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- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #ifndef NORMAL_ENCODING_SH
- #define NORMAL_ENCODING_SH
- #define NE_USE_OCTAHEDRAL_REPRESENTATION 0
- // From "A Survey of Efficient Representations for Independent Unit Vectors"
- // http://jcgt.org/published/0003/02/01/paper.pdf
- // Convert an oct24 (2x12bit normal) to an rgb8 value for storing in texture
- vec3 snorm12x2_to_unorm8x3 (vec2 f) {
- f = clamp(f, -1.0, 1.0);//min(max(f, vec2(-1.0)), vec2(1.0));
- vec2 u = floor(f * 2047.0 + 2047.5);
- float t = floor(u.y / 256.0);
- // "This code assumes that rounding will occur during storage."
- // -- Not certain but this appears to mainly apply to the x channel.
- // From paper: x = u.x / 16.0 - 0.5
- // Instead round by +0.5 and floor.
- return vec3(floor(u.x / 16.0), fract(u.x / 16.0) * 256.0 + t, u.y - t * 256.0) / 255.0;
- }
- // Unpack oct24 (2x12bit normal) from an rgb8 value stored in texture (normal spec)
- vec2 unorm8x3_to_snorm12x2 (vec3 u) {
- u *= 255.0;
- u.y *= (1.0 / 16.0);
- vec2 s = vec2(u.x * 16.0 + floor(u.y), fract(u.y) * (16.0 * 256.0) + u.z);
- s = s * (1.0 / 2047.0) - 1.0;
- return min(max(s, -1.0), 1.0);
- }
- // Built in sign test could return 0, don't want that
- vec2 signNotZero (vec2 v) {
- return vec2((v.x >= 0.0) ? 1.0 : -1.0, (v.y >= 0.0) ? 1.0 : -1.0);
- }
- // Assume normalized input. Output is (-1, 1) for each component
- vec2 float32x3_to_oct(vec3 v) {
- // Project the sphere onto the octahedron, and then onto the xy plane
- vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
- // Reflect the folds of the lower hemisphere over the diagonals
- return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p;
- }
- // Get a float3 normal from an oct representation
- vec3 oct_to_float32x3 (vec2 e) {
- vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
- if (v.z < 0.0) {
- v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
- }
- return normalize(v);
- }
- vec3 SignedNormalEncodeToOct (vec3 normal) {
- return snorm12x2_to_unorm8x3(float32x3_to_oct(normal));
- }
- vec3 SignedNormalDecodeFromOct (vec3 normal) {
- return oct_to_float32x3(unorm8x3_to_snorm12x2(normal));
- }
- vec3 NormalEncode (vec3 normal)
- {
- #if NE_USE_OCTAHEDRAL_REPRESENTATION
- return SignedNormalEncodeToOct(normal);
- #else
- return normal * 0.5 + 0.5;
- #endif
- }
- vec3 NormalDecode (vec3 normal)
- {
- #if NE_USE_OCTAHEDRAL_REPRESENTATION
- return SignedNormalDecodeFromOct(normal);
- #else
- return normal * 2.0 - 1.0;
- #endif
- }
- #endif // NORMAL_ENCODING_SH
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