mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 07:20:40 +00:00
149 lines
5.5 KiB
HLSL
149 lines
5.5 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "torque.hlsl"
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static float sCornerRight[4] = { -1, 1, 1, -1 };
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static float sCornerUp[4] = { -1, -1, 1, 1 };
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static float2 sUVCornerExtent[4] =
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{
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float2( 0, 1 ),
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float2( 1, 1 ),
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float2( 1, 0 ),
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float2( 0, 0 )
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};
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#define IMPOSTER_MAX_UVS 64
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void imposter_v(
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// These parameters usually come from the vertex.
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float3 center,
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int corner,
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float halfSize,
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float3 imposterUp,
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float3 imposterRight,
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// These are from the imposter shader constant.
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int numEquatorSteps,
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int numPolarSteps,
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float polarAngle,
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bool includePoles,
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// Other shader constants.
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float3 camPos,
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float4 uvs[IMPOSTER_MAX_UVS],
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// The outputs of this function.
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out float3 outWsPosition,
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out float2 outTexCoord,
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out float3x3 outWorldToTangent
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)
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{
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// TODO: This could all be calculated on the CPU.
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float equatorStepSize = M_2PI_F / numEquatorSteps;
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float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001;
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float polarStepSize = M_PI_F / numPolarSteps;
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float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001;
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// The vector between the camera and the billboard.
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float3 lookVec = normalize( camPos - center );
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// Generate the camera up and right vectors from
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// the object transform and camera forward.
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float3 camUp = imposterUp;
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float3 camRight = normalize( cross( -lookVec, camUp ) );
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// The billboarding is based on the camera directions.
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float3 rightVec = camRight * sCornerRight[corner];
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float3 upVec = camUp * sCornerUp[corner];
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float lookPitch = acos( dot( imposterUp, lookVec ) );
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// First check to see if we need to render the top billboard.
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int index;
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/*
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if ( includePoles && ( lookPitch < polarAngle || lookPitch > sPi - polarAngle ) )
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{
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index = numEquatorSteps * 3;
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// When we render the top/bottom billboard we always use
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// a fixed vector that matches the rotation of the object.
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rightVec = float3( 1, 0, 0 ) * sCornerRight[corner];
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upVec = float3( 0, 1, 0 ) * sCornerUp[corner];
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if ( lookPitch > sPi - polarAngle )
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{
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upVec = -upVec;
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index++;
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}
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}
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else
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*/
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{
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// Calculate the rotation around the z axis then add the
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// equator half step. This gets the images to switch a
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// half step before the captured angle is met.
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float lookAzimuth = atan2( lookVec.y, lookVec.x );
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float azimuth = atan2( imposterRight.y, imposterRight.x );
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float rotZ = ( lookAzimuth - azimuth ) + equatorHalfStep;
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// The y rotation is calculated from the look vector and
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// the object up vector.
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float rotY = lookPitch - polarHalfStep;
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// TODO: How can we do this without conditionals?
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// Normalize the result to 0 to 2PI.
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if ( rotZ < 0 )
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rotZ += M_2PI_F;
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if ( rotZ > M_2PI_F )
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rotZ -= M_2PI_F;
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if ( rotY < 0 )
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rotY += M_2PI_F;
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if ( rotY > M_PI_F ) // Not M_2PI_F?
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rotY -= M_2PI_F;
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float polarIdx = round( abs( rotY ) / polarStepSize );
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// Get the index to the start of the right polar
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// images for this viewing angle.
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int numPolarOffset = numEquatorSteps * polarIdx;
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// Calculate the final image index for lookup
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// of the texture coords.
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index = ( rotZ / equatorStepSize ) + numPolarOffset;
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}
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// Generate the final world space position.
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outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize );
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// Grab the uv set and setup the texture coord.
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float4 uvSet = uvs[index];
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outTexCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
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outTexCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
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// Needed for normal mapping and lighting.
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outWorldToTangent[0] = float3( 1, 0, 0 );
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outWorldToTangent[1] = float3( 0, 1, 0 );
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outWorldToTangent[2] = float3( 0, 0, -1 );
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}
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