slang-shaders/crt/shaders/crt-royale/src/geometry-functions.h

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#ifndef GEOMETRY_FUNCTIONS_H
#define GEOMETRY_FUNCTIONS_H
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
//////////////////////////// MACROS AND CONSTANTS ////////////////////////////
// Curvature-related constants:
#define MAX_POINT_CLOUD_SIZE 9
///////////////////////////// CURVATURE FUNCTIONS /////////////////////////////
vec2 quadratic_solve(const float a, const float b_over_2, const float c)
{
// Requires: 1.) a, b, and c are quadratic formula coefficients
// 2.) b_over_2 = b/2.0 (simplifies terms to factor 2 out)
// 3.) b_over_2 must be guaranteed < 0.0 (avoids a branch)
// Returns: Returns vec2(first_solution, discriminant), so the caller
// can choose how to handle the "no intersection" case. The
// Kahan or Citardauq formula is used for numerical robustness.
const float discriminant = b_over_2*b_over_2 - a*c;
const float solution0 = c/(-b_over_2 + sqrt(discriminant));
return vec2(solution0, discriminant);
}
vec2 intersect_sphere(const vec3 view_vec, const vec3 eye_pos_vec)
{
// Requires: 1.) view_vec and eye_pos_vec are 3D vectors in the sphere's
// local coordinate frame (eye_pos_vec is a position, i.e.
// a vector from the origin to the eye/camera)
// 2.) geom_radius is a global containing the sphere's radius
// Returns: Cast a ray of direction view_vec from eye_pos_vec at a
// sphere of radius geom_radius, and return the distance to
// the first intersection in units of length(view_vec).
// http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
// Quadratic formula coefficients (b_over_2 is guaranteed negative):
const float a = dot(view_vec, view_vec);
const float b_over_2 = dot(view_vec, eye_pos_vec); // * 2.0 factored out
const float c = dot(eye_pos_vec, eye_pos_vec) - geom_radius*geom_radius;
return quadratic_solve(a, b_over_2, c);
}
vec2 intersect_cylinder(const vec3 view_vec, const vec3 eye_pos_vec)
{
// Requires: 1.) view_vec and eye_pos_vec are 3D vectors in the sphere's
// local coordinate frame (eye_pos_vec is a position, i.e.
// a vector from the origin to the eye/camera)
// 2.) geom_radius is a global containing the cylinder's radius
// Returns: Cast a ray of direction view_vec from eye_pos_vec at a
// cylinder of radius geom_radius, and return the distance to
// the first intersection in units of length(view_vec). The
// derivation of the coefficients is in Christer Ericson's
// Real-Time Collision Detection, p. 195-196, and this version
// uses LaGrange's identity to reduce operations.
// Arbitrary "cylinder top" reference point for an infinite cylinder:
const vec3 cylinder_top_vec = vec3(0.0, geom_radius, 0.0);
const vec3 cylinder_axis_vec = vec3(0.0, 1.0, 0.0);//vec3(0.0, 2.0*geom_radius, 0.0);
const vec3 top_to_eye_vec = eye_pos_vec - cylinder_top_vec;
const vec3 axis_x_view = cross(cylinder_axis_vec, view_vec);
const vec3 axis_x_top_to_eye = cross(cylinder_axis_vec, top_to_eye_vec);
// Quadratic formula coefficients (b_over_2 is guaranteed negative):
const float a = dot(axis_x_view, axis_x_view);
const float b_over_2 = dot(axis_x_top_to_eye, axis_x_view);
const float c = dot(axis_x_top_to_eye, axis_x_top_to_eye) -
geom_radius*geom_radius;//*dot(cylinder_axis_vec, cylinder_axis_vec);
return quadratic_solve(a, b_over_2, c);
}
vec2 cylinder_xyz_to_uv(const vec3 intersection_pos_local,
const vec2 geom_aspect)
{
// Requires: An xyz intersection position on a cylinder.
// Returns: video_uv coords mapped to range [-0.5, 0.5]
// Mapping: Define square_uv.x to be the signed arc length in xz-space,
// and define square_uv.y = -intersection_pos_local.y (+v = -y).
// Start with a numerically robust arc length calculation.
const float angle_from_image_center = atan2(intersection_pos_local.x,
intersection_pos_local.z);
const float signed_arc_len = angle_from_image_center * geom_radius;
// Get a uv-mapping where [-0.5, 0.5] maps to a "square" area, then divide
// by the aspect ratio to stretch the mapping appropriately:
const vec2 square_uv = vec2(signed_arc_len, -intersection_pos_local.y);
const vec2 video_uv = square_uv / geom_aspect;
return video_uv;
}
vec3 cylinder_uv_to_xyz(const vec2 video_uv, const vec2 geom_aspect)
{
// Requires: video_uv coords mapped to range [-0.5, 0.5]
// Returns: An xyz intersection position on a cylinder. This is the
// inverse of cylinder_xyz_to_uv().
