mirror of https://github.com/AxioDL/metaforce.git
Working CSpaceWarpFilter
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67801e993a
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4d018ade12
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@ -92,6 +92,7 @@ void ViewManager::ParticleView::draw(boo::IGraphicsCommandQueue *gfxQ)
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m_vm.m_modelTest->GetInstance().ActivateLights(lights);
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m_vm.m_modelTest->Draw(flags);
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m_spaceWarpFilter.setStrength(std::sin(m_theta * 5.f) * 0.5f + 0.5f);
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m_spaceWarpFilter.draw(zeus::CVector2f{0.f, 0.f});
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}
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if (m_vm.m_partGen)
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@ -361,7 +362,7 @@ void ViewManager::stop()
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m_videoVoice.reset();
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m_projManager.shutdown();
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TShader<CThermalColdFilter>::Shutdown();
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TShader<CThermalColdFilter>::Shutdown();
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TShader<CSpaceWarpFilter>::Shutdown();
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CElementGen::Shutdown();
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CMoviePlayer::Shutdown();
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CLineRenderer::Shutdown();
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@ -1,7 +1,14 @@
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if(WIN32)
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set(PLAT_SRCS Shaders/CLineRendererShadersHLSL.cpp Shaders/CModelShadersHLSL.cpp Shaders/CThermalColdFilterHLSL.cpp)
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set(PLAT_SRCS
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Shaders/CLineRendererShadersHLSL.cpp
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Shaders/CModelShadersHLSL.cpp
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Shaders/CThermalColdFilterHLSL.cpp
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Shaders/CSpaceWarpFilterHLSL.cpp)
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elseif(APPLE)
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set(PLAT_SRCS Shaders/CLineRendererShadersMetal.cpp Shaders/CModelShadersMetal.cpp Shaders/CThermalColdFilterMetal.cpp)
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set(PLAT_SRCS Shaders/CLineRendererShadersMetal.cpp
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Shaders/CModelShadersMetal.cpp
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Shaders/CThermalColdFilterMetal.cpp
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Shaders/CSpaceWarpFilterMetal.cpp)
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endif()
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set(GRAPHICS_SOURCES
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@ -16,10 +16,14 @@ void CSpaceWarpFilter::GenerateWarpRampTex(boo::IGraphicsDataFactory::Context& c
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for (int x=0 ; x<WARP_RAMP_RES ; ++x)
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{
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zeus::CVector2f vec((x - halfRes) / halfRes, (y - halfRes) / halfRes);
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if (vec.magnitude() <= halfRes && vec.canBeNormalized())
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float mag = vec.magnitude();
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if (mag <= 1.f && vec.canBeNormalized())
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{
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vec.normalize();
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data[y][x][0] = zeus::clamp(0.f, vec.x / 2.f + 1.f, 1.f) * 255;
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data[y][x][1] = zeus::clamp(0.f, vec.y / 2.f + 1.f, 1.f) * 255;
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vec *= std::sqrt(mag);
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}
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data[y][x][0] = zeus::clamp(0.f, ((vec.x / 2.f + 0.5f) - x / float(WARP_RAMP_RES)) + 0.5f, 1.f) * 255;
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data[y][x][1] = zeus::clamp(0.f, ((vec.y / 2.f + 0.5f) - y / float(WARP_RAMP_RES)) + 0.5f, 1.f) * 255;
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}
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}
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m_warpTex = ctx.newStaticTexture(WARP_RAMP_RES, WARP_RAMP_RES, 1,
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@ -48,8 +52,6 @@ CSpaceWarpFilter::CSpaceWarpFilter()
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m_dataBind = TShader<CSpaceWarpFilter>::BuildShaderDataBinding(ctx, *this);
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return true;
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});
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setStrength(1.f);
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}
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void CSpaceWarpFilter::draw(const zeus::CVector2f& pt)
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@ -57,71 +59,77 @@ void CSpaceWarpFilter::draw(const zeus::CVector2f& pt)
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/* Indirect coords are full-texture sampling when warp is completely in viewport */
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m_uniform.m_indXf[1][1] = 1.f;
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m_uniform.m_indXf[0][0] = 1.f;
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m_uniform.m_indXf[3][0] = 0.f;
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m_uniform.m_indXf[3][1] = 0.f;
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m_uniform.m_indXf[2][0] = 0.f;
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m_uniform.m_indXf[2][1] = 0.f;
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/* Warp effect is fixed at 192x192 rectangle in original (1/2.5 viewport height) */
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m_uniform.m_matrix[1][1] = 1.f / 2.5f;
