Brush preview

This commit is contained in:
luboslenco
2020-03-09 23:48:12 +01:00
parent 4cbadfefd1
commit f7f77a525e
13 changed files with 186 additions and 81 deletions
+26 -14
View File
@@ -4,18 +4,19 @@ uniform mat4 invVP;
uniform vec2 mouse;
uniform vec2 texStep;
uniform float radius;
uniform vec3 cameraRight;
uniform sampler2D gbufferD;
in vec4 pos;
in vec2 nor;
in vec2 tex;
out vec2 texCoord;
mat3 rotAxis(vec3 axis, float a) {
float c = cos(a);
vec3 as = axis * sin(a);
mat3 p = mat3(axis.x * axis, axis.y * axis, axis.z * axis);
mat3 q = mat3(c, -as.z, as.y, as.z, c, -as.x, -as.y, as.x, c);
return p * (1.0 - c) + q;
}
// mat3 rotAxis(vec3 axis, float a) {
// float c = cos(a);
// vec3 as = axis * sin(a);
// mat3 p = mat3(axis.x * axis, axis.y * axis, axis.z * axis);
// 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 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);
@@ -27,6 +28,10 @@ vec3 getNormal(vec3 p0, vec2 uv) {
vec3 p2 = getPos(uv + vec2(0, texStep.y * 4));
return normalize(cross(p2 - p0, p1 - p0));
}
void createBasis(vec3 normal, out vec3 tangent, out vec3 binormal) {
tangent = normalize(cameraRight - normal * dot(cameraRight, normal));
binormal = cross(tangent, normal);
}
void main() {
texCoord = tex;
vec3 wpos = getPos(mouse);
@@ -39,12 +44,19 @@ void main() {
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 +=
rotAxis(vec3(1,0,0), -az * sy + 3.14/2) *
rotAxis(vec3(0,0,1), ax + 3.14/2) *
(pos.xyz * radius);
// 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 +=
// rotAxis(vec3(1,0,0), -az * sy + 3.14/2) *
// rotAxis(vec3(0,0,1), ax + 3.14/2) *
// (pos.xyz * radius);
vec3 n_tan;
vec3 n_bin;
createBasis(n, n_tan, n_bin);
if (gl_VertexID == 0) wpos += normalize(-n_tan - n_bin) * 0.7 * radius;
else if (gl_VertexID == 1) wpos += normalize( n_tan - n_bin) * 0.7 * radius;
else if (gl_VertexID == 2) wpos += normalize( n_tan + n_bin) * 0.7 * radius;
else if (gl_VertexID == 3) wpos += normalize(-n_tan + n_bin) * 0.7 * radius;
gl_Position = VP * vec4(wpos, 1.0);
}
Binary file not shown.
+34 -13
View File
@@ -3,17 +3,20 @@ uniform float4x4 invVP;
uniform float2 mouse;
uniform float2 texStep;
uniform float radius;
uniform float3 cameraRight;
Texture2D<float4> texa; // direct3d12 unit align
SamplerState _texa_sampler; // direct3d12 unit align
Texture2D<float4> gbufferD;
SamplerState _gbufferD_sampler;
float3x3 rotAxis(float3 axis, float a) {
float c = cos(a);
float3 as = axis * sin(a).xxx;
float3x3 p = float3x3(axis.xxx * axis, axis.yyy * axis, axis.zzz * axis);
float3x3 q = float3x3(c, -as.z, as.y, as.z, c, -as.x, -as.y, as.x, c);
return p * (1.0 - c) + q;
}
// float3x3 rotAxis(float3 axis, float a) {
// float c = cos(a);
// float3 as = axis * sin(a).xxx;
// float3x3 p = float3x3(axis.xxx * axis, axis.yyy * axis, axis.zzz * axis);
// 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 getPos(float2 uv) {
float2 uvinv = float2(uv.x, 1.0 - uv.y);
float depth = gbufferD.SampleLevel(_gbufferD_sampler, uvinv, 0).r;
@@ -21,13 +24,21 @@ float3 getPos(float2 uv) {
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));
}
void createBasis(float3 normal, out float3 tangent, out float3 binormal) {
// Project vector onto plane
tangent = normalize(cameraRight - normal * dot(cameraRight, normal));
binormal = cross(tangent, normal);
}
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 main(float2 nor : TEXCOORD0, float4 pos : TEXCOORD1, float2 tex : TEXCOORD2, uint gl_VertexID : SV_VertexID) {
SPIRV_Cross_Output stage_output;
stage_output.texCoord = tex;
float3 wpos = getPos(mouse);
@@ -42,11 +53,21 @@ SPIRV_Cross_Output main(float2 nor : TEXCOORD0, float4 pos : TEXCOORD1, float2 t
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 += 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));
// 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 += 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));
float3 n_tan;
float3 n_bin;
createBasis(n, n_tan, n_bin);
if (gl_VertexID == 0) wpos += normalize(-n_tan - n_bin) * 0.7 * radius;
else if (gl_VertexID == 1) wpos += normalize( n_tan - n_bin) * 0.7 * radius;
else if (gl_VertexID == 2) wpos += normalize( n_tan + n_bin) * 0.7 * radius;
else if (gl_VertexID == 3) wpos += normalize(-n_tan + n_bin) * 0.7 * radius;
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;