormal(wpos1, uv1) +
getNormal(wpos2, uv2)
);
float ax = acos(dot(vec3(1,0,0), vec3(n.x,0,0)));
float az = acos(dot(vec3(0,0,1), vec3(0,0,n.z)));
float sy = -sign(n.y);
wpos.xyz +=
wpos +=
rotAxis(vec3(1,0,0), -az * sy + 3.14/2) *
rotAxis(vec3(0,0,1), ax + 3.14/2) *
(pos.xyz * radius);
gl_Position = VP * vec4(wpos.xyz, 1.0);
gl_Position = VP * vec4(wpos, 1.0);
}
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+25 -25
View File
@@ -1,15 +1,12 @@
uniform float4x4 VP;
uniform float4x4 invVP;
uniform float2 mouse;
uniform float2 step;
uniform float2 texStep;
uniform float radius;
Texture2D<float4> texa; // direct3d12 unit align
SamplerState _texa_sampler; // direct3d12 unit align
Texture2D<float4> gbufferD;
SamplerState _gbufferD_sampler;
Texture2D<float4> gbuffer0;
SamplerState _gbuffer0_sampler;
float2 octahedronWrap(float2 v) { return (1.0 - abs(v.yx)) * (float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0)); }
float3x3 rotAxis(float3 axis, float a) {
float c = cos(a);
float3 as = axis * sin(a).xxx;
@@ -17,37 +14,40 @@ float3x3 rotAxis(float3 axis, float a) {
float3x3 q = float3x3(c, -as.z, as.y, as.z, c, -as.x, -as.y, as.x, c);
return p * (1.0 - c) + q;
}
float3 getNormal(float2 uv) {
float2 g0 = gbuffer0.SampleLevel(_gbuffer0_sampler, uv, 0.0).rg;
float3 n;
n.z = 1.0 - abs(g0.x) - abs(g0.y);
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
return n;
float3 getPos(float2 uv) {
float2 uvinv = float2(uv.x, 1.0 - uv.y);
float depth = gbufferD.SampleLevel(_gbufferD_sampler, uvinv, 0).r;
float4 wpos = float4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
wpos = mul(wpos, invVP);
return wpos.xyz / wpos.w;
}
float3 getNormal(float3 p0, float2 uv) {
float3 p1 = getPos(uv + float2(texStep.x, 0));
float3 p2 = getPos(uv + float2(0, texStep.y));
return normalize(cross(p2 - p0, p1 - p0));
}
struct SPIRV_Cross_Output { float2 texCoord : TEXCOORD0; float4 gl_Position : SV_Position; };
SPIRV_Cross_Output main(float2 nor : TEXCOORD0, float4 pos : TEXCOORD1, float2 tex : TEXCOORD2) {
SPIRV_Cross_Output stage_output;
stage_output.texCoord = tex;
float2 mouseinv = float2(mouse.x, 1.0 - mouse.y);
float depth = gbufferD.SampleLevel(_gbufferD_sampler, mouseinv, 0).r;
float keep = texa.SampleLevel(_texa_sampler, mouseinv, 0).r; // direct3d12 unit align
depth += keep * 0.0000001; // direct3d12 unit align
float4 wpos = float4(mouse * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
wpos = mul(wpos, invVP);
wpos.xyz /= wpos.w;
float3 wpos = getPos(mouse);
float2 uv1 = mouse + texStep * 4;
float2 uv2 = mouse - texStep * 4;
float3 wpos1 = getPos(uv1);
float3 wpos2 = getPos(uv2);
float keep = texa.SampleLevel(_texa_sampler, mouse, 0).r; // direct3d12 unit align
wpos.x += keep * 0.0000001; // direct3d12 unit align;
float3 n = normalize(
getNormal(mouseinv + float2(step.x, step.y)) +
getNormal(mouseinv + float2(-step.x, step.y)) +
getNormal(mouseinv + float2(-step.x, -step.y)) +
getNormal(mouseinv + float2(step.x, -step.y)) +
getNormal(mouseinv)
getNormal(wpos, mouse) +
getNormal(wpos1, uv1) +
getNormal(wpos2, uv2)
);
float ax = acos(dot(float3(1,0,0), float3(n.x,0,0)));
float az = acos(dot(float3(0,0,1), float3(0,0,n.z)));
float sy = -sign(n.y);
wpos.xyz += mul(mul(pos.xyz * radius.xxx, rotAxis(float3(0,0,1), ax + 3.14/2)),
rotAxis(float3(1,0,0), -az * sy + 3.14/2));
stage_output.gl_Position = mul(float4(wpos.xyz, 1.0), VP);
wpos += mul(mul(pos.xyz * radius.xxx, rotAxis(float3(0,0,1), ax + 3.14/2)),
rotAxis(float3(1,0,0), -az * sy + 3.14/2));
stage_output.gl_Position = mul(float4(wpos, 1.0), VP);
stage_output.gl_Position.z = (stage_output.gl_Position.z + stage_output.gl_Position.w) * 0.5;
return stage_output;
}
+2 -4
View File
@@ -39,11 +39,10 @@ class Layers {
public static var cursorVP: ConstantLocation;
public static var cursorInvVP: ConstantLocation;
public static var cursorMouse: ConstantLocation;
public static var cursorStep: ConstantLocation;
public static var cursorTexStep: ConstantLocation;
public static var cursorRadius: ConstantLocation;
public static var cursorTex: TextureUnit;
public static var cursorGbufferD: TextureUnit;
public static var cursorGbuffer0: TextureUnit;
public static inline var defaultBase = 0.5;
public static inline var defaultRough = 0.4;
@@ -167,10 +166,9 @@ class Layers {
cursorVP = pipeCursor.getConstantLocation("VP");
cursorInvVP = pipeCursor.getConstantLocation("invVP");
cursorMouse = pipeCursor.getConstantLocation("mouse");
cursorStep = pipeCursor.getConstantLocation("step");
cursorTexStep = pipeCursor.getConstantLocation("texStep");
cursorRadius = pipeCursor.getConstantLocation("radius");
cursorGbufferD = pipeCursor.getTextureUnit("gbufferD");
cursorGbuffer0 = pipeCursor.getTextureUnit("gbuffer0");
cursorTex = pipeCursor.getTextureUnit("tex");
}
+1 -2
View File
@@ -268,7 +268,6 @@ class RenderPathPaint {
g.setTexture(Layers.cursorTex, img);
var gbuffer0 = path.renderTargets.get("gbuffer0").image;
g.setTextureDepth(Layers.cursorGbufferD, gbuffer0);
g.setTexture(Layers.cursorGbuffer0, gbuffer0);
var mx = Input.getMouse().viewX / iron.App.w();
var my = 1.0 - (Input.getMouse().viewY / iron.App.h());
if (UITrait.inst.brushLocked) {
@@ -276,7 +275,7 @@ class RenderPathPaint {
my = 1.0 - (UITrait.inst.lockStartedY - iron.App.y()) / iron.App.h();
}
g.setFloat2(Layers.cursorMouse, mx, my);
g.setFloat2(Layers.cursorStep, 2 / gbuffer0.width, 2 / gbuffer0.height);
g.setFloat2(Layers.cursorTexStep, 1 / gbuffer0.width, 1 / gbuffer0.height);
g.setFloat(Layers.cursorRadius, UITrait.inst.brushRadius / 3.4);
g.setMatrix(Layers.cursorVP, Scene.active.camera.VP.self);
var helpMat = iron.math.Mat4.identity();