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m_uniform.m_matrix[0][0] = m_uniform.m_matrix[1][1] / CGraphics::g_ProjAspect;
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SClipScreenRect clipRect = {};
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clipRect.x4_left = ((pt[0] - m_uniform.m_matrix[0][0] / 2.f) / 2.f + 0.5f) * CGraphics::g_ViewportResolution.x;
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clipRect.x4_left = ((pt[0] - m_uniform.m_matrix[0][0]) / 2.f + 0.5f) * CGraphics::g_ViewportResolution.x;
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if (clipRect.x4_left >= CGraphics::g_ViewportResolution.x)
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return;
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clipRect.x8_top = ((pt[1] - m_uniform.m_matrix[1][1] / 2.f) / 2.f + 0.5f) * CGraphics::g_ViewportResolution.y;
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clipRect.x8_top = ((pt[1] - m_uniform.m_matrix[1][1]) / 2.f + 0.5f) * CGraphics::g_ViewportResolution.y;
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if (clipRect.x8_top >= CGraphics::g_ViewportResolution.y)
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return;
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clipRect.xc_width = CGraphics::g_ViewportResolution.x * m_uniform.m_matrix[1][1];
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clipRect.xc_width = CGraphics::g_ViewportResolution.x * m_uniform.m_matrix[0][0];
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if (clipRect.x4_left + clipRect.xc_width <= 0)
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return;
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clipRect.x10_height = CGraphics::g_ViewportResolution.y * m_uniform.m_matrix[0][0];
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clipRect.x10_height = CGraphics::g_ViewportResolution.y * m_uniform.m_matrix[1][1];
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if (clipRect.x8_top + clipRect.x10_height <= 0)
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return;
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float oldW = clipRect.xc_width;
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if (clipRect.x4_left < 0)
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{
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float old = clipRect.xc_width;
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clipRect.xc_width += clipRect.x4_left;
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m_uniform.m_indXf[0][0] = clipRect.xc_width / old;
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m_uniform.m_indXf[3][0] = -clipRect.x4_left * m_uniform.m_matrix[0][0];
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m_uniform.m_indXf[0][0] = clipRect.xc_width / oldW;
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m_uniform.m_indXf[2][0] = -clipRect.x4_left / oldW;
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clipRect.x4_left = 0;
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}
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float oldH = clipRect.x10_height;
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if (clipRect.x8_top < 0)
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{
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float old = clipRect.x10_height;
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clipRect.x10_height += clipRect.x8_top;
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m_uniform.m_indXf[1][1] = clipRect.x10_height / old;
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m_uniform.m_indXf[3][1] = -clipRect.x8_top * m_uniform.m_matrix[1][1];
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m_uniform.m_indXf[1][1] = clipRect.x10_height / oldH;
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m_uniform.m_indXf[2][1] = -clipRect.x8_top / oldH;
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clipRect.x8_top = 0;
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}
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float tmp = clipRect.x4_left + clipRect.xc_width;
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if (tmp >= CGraphics::g_ViewportResolution.x)
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{
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float old = clipRect.xc_width;
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clipRect.xc_width = CGraphics::g_ViewportResolution.x - clipRect.x4_left;
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m_uniform.m_indXf[0][0] *= clipRect.xc_width / old;
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m_uniform.m_indXf[0][0] = clipRect.xc_width / oldW;
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}
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tmp = clipRect.x8_top + clipRect.x10_height;
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if (tmp >= CGraphics::g_ViewportResolution.y)
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{
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float old = clipRect.x10_height;
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clipRect.x10_height = CGraphics::g_ViewportResolution.y - clipRect.x8_top;
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m_uniform.m_indXf[1][1] *= clipRect.x10_height / old;
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m_uniform.m_indXf[1][1] = clipRect.x10_height / oldH;
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}
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CGraphics::ResolveSpareTexture(clipRect);
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SClipScreenRect clipRectDummy = {};
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clipRectDummy.xc_width = CGraphics::g_ViewportResolution.x;
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clipRectDummy.x10_height = CGraphics::g_ViewportResolution.y;
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CGraphics::ResolveSpareTexture(clipRectDummy);
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/* Transform UV coordinates of rectangle within viewport and sampled scene texels (clamped to viewport bounds) */
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zeus::CVector2f vp{CGraphics::g_ViewportResolution.x, CGraphics::g_ViewportResolution.y};
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zeus::CVector2f center(clipRect.x4_left + clipRect.xc_width / 2.f, clipRect.x8_top + clipRect.x10_height / 2.f);
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center /= vp;
