Torque3D/Templates/Empty/game/shaders/common/gl/imposter.glsl
2012-09-19 11:29:55 -04:00

161 lines
6 KiB
GLSL

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "torque.glsl"
#define IMPOSTER_MAX_UVS 64
void imposter_v(
// These parameters usually come from the vertex.
vec3 center,
int corner,
float halfSize,
vec3 imposterUp,
vec3 imposterRight,
// These are from the imposter shader constant.
int numEquatorSteps,
int numPolarSteps,
float polarAngle,
bool includePoles,
// Other shader constants.
vec3 camPos,
vec4 uvs[IMPOSTER_MAX_UVS],
// The outputs of this function.
out vec3 outWsPosition,
out vec2 outTexCoord,
out mat3 outWorldToTangent
)
{
float M_HALFPI_F = 1.57079632679489661923;
float M_PI_F = 3.14159265358979323846;
float M_2PI_F = 6.28318530717958647692;
float sCornerRight[4];// = float[]( -1.0, 1.0, 1.0, -1.0 );
sCornerRight[0] = -1.0;
sCornerRight[1] = 1.0;
sCornerRight[2] = 1.0;
sCornerRight[3] = -1.0;
float sCornerUp[4];// = float[]( -1.0, -1.0, 1.0, 1.0 );
sCornerUp[0] = -1.0;
sCornerUp[1] = -1.0;
sCornerUp[2] = 1.0;
sCornerUp[3] = 1.0;
vec2 sUVCornerExtent[4];// = vec2[](vec2( 0.0, 1.0 ), vec2( 1.0, 1.0 ), vec2( 1.0, 0.0 ), vec2( 0.0, 0.0 ));
sUVCornerExtent[0] = vec2( 0.0, 1.0 );
sUVCornerExtent[1] = vec2( 1.0, 1.0 );
sUVCornerExtent[2] = vec2( 1.0, 0.0 );
sUVCornerExtent[3] = vec2( 0.0, 0.0 );
// TODO: This could all be calculated on the CPU.
float equatorStepSize = M_2PI_F / float( numEquatorSteps );
float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001;
float polarStepSize = M_PI_F / float( numPolarSteps );
float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001;
// The vector between the camera and the billboard.
vec3 lookVec = normalize( camPos - center );
// Generate the camera up and right vectors from
// the object transform and camera forward.
vec3 camUp = imposterUp;
vec3 camRight = cross( -lookVec, camUp );
// The billboarding is based on the camera directions.
vec3 rightVec = camRight * sCornerRight[corner];
vec3 upVec = camUp * sCornerUp[corner];
float lookPitch = acos( dot( imposterUp, lookVec ) );
// First check to see if we need to render the top billboard.
int index;
/*
if ( includePoles && ( lookPitch < polarAngle || lookPitch > sPi - polarAngle ) )
{
index = numEquatorSteps * 3;
// When we render the top/bottom billboard we always use
// a fixed vector that matches the rotation of the object.
rightVec = vec3( 1, 0, 0 ) * sCornerRight[corner];
upVec = vec3( 0, 1, 0 ) * sCornerUp[corner];
if ( lookPitch > sPi - polarAngle )
{
upVec = -upVec;
index++;
}
}
else
*/
{
// Calculate the rotation around the z axis then add the
// equator half step. This gets the images to switch a
// half step before the captured angle is met.
float lookAzimuth = atan( lookVec.y, lookVec.x );
float azimuth = atan( imposterRight.y, imposterRight.x );
float rotZ = ( lookAzimuth - azimuth ) + equatorHalfStep;
// The y rotation is calculated from the look vector and
// the object up vector.
float rotY = lookPitch - polarHalfStep;
// TODO: How can we do this without conditionals?
// Normalize the result to 0 to 2PI.
if ( rotZ < 0.0 )
rotZ += M_2PI_F;
if ( rotZ > M_2PI_F )
rotZ -= M_2PI_F;
if ( rotY < 0.0 )
rotY += M_2PI_F;
if ( rotY > M_PI_F ) // Not M_2PI_F?
rotY -= M_2PI_F;
float polarIdx = round( abs( rotY ) / polarStepSize );
// Get the index to the start of the right polar
// images for this viewing angle.
int numPolarOffset = int( float( numEquatorSteps ) * polarIdx );
// Calculate the final image index for lookup
// of the texture coords.
index = int( rotZ / equatorStepSize ) + numPolarOffset;
}
// Generate the final world space position.
outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize );
// Grab the uv set and setup the texture coord.
vec4 uvSet = uvs[index];
outTexCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
outTexCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
// Needed for normal mapping and lighting.
outWorldToTangent[0] = vec3( 1, 0, 0 );
outWorldToTangent[1] = vec3( 0, 1, 0 );
outWorldToTangent[2] = vec3( 0, 0, -1 );
}