// Expand video_uv by the aspect ratio to get proportionate x/y lengths,
// then calculate an xyz position for the cylindrical mapping above.
const vec2 square_uv = video_uv * geom_aspect;
const float arc_len = square_uv.x;
const float angle_from_image_center = arc_len / geom_radius;
const float x_pos = sin(angle_from_image_center) * geom_radius;
const float z_pos = cos(angle_from_image_center) * geom_radius;
// Or: z = sqrt(geom_radius**2 - x**2)
// Or: z = geom_radius/sqrt(1.0 + tan(angle)**2), x = z * tan(angle)
const vec3 intersection_pos_local = vec3(x_pos, -square_uv.y, z_pos);
return intersection_pos_local;
}
vec2 sphere_xyz_to_uv(const vec3 intersection_pos_local,
const vec2 geom_aspect)
{
// Requires: An xyz intersection position on a sphere.
// Returns: video_uv coords mapped to range [-0.5, 0.5]
// Mapping: First define square_uv.x/square_uv.y ==
// intersection_pos_local.x/intersection_pos_local.y. Then,
// length(square_uv) is the arc length from the image center
// at (0.0, 0.0, geom_radius) along the tangent great circle.
// Credit for this mapping goes to cgwg: I never managed to
// understand his code, but he told me his mapping was based on
// great circle distances when I asked him about it, which
// informed this very similar (almost identical) mapping.
// Start with a numerically robust arc length calculation between the ray-
// sphere intersection point and the image center using a method posted by
// Roger Stafford on comp.soft-sys.matlab:
// https://groups.google.com/d/msg/comp.soft-sys.matlab/zNbUui3bjcA/c0HV_bHSx9cJ
const vec3 image_center_pos_local = vec3(0.0, 0.0, geom_radius);
const float cp_len =
length(cross(intersection_pos_local, image_center_pos_local));
const float dp = dot(intersection_pos_local, image_center_pos_local);
const float angle_from_image_center = atan2(cp_len, dp);
const float arc_len = angle_from_image_center * geom_radius;
// Get a uv-mapping where [-0.5, 0.5] maps to a "square" area, then divide
// by the aspect ratio to stretch the mapping appropriately:
const vec2 square_uv_unit = normalize(vec2(intersection_pos_local.x,
-intersection_pos_local.y));
const vec2 square_uv = arc_len * square_uv_unit;
const vec2 video_uv = square_uv / geom_aspect;
return video_uv;
}
vec3 sphere_uv_to_xyz(const vec2 video_uv, const vec2 geom_aspect)
{
// Requires: video_uv coords mapped to range [-0.5, 0.5]
// Returns: An xyz intersection position on a sphere. This is the
// inverse of sphere_xyz_to_uv().
// Expand video_uv by the aspect ratio to get proportionate x/y lengths,
// then calculate an xyz position for the spherical mapping above.
const vec2 square_uv = video_uv * geom_aspect;
// Using length or sqrt here butchers the framerate on my 8800GTS if
// this function is called too many times, and so does taking the max
// component of square_uv/square_uv_unit (program length threshold?).
//float arc_len = length(square_uv);
const vec2 square_uv_unit = normalize(square_uv);
const float arc_len = square_uv.y/square_uv_unit.y;
const float angle_from_image_center = arc_len / geom_radius;
const float xy_dist_from_sphere_center =
sin(angle_from_image_center) * geom_radius;
//vec2 xy_pos = xy_dist_from_sphere_center * (square_uv/FIX_ZERO(arc_len));
const vec2 xy_pos = xy_dist_from_sphere_center * square_uv_unit;
const float z_pos = cos(angle_from_image_center) * geom_radius;
const vec3 intersection_pos_local = vec3(xy_pos.x, -xy_pos.y, z_pos);
return intersection_pos_local;
}
vec2 sphere_alt_xyz_to_uv(const vec3 intersection_pos_local,
const vec2 geom_aspect)
{
// Requires: An xyz intersection position on a cylinder.
// Returns: video_uv coords mapped to range [-0.5, 0.5]
// Mapping: Define square_uv.x to be the signed arc length in xz-space,
// and define square_uv.y == signed arc length in yz-space.
