diff --git a/addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc b/addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc index a370082..324c510 100644 --- a/addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc +++ b/addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc @@ -40,106 +40,6 @@ float smoothmax(float a, float b, float t) { return mix(b, a, h) + t * h * (1. - h); } -vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector) { - return (inverse(model_matrix) * vec4(vector, 1.0)).xyz; -} - -vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector) { - return (view_matrix * vec4(vector, 1.0)).xyz; -} - -vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector) { - vec3 vector_view = vector_transform_world_to_view(view_matrix, vector); - return (projection_matrix * vec4(vector_view, 1.0)).xyz; -} - -vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); - vec3 vector_local = vector_transform_world_to_local(model_matrix, vector); - return local_to_tangent_matrix * vector_local; -} - -vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector) { - return (model_matrix * vec4(vector, 1.0)).xyz; -} - -vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector) { - vec3 vector_world = vector_transform_local_to_world(model_matrix, vector); - return (view_matrix * vec4(vector_world, 1.0)).xyz; -} - -vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector) { - vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector); - return (projection_matrix * vec4(vector_view, 1.0)).xyz; -} - -vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); - return local_to_tangent_matrix * vector; -} - -vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector) { - return (inv_view_matrix * vec4(vector, 1.0)).xyz;; -} - -vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) { - vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector); - return vector_transform_world_to_local(model_matrix, vector_world); -} - -vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector) { - return (projection_matrix * vec4(vector, 1.0)).xyz; -} - -vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); - vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector); - return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local); -} - -vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector) { - return (inv_projection_matrix * vec4(vector, 1.0)).xyz;; -} - -vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) { - vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector); - return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view); -} - -vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector) { - vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector); - return vector_transform_view_to_world(inv_view_matrix, vector_view); -} - -vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); - vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector); - return local_to_tangent_matrix * vector_local; -} - -vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal)); - return tangent_to_local_matrix * vector; -} - -vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal)); - vec3 vector_local = tangent_to_local_matrix * vector; - return vector_transform_local_to_world(model_matrix, vector_local); -} - -vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal)); - vec3 vector_local = tangent_to_local_matrix * vector; - return vector_transform_local_to_view(model_matrix, view_matrix, vector_local); -} - -vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) { - mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal)); - vec3 vector_local = tangent_to_local_matrix * vector; - return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local); -} - vec4 noise_sine_wave(vec4 input, vec2 min_max) { vec4 sin_in = sin(input); vec4 sin_in_offset = sin(input + 1.0); diff --git a/addons/ShaderLib_v2_2_4/Maths/Vector/VectorTransform.gd b/addons/ShaderLib_v2_2_4/Maths/Vector/VectorTransform.gd index 44c7ea3..6da7b09 100644 --- a/addons/ShaderLib_v2_2_4/Maths/Vector/VectorTransform.gd +++ b/addons/ShaderLib_v2_2_4/Maths/Vector/VectorTransform.gd @@ -32,11 +32,11 @@ func _get_output_port_type(port: int) -> PortType: return PORT_TYPE_VECTOR_3D func _get_property_count() -> int: - return 2 + return 3 func _get_property_default_index(index: int) -> int: match index: - 0: + 0, 1: return 0 _: return 1 @@ -44,24 +44,29 @@ func _get_property_default_index(index: int) -> int: func _get_property_name(index: int) -> String: match index: 0: + return "Vector Type" + 1: return "From" _: return "To" func _get_property_options(index: int) -> PackedStringArray: - return ["Local", "World", "View", "Screen", "Tangent"] + match index: + 0: + return ["Positional", "Directional"] + _: + return ["Local", "World", "View", "Clip", "Tangent"] func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool: return mode == Shader.MODE_SPATIAL -func _get_global_code(mode: Shader.Mode) -> String: - return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version] - func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var code: String - var from_coord_space_index: int = get_option_index(0) - var to_coord_space_index: int = get_option_index(1) + var vector_type: int = get_option_index(0) + var from_coord_space_index: int = get_option_index(1) + var to_coord_space_index: int = get_option_index(2) var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)" + var w_component: String = "1.0" if vector_type == 0 else "0.0" match from_coord_space_index: 0: @@ -69,59 +74,79 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad 0: code = "%s = %s;" % [output_vars[0], input_vector] 1: - code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 2: - code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 3: - code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 4: - code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code = """ +vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; +mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)); +""" + code += "%s = (local_to_tangent_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 1: match to_coord_space_index: 0: - code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 1: code = "%s = %s;" % [output_vars[0], input_vector] 2: - code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 3: - code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s =(PROJECTION_MATRIX * VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 4: - code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code = """ +vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; +mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)); +""" + code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 2: match to_coord_space_index: 0: - code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 1: - code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 2: code = "%s = %s;" % [output_vars[0], input_vector] 3: - code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 4: - code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code = """ +vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; +mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)); +""" + code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 3: match to_coord_space_index: 0: - code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 1: - code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 2: - code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] + code = "%s = (INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 3: code = "%s = %s;" % [output_vars[0], input_vector] 4: - code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code = """ +vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; +mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)); +""" + code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 4: + code = """ +vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; +mat4 tangent_to_local_mat = inverse(mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0))); +""" match to_coord_space_index: 0: - code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code += "%s = (tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 1: - code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code += "%s = (MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 2: - code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code += "%s = (VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 3: - code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] + code += "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component] 4: code = "%s = %s;" % [output_vars[0], input_vector] diff --git a/documentation/Nodes/Maths/Vector/VectorTransform.md b/documentation/Nodes/Maths/Vector/VectorTransform.md index 09e8b06..df664b3 100644 --- a/documentation/Nodes/Maths/Vector/VectorTransform.md +++ b/documentation/Nodes/Maths/Vector/VectorTransform.md @@ -10,6 +10,7 @@ Returns the transformed vector of the input value in from one coor **Controls** |Name|Options|Description| |---|---|---| +|Vector type|Positional, Directional|Positional will take into account translation data, Directional won't| |From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector| |To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|