PerCameraData.bslinc 3.6 KB

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  1. mixin PerCameraData
  2. {
  3. code
  4. {
  5. cbuffer PerCamera
  6. {
  7. float3 gViewDir;
  8. float3 gViewOrigin;
  9. float4x4 gMatViewProj;
  10. float4x4 gMatView;
  11. float4x4 gMatProj;
  12. float4x4 gMatInvProj;
  13. float4x4 gMatInvViewProj;
  14. // Special inverse view-projection matrix that had projection entries that affect z and w eliminated.
  15. // Used to transform a vector(clip_x, clip_y, view_z, view_w), where clip_x/clip_y are in clip space,
  16. // and view_z/view_w in view space, into world space
  17. float4x4 gMatScreenToWorld;
  18. // Transforms a location in NDC, to the location of the same pixel on the previous frame. Used for
  19. // determining camera movement for temporal filtering
  20. float4x4 gNDCToPrevNDC;
  21. // Converts device Z to world Z using this formula: worldZ = (1 / (deviceZ + y)) * x
  22. float2 gDeviceZToWorldZ;
  23. float2 gNDCZToWorldZ;
  24. float2 gNDCZToDeviceZ;
  25. // x - near plane distance, y - far plane distance
  26. float2 gNearFar;
  27. // xy - Viewport offset in pixels
  28. // zw - Viewport width & height in pixels
  29. int4 gViewportRectangle;
  30. // xy - (Viewport size in pixels / 2) / Target size in pixels
  31. // zw - (Viewport offset in pixels + (Viewport size in pixels / 2) + Optional pixel center offset) / Target size in pixels
  32. float4 gClipToUVScaleOffset;
  33. float gAmbientFactor;
  34. }
  35. /** Converts Z value in range [0,1] into Z value in view space. */
  36. float convertFromDeviceZ(float deviceZ)
  37. {
  38. return (1.0f / (deviceZ + gDeviceZToWorldZ.y)) * gDeviceZToWorldZ.x;
  39. }
  40. /** Converts Z value in range [0,1] into Z value in view space. */
  41. float4 convertFromDeviceZ(float4 deviceZ)
  42. {
  43. return gDeviceZToWorldZ.x / (deviceZ + gDeviceZToWorldZ.y);
  44. }
  45. /** Converts Z value from view space to NDC space. */
  46. float convertToNDCZ(float viewZ)
  47. {
  48. return -gNDCZToWorldZ.y + (gNDCZToWorldZ.x / viewZ);
  49. }
  50. /** Converts Z value from NDC space to device Z value in range [0, 1]. */
  51. float NDCZToDeviceZ(float ndcZ)
  52. {
  53. return (ndcZ + gNDCZToDeviceZ.y) * gNDCZToDeviceZ.x;
  54. }
  55. /** Converts Z value from device range ([0, 1]) to NDC space. */
  56. float DeviceZToNDCZ(float deviceZ)
  57. {
  58. return deviceZ / gNDCZToDeviceZ.x - gNDCZToDeviceZ.y;
  59. }
  60. /** Converts position in NDC to UV coordinates mapped to the screen rectangle. */
  61. float2 NDCToUV(float2 ndcPos)
  62. {
  63. return ndcPos.xy * gClipToUVScaleOffset.xy + gClipToUVScaleOffset.zw;
  64. }
  65. /** Converts position in UV coordinates mapped to screen rectangle to NDC coordinates. */
  66. float2 UVToNDC(float2 uvPos)
  67. {
  68. return (uvPos - gClipToUVScaleOffset.zw) / gClipToUVScaleOffset.xy;
  69. }
  70. /** Converts position in UV coordinates mapped to the screen, to screen coordinates in pixels. */
  71. uint2 UVToScreen(float2 uv)
  72. {
  73. return (uint2)(uv * (float2)gViewportRectangle.zw - ((float2)gViewportRectangle.xy));
  74. }
  75. /** Converts position in NDC to screen coordinates in pixels. */
  76. uint2 NDCToScreen(float2 ndcPos)
  77. {
  78. float2 uv = NDCToUV(ndcPos);
  79. return UVToScreen(uv);
  80. }
  81. /** Converts position in NDC to world space. */
  82. float3 NDCToWorld(float2 ndcPos, float depth)
  83. {
  84. // x, y are now in clip space, z, w are in view space
  85. // We multiply them by a special inverse view-projection matrix, that had the projection entries that effect
  86. // z, w eliminated (since they are already in view space)
  87. // Note: Multiply by depth should be avoided if using ortographic projection
  88. float4 mixedSpacePos = float4(ndcPos.xy * -depth, depth, 1);
  89. float4 worldPosition4D = mul(gMatScreenToWorld, mixedSpacePos);
  90. return worldPosition4D.xyz / worldPosition4D.w;
  91. }
  92. };
  93. };