// See cylinder_xyz_to_uv() for implementation details (very similar).
const vec2 angle_from_image_center = atan2(
vec2(intersection_pos_local.x, -intersection_pos_local.y),
intersection_pos_local.zz);
const vec2 signed_arc_len = angle_from_image_center * geom_radius;
const vec2 video_uv = signed_arc_len / geom_aspect;
return video_uv;
}
vec3 sphere_alt_uv_to_xyz(const vec2 video_uv, const vec2 geom_aspect)
{
// Requires: video_uv coords mapped to range [-0.5, 0.5]
// Returns: An xyz intersection position on a sphere. This is the
// inverse of sphere_alt_xyz_to_uv().
// See cylinder_uv_to_xyz() for implementation details (very similar).
const vec2 square_uv = video_uv * geom_aspect;
const vec2 arc_len = square_uv;
const vec2 angle_from_image_center = arc_len / geom_radius;
const vec2 xy_pos = sin(angle_from_image_center) * geom_radius;
const float z_pos = sqrt(geom_radius*geom_radius - dot(xy_pos, xy_pos));
return vec3(xy_pos.x, -xy_pos.y, z_pos);
}
inline vec2 intersect(const vec3 view_vec_local, const vec3 eye_pos_local,
const float geom_mode)
{
return geom_mode < 2.5 ? intersect_sphere(view_vec_local, eye_pos_local) :
intersect_cylinder(view_vec_local, eye_pos_local);
}
inline vec2 xyz_to_uv(const vec3 intersection_pos_local,
const vec2 geom_aspect, const float geom_mode)
{
return geom_mode < 1.5 ?
sphere_xyz_to_uv(intersection_pos_local, geom_aspect) :
geom_mode < 2.5 ?
sphere_alt_xyz_to_uv(intersection_pos_local, geom_aspect) :
cylinder_xyz_to_uv(intersection_pos_local, geom_aspect);
}
inline vec3 uv_to_xyz(const vec2 uv, const vec2 geom_aspect,
const float geom_mode)
{
return geom_mode < 1.5 ? sphere_uv_to_xyz(uv, geom_aspect) :
geom_mode < 2.5 ? sphere_alt_uv_to_xyz(uv, geom_aspect) :
cylinder_uv_to_xyz(uv, geom_aspect);
}
vec2 view_vec_to_uv(const vec3 view_vec_local, const vec3 eye_pos_local,
const vec2 geom_aspect, const float geom_mode, out vec3 intersection_pos)
{
// Get the intersection point on the primitive, given an eye position
// and view vector already in its local coordinate frame:
const vec2 intersect_dist_and_discriminant = intersect(view_vec_local,
eye_pos_local, geom_mode);
const vec3 intersection_pos_local = eye_pos_local +
view_vec_local * intersect_dist_and_discriminant.x;
// Save the intersection position to an output parameter:
intersection_pos = intersection_pos_local;
// Transform into uv coords, but give out-of-range coords if the
// view ray doesn't intersect the primitive in the first place:
return intersect_dist_and_discriminant.y > 0.005 ?
xyz_to_uv(intersection_pos_local, geom_aspect, geom_mode) : vec2(1.0);
}
vec3 get_ideal_global_eye_pos_for_points(vec3 eye_pos,
const vec2 geom_aspect, const vec3 global_coords[MAX_POINT_CLOUD_SIZE],
const int num_points)
{
// Requires: Parameters:
// 1.) Starting eye_pos is a global 3D position at which the
// camera contains all points in global_coords[] in its FOV
// 2.) geom_aspect = get_aspect_vector(
// IN.output_size.x / IN.output_size.y);
// 3.) global_coords is a point cloud containing global xyz
// coords of extreme points on the simulated CRT screen.
// Globals:
// 1.) geom_view_dist must be > 0.0. It controls the "near
// plane" used to interpret flat_video_uv as a view
// vector, which controls the field of view (FOV).
// Eyespace coordinate frame: +x = right, +y = up, +z = back
// Returns: Return an eye position at which the point cloud spans as
// much of the screen as possible (given the FOV controlled by
// geom_view_dist) without being cropped or sheared.
// Algorithm:
// 1.) Move the eye laterally to a point which attempts to maximize the
// the amount we can move forward without clipping the CRT screen.
// 2.) Move forward by as much as possible without clipping the CRT.