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center *= zeus::CVector2f{2.f, 2.f};
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center -= zeus::CVector2f{1.f, 1.f};
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//zeus::CVector2f center(clipRect.x4_left + clipRect.xc_width / 2.f, clipRect.x8_top + clipRect.x10_height / 2.f);
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//center /= vp;
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//center *= zeus::CVector2f{2.f, 2.f};
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//center -= zeus::CVector2f{1.f, 1.f};
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m_uniform.m_matrix[0][0] = clipRect.xc_width / vp.x;
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m_uniform.m_matrix[1][1] = clipRect.x10_height / vp.y;
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m_uniform.m_matrix[3][0] = center.x;
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m_uniform.m_matrix[3][1] = center.y;
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m_uniform.m_matrix[2][0] = pt.x;
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m_uniform.m_matrix[2][1] = pt.y;
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m_uniform.m_strength.x = m_uniform.m_matrix[0][0] * m_strength * 0.5f;
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m_uniform.m_strength.y = m_uniform.m_matrix[1][1] * m_strength * 0.5f;
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m_uniBuf->load(&m_uniform, sizeof(m_uniform));
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CGraphics::g_BooMainCommandQueue->setShaderDataBinding(m_dataBind);
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@ -26,16 +26,13 @@ class CSpaceWarpFilter
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boo::IGraphicsBufferD* m_uniBuf;
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boo::IShaderDataBinding* m_dataBind = nullptr;
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Uniform m_uniform;
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float m_strength = 1.f;
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void GenerateWarpRampTex(boo::IGraphicsDataFactory::Context& ctx);
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public:
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CSpaceWarpFilter();
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void setStrength(float scale)
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{
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m_uniform.m_strength[0] = scale;
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m_uniform.m_strength[1] = scale;
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}
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void setStrength(float strength) { m_strength = strength; }
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void draw(const zeus::CVector2f& pt);
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using _CLS = CSpaceWarpFilter;
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@ -18,18 +18,18 @@ BOO_GLSL_BINDING_HEAD
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 strength;\n"
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" vec2 sceneUv;\n"
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" vec2 indUv;\n"
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" vec2 strength;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.strength = strength;\n"
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" vtf.sceneUv = (mainMtx * uvIn).xy;\n"
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" vtf.indUv = (indMtx * uvIn).xy;\n"
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" gl_Position = mainMtx * vec4(posIn.xyz, 1.0);\n"
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" gl_Position = vec4(mat3(mainMtx) * vec3(posIn.xy, 1.0), 1.0);\n"
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" vtf.sceneUv = gl_Position.xy * vec2(0.5) + vec2(0.5);\n"
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" vtf.indUv = (mat3(indMtx) * vec3(uvIn.xy, 1.0)).xy;\n"
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" vtf.strength = strength.xy;\n"
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"}\n";
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static const char* FS =
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@ -37,9 +37,9 @@ static const char* FS =
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 strength;\n"
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" vec2 sceneUv;\n"
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" vec2 indUv;\n"
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" vec2 strength;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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@ -48,7 +48,10 @@ BOO_GLSL_BINDING_HEAD
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"TBINDING1 uniform sampler2D indTex;\n"
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"void main()\n"
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"{\n"
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" colorOut = texture(sceneTex, vtf.sceneUv + mix(vtf.indUv, texture(indTex, vtf.indUv).xy, vtf.strength.xy) * vec2(2.0) - vec2(1.0));\n"
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" colorOut = texture(sceneTex, vtf.sceneUv + (texture(indTex, vtf.indUv).xy * vec2(2.0) - vec2(1.0)) * vtf.strength.xy);\n"
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" //colorOut *= vec4(0.00001);\n"
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" //colorOut.rg = texture(indTex, vtf.indUv).xy;\n"
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" //colorOut.a = 1.0;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
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@ -0,0 +1,13 @@
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#include "CSpaceWarpFilter.hpp"
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namespace urde
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{
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TShader<CSpaceWarpFilter>::IDataBindingFactory* CSpaceWarpFilter::Initialize(boo::MetalDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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{
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return nullptr;
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}
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}
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