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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

VectorTransform node finalized

This commit is contained in:
Digvijaysinh Gohil 2024-01-12 18:21:24 +05:30
parent 4205904cb5
commit d3397cf87c
2 changed files with 162 additions and 15 deletions

View File

@ -22,13 +22,6 @@ func _get_input_port_name(port: int) -> String:
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_default_value(port: int) -> Variant:
match port:
0:
return Vector3(0.0, 0.0, 0.0)
_:
return null
func _get_output_port_count() -> int:
return 1
@ -66,13 +59,68 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var code: String
var from_coord_space_index: int = get_option_index(0)
var to_coord_space_index: int = get_option_index(1)
var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
#match from_coord_space_index:
#0:
#1:
#2:
#3:
#4:
match from_coord_space_index:
0:
match to_coord_space_index:
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]
2:
code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
1:
match to_coord_space_index:
0:
code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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]
3:
code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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]
1:
code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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]
4:
code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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]
1:
code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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]
4:
match to_coord_space_index:
0:
code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
4:
code = "%s = %s;" % [output_vars[0], input_vector]
code = "%s = some_function(%s)" % [input_vars[0], output_vars[0]]
return output_vars[0] + " = 0.0;"
return code

View File

@ -0,0 +1,99 @@
vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
return (transpose(model_matrix) * vec4(vector, 0.0)).xyz;
}
vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){
return (view_matrix * vec4(vector, 0.0)).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, 0.0)).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, 0.0)).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, 0.0)).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, 0.0)).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, 0.0)).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, 0.0)).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, 0.0)).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 = transpose(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 = transpose(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 = transpose(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 = transpose(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);
}