// Get the allowed movement range by solving for the eye_pos offsets
// that result in each point being projected to a screen edge/corner in
// pseudo-normalized device coords (where xy ranges from [-0.5, 0.5]
// and z = eyespace z):
// pndc_coord = vec3(vec2(eyespace_xyz.x, -eyespace_xyz.y)*
// geom_view_dist / (geom_aspect * -eyespace_xyz.z), eyespace_xyz.z);
// Notes:
// The field of view is controlled by geom_view_dist's magnitude relative to
// the view vector's x and y components:
// view_vec.xy ranges from [-0.5, 0.5] * geom_aspect
// view_vec.z = -geom_view_dist
// But for the purposes of perspective divide, it should be considered:
// view_vec.xy ranges from [-0.5, 0.5] * geom_aspect / geom_view_dist
// view_vec.z = -1.0
const int max_centering_iters = 1; // Keep for easy testing.
for(int iter = 0; iter < max_centering_iters; iter++)
{
// 0.) Get the eyespace coordinates of our point cloud:
vec3 eyespace_coords[MAX_POINT_CLOUD_SIZE];
for(int i = 0; i < num_points; i++)
{
eyespace_coords[i] = global_coords[i] - eye_pos;
}
// 1a.)For each point, find out how far we can move eye_pos in each
// lateral direction without the point clipping the frustum.
// Eyespace +y = up, screenspace +y = down, so flip y after
// applying the eyespace offset (on the way to "clip space").
// Solve for two offsets per point based on:
// (eyespace_xyz.xy - offset_dr) * vec2(1.0, -1.0) *
// geom_view_dist / (geom_aspect * -eyespace_xyz.z) = vec2(-0.5)
// (eyespace_xyz.xy - offset_dr) * vec2(1.0, -1.0) *
// geom_view_dist / (geom_aspect * -eyespace_xyz.z) = vec2(0.5)
// offset_ul and offset_dr represent the farthest we can move the
// eye_pos up-left and down-right. Save the min of all offset_dr's
// and the max of all offset_ul's (since it's negative).
float abs_radius = abs(geom_radius); // In case anyone gets ideas. ;)
vec2 offset_dr_min = vec2(10.0 * abs_radius, 10.0 * abs_radius);
vec2 offset_ul_max = vec2(-10.0 * abs_radius, -10.0 * abs_radius);
for(int i = 0; i < num_points; i++)
{
const vec2 flipy = vec2(1.0, -1.0);
vec3 eyespace_xyz = eyespace_coords[i];
vec2 offset_dr = eyespace_xyz.xy - vec2(-0.5) *
(geom_aspect * -eyespace_xyz.z) / (geom_view_dist * flipy);
vec2 offset_ul = eyespace_xyz.xy - vec2(0.5) *
(geom_aspect * -eyespace_xyz.z) / (geom_view_dist * flipy);
offset_dr_min = min(offset_dr_min, offset_dr);
offset_ul_max = max(offset_ul_max, offset_ul);
}
// 1b.)Update eye_pos: Adding the average of offset_ul_max and
// offset_dr_min gives it equal leeway on the top vs. bottom
// and left vs. right. Recalculate eyespace_coords accordingly.
vec2 center_offset = 0.5 * (offset_ul_max + offset_dr_min);
eye_pos.xy += center_offset;
for(int i = 0; i < num_points; i++)
{
eyespace_coords[i] = global_coords[i] - eye_pos;
}
// 2a.)For each point, find out how far we can move eye_pos forward
// without the point clipping the frustum. Flip the y
// direction in advance (matters for a later step, not here).
// Solve for four offsets per point based on:
// eyespace_xyz_flipy.x * geom_view_dist /
// (geom_aspect.x * (offset_z - eyespace_xyz_flipy.z)) =-0.5
// eyespace_xyz_flipy.y * geom_view_dist /
// (geom_aspect.y * (offset_z - eyespace_xyz_flipy.z)) =-0.5
// eyespace_xyz_flipy.x * geom_view_dist /
// (geom_aspect.x * (offset_z - eyespace_xyz_flipy.z)) = 0.5
// eyespace_xyz_flipy.y * geom_view_dist /
// (geom_aspect.y * (offset_z - eyespace_xyz_flipy.z)) = 0.5
// We'll vectorize the actual computation. Take the maximum of
// these four for a single offset, and continue taking the max
// for every point (use max because offset.z is negative).
float offset_z_max = -10.0 * geom_radius * geom_view_dist;
for(int i = 0; i < num_points; i++)
{
vec3 eyespace_xyz_flipy = eyespace_coords[i] *
vec3(1.0, -1.0, 1.0);
vec4 offset_zzzz = eyespace_xyz_flipy.zzzz +
(eyespace_xyz_flipy.xyxy * geom_view_dist) /
(vec4(-0.5, -0.5, 0.5, 0.5) * vec4(geom_aspect, geom_aspect));
// Ignore offsets that push positive x/y values to opposite
// boundaries, and vice versa, and don't let the camera move
// past a point in the dead center of the screen:
offset_z_max = (eyespace_xyz_flipy.x < 0.0) ?
