mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-24 22:59:24 +00:00
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
149 lines
5.5 KiB
HLSL
149 lines
5.5 KiB
HLSL
//-----------------------------------------------------------------------------
|
|
// 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.hlsl"
|
|
|
|
|
|
static float sCornerRight[4] = { -1, 1, 1, -1 };
|
|
static float sCornerUp[4] = { -1, -1, 1, 1 };
|
|
static float2 sUVCornerExtent[4] =
|
|
{
|
|
float2( 0, 1 ),
|
|
float2( 1, 1 ),
|
|
float2( 1, 0 ),
|
|
float2( 0, 0 )
|
|
};
|
|
|
|
#define IMPOSTER_MAX_UVS 64
|
|
|
|
|
|
void imposter_v(
|
|
// These parameters usually come from the vertex.
|
|
float3 center,
|
|
int corner,
|
|
float halfSize,
|
|
float3 imposterUp,
|
|
float3 imposterRight,
|
|
|
|
// These are from the imposter shader constant.
|
|
int numEquatorSteps,
|
|
int numPolarSteps,
|
|
float polarAngle,
|
|
bool includePoles,
|
|
|
|
// Other shader constants.
|
|
float3 camPos,
|
|
float4 uvs[IMPOSTER_MAX_UVS],
|
|
|
|
// The outputs of this function.
|
|
out float3 outWsPosition,
|
|
out float2 outTexCoord,
|
|
out float3x3 outWorldToTangent
|
|
)
|
|
{
|
|
// TODO: This could all be calculated on the CPU.
|
|
float equatorStepSize = M_2PI_F / numEquatorSteps;
|
|
float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001;
|
|
float polarStepSize = M_PI_F / numPolarSteps;
|
|
float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001;
|
|
|
|
// The vector between the camera and the billboard.
|
|
float3 lookVec = normalize( camPos - center );
|
|
|
|
// Generate the camera up and right vectors from
|
|
// the object transform and camera forward.
|
|
float3 camUp = imposterUp;
|
|
float3 camRight = normalize( cross( -lookVec, camUp ) );
|
|
|
|
// The billboarding is based on the camera directions.
|
|
float3 rightVec = camRight * sCornerRight[corner];
|
|
float3 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 = float3( 1, 0, 0 ) * sCornerRight[corner];
|
|
upVec = float3( 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 = atan2( lookVec.y, lookVec.x );
|
|
float azimuth = atan2( 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 )
|
|
rotZ += M_2PI_F;
|
|
if ( rotZ > M_2PI_F )
|
|
rotZ -= M_2PI_F;
|
|
if ( rotY < 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 = numEquatorSteps * polarIdx;
|
|
|
|
// Calculate the final image index for lookup
|
|
// of the texture coords.
|
|
index = ( rotZ / equatorStepSize ) + numPolarOffset;
|
|
}
|
|
|
|
// Generate the final world space position.
|
|
outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize );
|
|
|
|
// Grab the uv set and setup the texture coord.
|
|
float4 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] = float3( 1, 0, 0 );
|
|
outWorldToTangent[1] = float3( 0, 1, 0 );
|
|
outWorldToTangent[2] = float3( 0, 0, -1 );
|
|
}
|