max(offset_z_max, offset_zzzz.x) : offset_z_max;
offset_z_max = (eyespace_xyz_flipy.y < 0.0) ?
max(offset_z_max, offset_zzzz.y) : offset_z_max;
offset_z_max = (eyespace_xyz_flipy.x > 0.0) ?
max(offset_z_max, offset_zzzz.z) : offset_z_max;
offset_z_max = (eyespace_xyz_flipy.y > 0.0) ?
max(offset_z_max, offset_zzzz.w) : offset_z_max;
offset_z_max = max(offset_z_max, eyespace_xyz_flipy.z);
}
// 2b.)Update eye_pos: Add the maximum (smallest negative) z offset.
eye_pos.z += offset_z_max;
}
return eye_pos;
}
vec3 get_ideal_global_eye_pos(const vec3x3 local_to_global,
const vec2 geom_aspect, const float geom_mode)
{
// Start with an initial eye_pos that includes the entire primitive
// (sphere or cylinder) in its field-of-view:
const vec3 high_view = vec3(0.0, geom_aspect.y, -geom_view_dist);
const vec3 low_view = high_view * vec3(1.0, -1.0, 1.0);
const float len_sq = dot(high_view, high_view);
const float fov = abs(acos(dot(high_view, low_view)/len_sq));
// Trigonometry/similar triangles say distance = geom_radius/sin(fov/2):
const float eye_z_spherical = geom_radius/sin(fov*0.5);
const vec3 eye_pos = geom_mode < 2.5 ?
vec3(0.0, 0.0, eye_z_spherical) :
vec3(0.0, 0.0, max(geom_view_dist, eye_z_spherical));
// Get global xyz coords of extreme sample points on the simulated CRT
// screen. Start with the center, edge centers, and corners of the
// video image. We can't ignore backfacing points: They're occluded
// by closer points on the primitive, but they may NOT be occluded by
// the convex hull of the remaining samples (i.e. the remaining convex
// hull might not envelope points that do occlude a back-facing point.)
const int num_points = MAX_POINT_CLOUD_SIZE;
vec3 global_coords[MAX_POINT_CLOUD_SIZE];
global_coords[0] = mul(local_to_global, uv_to_xyz(vec2(0.0, 0.0), geom_aspect, geom_mode));
global_coords[1] = mul(local_to_global, uv_to_xyz(vec2(0.0, -0.5), geom_aspect, geom_mode));
global_coords[2] = mul(local_to_global, uv_to_xyz(vec2(0.0, 0.5), geom_aspect, geom_mode));
global_coords[3] = mul(local_to_global, uv_to_xyz(vec2(-0.5, 0.0), geom_aspect, geom_mode));
global_coords[4] = mul(local_to_global, uv_to_xyz(vec2(0.5, 0.0), geom_aspect, geom_mode));
global_coords[5] = mul(local_to_global, uv_to_xyz(vec2(-0.5, -0.5), geom_aspect, geom_mode));
global_coords[6] = mul(local_to_global, uv_to_xyz(vec2(0.5, -0.5), geom_aspect, geom_mode));
global_coords[7] = mul(local_to_global, uv_to_xyz(vec2(-0.5, 0.5), geom_aspect, geom_mode));
global_coords[8] = mul(local_to_global, uv_to_xyz(vec2(0.5, 0.5), geom_aspect, geom_mode));
// Adding more inner image points could help in extreme cases, but too many
// points will kille the framerate. For safety, default to the initial
// eye_pos if any z coords are negative:
float num_negative_z_coords = 0.0;
for(int i = 0; i < num_points; i++)
{
num_negative_z_coords += float(global_coords[0].z < 0.0);
}
// Outsource the optimized eye_pos calculation:
return num_negative_z_coords > 0.5 ? eye_pos :
get_ideal_global_eye_pos_for_points(eye_pos, geom_aspect,
global_coords, num_points);
}
vec3x3 get_pixel_to_object_matrix(const vec3x3 global_to_local,
const vec3 eye_pos_local, const vec3 view_vec_global,
const vec3 intersection_pos_local, const vec3 normal,
const vec2 output_size_inv)
{
// Requires: See get_curved_video_uv_coords_and_tangent_matrix for
// descriptions of each parameter.
// Returns: Return a transformation matrix from 2D pixel-space vectors
// (where (+1.0, +1.0) is a vector to one pixel down-right,
// i.e. same directionality as uv texels) to 3D object-space
// vectors in the CRT's local coordinate frame (right-handed)
// ***which are tangent to the CRT surface at the intersection
// position.*** (Basically, we want to convert pixel-space
// vectors to 3D vectors along the CRT's surface, for later
// conversion to uv vectors.)
// Shorthand inputs:
const vec3 pos = intersection_pos_local;
const vec3 eye_pos = eye_pos_local;
// Get a piecewise-linear matrix transforming from "pixelspace" offset
// vectors (1.0 = one pixel) to object space vectors in the tangent
// plane (faster than finding 3 view-object intersections).
// 1.) Get the local view vecs for the pixels to the right and down:
const vec3 view_vec_right_global = view_vec_global +
vec3(output_size_inv.x, 0.0, 0.0);
const vec3 view_vec_down_global = view_vec_global +
vec3(0.0, -output_size_inv.y, 0.0);
const vec3 view_vec_right_local =
mul(global_to_local, view_vec_right_global);
const vec3 view_vec_down_local =
mul(global_to_local, view_vec_down_global);
// 2.) Using the true intersection point, intersect the neighboring
// view vectors with the tangent plane:
const vec3 intersection_vec_dot_normal = dot(pos - eye_pos, normal);
const vec3 right_pos = eye_pos + (intersection_vec_dot_normal /
dot(view_vec_right_local, normal))*view_vec_right_local;
const vec3 down_pos = eye_pos + (intersection_vec_dot_normal /
dot(view_vec_down_local, normal))*view_vec_down_local;
// 3.) Subtract the original intersection pos from its neighbors; the
// resulting vectors are object-space vectors tangent to the plane.
// These vectors are the object-space transformations of (1.0, 0.0)
// and (0.0, 1.0) pixel offsets, so they form the first two basis
// vectors of a pixelspace to object space transformation. This
// transformation is 2D to 3D, so use (0, 0, 0) for the third vector.
const vec3 object_right_vec = right_pos - pos;
const vec3 object_down_vec = down_pos - pos;
const vec3x3 pixel_to_object = vec3x3(
object_right_vec.x, object_down_vec.x, 0.0,
object_right_vec.y, object_down_vec.y, 0.0,
object_right_vec.z, object_down_vec.z, 0.0);
return pixel_to_object;
}
vec3x3 get_object_to_tangent_matrix(const vec3 intersection_pos_local,
const vec3 normal, const vec2 geom_aspect, const float geom_mode)
{
// Requires: See get_curved_video_uv_coords_and_tangent_matrix for
// descriptions of each parameter.
// Returns: Return a transformation matrix from 3D object-space vectors
// in the CRT's local coordinate frame (right-handed, +y = up)
// to 2D video_uv vectors (+v = down).
// Description:
// The TBN matrix formed by the [tangent, bitangent, normal] basis
// vectors transforms ordinary vectors from tangent->object space.
// The cotangent matrix formed by the [cotangent, cobitangent, normal]
// basis vectors transforms normal vectors (covectors) from
// tangent->object space. It's the inverse-transpose of the TBN matrix.
// We want the inverse of the TBN matrix (transpose of the cotangent
// matrix), which transforms ordinary vectors from object->tangent space.
// Start by calculating the relevant basis vectors in accordance with
// Christian Schüler's blog post "Followup: Normal Mapping Without
// Precomputed Tangents": http://www.thetenthplanet.de/archives/1180
// With our particular uv mapping, the scale of the u and v directions
// is determined entirely by the aspect ratio for cylindrical and ordinary
// spherical mappings, and so tangent and bitangent lengths are also
// determined by it (the alternate mapping is more complex). Therefore, we
// must ensure appropriate cotangent and cobitangent lengths as well.
// Base these off the uv<=>xyz mappings for each primitive.
const vec3 pos = intersection_pos_local;
const vec3 x_vec = vec3(1.0, 0.0, 0.0);
const vec3 y_vec = vec3(0.0, 1.0, 0.0);
// The tangent and bitangent vectors correspond with increasing u and v,
// respectively. Mathematically we'd base the cotangent/cobitangent on
// those, but we'll compute the cotangent/cobitangent directly when we can.
vec3 cotangent_unscaled, cobitangent_unscaled;
// geom_mode should be constant-folded without RUNTIME_GEOMETRY_MODE.
if(geom_mode < 1.5)
{
// Sphere:
// tangent = normalize(cross(normal, cross(x_vec, pos))) * geom_aspect.x
// bitangent = normalize(cross(cross(y_vec, pos), normal)) * geom_aspect.y
// inv_determinant = 1.0/length(cross(bitangent, tangent))
// cotangent = cross(normal, bitangent) * inv_determinant
// == normalize(cross(y_vec, pos)) * geom_aspect.y * inv_determinant
// cobitangent = cross(tangent, normal) * inv_determinant
// == normalize(cross(x_vec, pos)) * geom_aspect.x * inv_determinant
// Simplified (scale by inv_determinant below):
cotangent_unscaled = normalize(cross(y_vec, pos)) * geom_aspect.y;
cobitangent_unscaled = normalize(cross(x_vec, pos)) * geom_aspect.x;
}
else if(geom_mode < 2.5)
{
// Sphere, alternate mapping:
// This mapping works a bit like the cylindrical mapping in two
// directions, which makes the lengths and directions more complex.
// Unfortunately, I can't find much of a shortcut:
const vec3 tangent = normalize(
cross(y_vec, vec3(pos.x, 0.0, pos.z))) * geom_aspect.x;
const vec3 bitangent = normalize(
cross(x_vec, vec3(0.0, pos.yz))) * geom_aspect.y;
cotangent_unscaled = cross(normal, bitangent);
cobitangent_unscaled = cross(tangent, normal);
}
else
{
// Cylinder:
// tangent = normalize(cross(y_vec, normal)) * geom_aspect.x;
// bitangent = vec3(0.0, -geom_aspect.y, 0.0);
// inv_determinant = 1.0/length(cross(bitangent, tangent))
// cotangent = cross(normal, bitangent) * inv_determinant
// == normalize(cross(y_vec, pos)) * geom_aspect.y * inv_determinant
// cobitangent = cross(tangent, normal) * inv_determinant
// == vec3(0.0, -geom_aspect.x, 0.0) * inv_determinant
cotangent_unscaled = cross(y_vec, normal) * geom_aspect.y;
cobitangent_unscaled = vec3(0.0, -geom_aspect.x, 0.0);
}
const vec3 computed_normal =
cross(cobitangent_unscaled, cotangent_unscaled);
const float inv_determinant = rsqrt(dot(computed_normal, computed_normal));
const vec3 cotangent = cotangent_unscaled * inv_determinant;
const vec3 cobitangent = cobitangent_unscaled * inv_determinant;
// The [cotangent, cobitangent, normal] column vecs form the cotangent
// frame, i.e. the inverse-transpose TBN matrix. Get its transpose:
const vec3x3 object_to_tangent = vec3x3(cotangent, cobitangent, normal);
return object_to_tangent;
}
vec2 get_curved_video_uv_coords_and_tangent_matrix(
const vec2 flat_video_uv, const vec3 eye_pos_local,
const vec2 output_size_inv, const vec2 geom_aspect,
const float geom_mode, const vec3x3 global_to_local,
out vec2x2 pixel_to_tangent_video_uv)
{
// Requires: Parameters:
// 1.) flat_video_uv coords are in range [0.0, 1.0], where
// (0.0, 0.0) is the top-left corner of the screen and
// (1.0, 1.0) is the bottom-right corner.
// 2.) eye_pos_local is the 3D camera position in the simulated
// CRT's local coordinate frame. For best results, it must
// be computed based on the same geom_view_dist used here.
// 3.) output_size_inv = vec2(1.0)/IN.output_size
// 4.) geom_aspect = get_aspect_vector(
// IN.output_size.x / IN.output_size.y);
// 5.) geom_mode is a static or runtime mode setting:
// 0 = off, 1 = sphere, 2 = sphere alt., 3 = cylinder
// 6.) global_to_local is a 3x3 matrix transforming (ordinary)
// worldspace vectors to the CRT's local coordinate frame
// Globals:
// 1.) geom_view_dist must be > 0.0. It controls the "near
// plane" used to interpret flat_video_uv as a view
// vector, which controls the field of view (FOV).
// Returns: Return final uv coords in [0.0, 1.0], and return a pixel-
// space to video_uv tangent-space matrix in the out parameter.
// (This matrix assumes pixel-space +y = down, like +v = down.)
// We'll transform flat_video_uv into a view vector, project
// the view vector from the camera/eye, intersect with a sphere
// or cylinder representing the simulated CRT, and convert the
// intersection position into final uv coords and a local
// transformation matrix.
// First get the 3D view vector (geom_aspect and geom_view_dist are globals):
// 1.) Center uv around (0.0, 0.0) and make (-0.5, -0.5) and (0.5, 0.5)
// correspond to the top-left/bottom-right output screen corners.
// 2.) Multiply by geom_aspect to preemptively "undo" Retroarch's screen-
// space 2D aspect correction. We'll reapply it in uv-space.
// 3.) (x, y) = (u, -v), because +v is down in 2D screenspace, but +y
// is up in 3D worldspace (enforce a right-handed system).
// 4.) The view vector z controls the "near plane" distance and FOV.
// For the effect of "looking through a window" at a CRT, it should be
// set equal to the user's distance from their physical screen, in
// units of the viewport's physical diagonal size.
const vec2 view_uv = (flat_video_uv - vec2(0.5)) * geom_aspect;
const vec3 view_vec_global =
vec3(view_uv.x, -view_uv.y, -geom_view_dist);
// Transform the view vector into the CRT's local coordinate frame, convert
// to video_uv coords, and get the local 3D intersection position:
const vec3 view_vec_local = mul(global_to_local, view_vec_global);
vec3 pos;
const vec2 centered_uv = view_vec_to_uv(
view_vec_local, eye_pos_local, geom_aspect, geom_mode, pos);
const vec2 video_uv = centered_uv + vec2(0.5);
// Get a pixel-to-tangent-video-uv matrix. The caller could deal with
// all but one of these cases, but that would be more complicated.
#ifdef DRIVERS_ALLOW_DERIVATIVES
// Derivatives obtain a matrix very fast, but the direction of pixel-
// space +y seems to depend on the pass. Enforce the correct direction
// on a best-effort basis (but it shouldn't matter for antialiasing).
const vec2 duv_dx = ddx(video_uv);
const vec2 duv_dy = ddy(video_uv);
#ifdef LAST_PASS
pixel_to_tangent_video_uv = vec2x2(
duv_dx.x, duv_dy.x,
-duv_dx.y, -duv_dy.y);
#else
pixel_to_tangent_video_uv = vec2x2(
duv_dx.x, duv_dy.x,
duv_dx.y, duv_dy.y);
#endif
#else
// Manually define a transformation matrix. We'll assume pixel-space
// +y = down, just like +v = down.
if(geom_force_correct_tangent_matrix)
{
// Get the surface normal based on the local intersection position:
const vec3 normal_base = geom_mode < 2.5 ? pos :
vec3(pos.x, 0.0, pos.z);
const vec3 normal = normalize(normal_base);
// Get pixel-to-object and object-to-tangent matrices and combine
// them into a 2x2 pixel-to-tangent matrix for video_uv offsets:
const vec3x3 pixel_to_object = get_pixel_to_object_matrix(
global_to_local, eye_pos_local, view_vec_global, pos, normal,
output_size_inv);
const vec3x3 object_to_tangent = get_object_to_tangent_matrix(
pos, normal, geom_aspect, geom_mode);
const vec3x3 pixel_to_tangent3x3 =
mul(object_to_tangent, pixel_to_object);
pixel_to_tangent_video_uv = vec2x2(
pixel_to_tangent3x3._m00_m01_m10_m11);
}
else
{
// Ignore curvature, and just consider flat scaling. The
// difference is only apparent with strong curvature:
pixel_to_tangent_video_uv = vec2x2(
output_size_inv.x, 0.0, 0.0, output_size_inv.y);
}
#endif
return video_uv;
}
float get_border_dim_factor(const vec2 video_uv, const vec2 geom_aspect)
{
// COPYRIGHT NOTE FOR THIS FUNCTION:
// Copyright (C) 2010-2012 cgwg, 2014 TroggleMonkey
// This function uses an algorithm first coded in several of cgwg's GPL-
// licensed lines in crt-geom-curved.cg and its ancestors. The line
// between algorithm and code is nearly indistinguishable here, so it's
// unclear whether I could even release this project under a non-GPL
// license with this function included.
// Calculate border_dim_factor from the proximity to uv-space image
// borders; geom_aspect/border_size/border/darkness/border_compress are globals:
const vec2 edge_dists = min(video_uv, vec2(1.0) - video_uv) *
geom_aspect;
const vec2 border_penetration =
max(vec2(border_size) - edge_dists, vec2(0.0));
const float penetration_ratio = length(border_penetration)/border_size;
const float border_escape_ratio = max(1.0 - penetration_ratio, 0.0);
const float border_dim_factor =
pow(border_escape_ratio, border_darkness) * max(1.0, border_compress);
return min(border_dim_factor, 1.0);
}
#endif // GEOMETRY_FUNCTIONS_H