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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
VectorTransform node finalized
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4205904cb5
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@ -22,13 +22,6 @@ func _get_input_port_name(port: int) -> String:
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func _get_input_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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0:
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return Vector3(0.0, 0.0, 0.0)
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_:
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return null
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func _get_output_port_count() -> int:
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return 1
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@ -66,13 +59,68 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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var code: String
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var from_coord_space_index: int = get_option_index(0)
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var to_coord_space_index: int = get_option_index(1)
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var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
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#match from_coord_space_index:
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#0:
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#1:
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#2:
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#3:
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#4:
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match from_coord_space_index:
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0:
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match to_coord_space_index:
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0:
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code = "%s = %s;" % [output_vars[0], input_vector]
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1:
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code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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2:
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code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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3:
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code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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4:
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code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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1:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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1:
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code = "%s = %s;" % [output_vars[0], input_vector]
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2:
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code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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3:
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code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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4:
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code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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2:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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1:
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code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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2:
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code = "%s = %s;" % [output_vars[0], input_vector]
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3:
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code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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4:
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code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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3:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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1:
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code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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2:
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code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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3:
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code = "%s = %s;" % [output_vars[0], input_vector]
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4:
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code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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4:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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1:
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code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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2:
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code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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3:
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code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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4:
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code = "%s = %s;" % [output_vars[0], input_vector]
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code = "%s = some_function(%s)" % [input_vars[0], output_vars[0]]
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return output_vars[0] + " = 0.0;"
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return code
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@ -0,0 +1,99 @@
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
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return (transpose(model_matrix) * vec4(vector, 0.0)).xyz;
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}
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vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){
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return (view_matrix * vec4(vector, 0.0)).xyz;
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}
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vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector){
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vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 0.0)).xyz;
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}
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vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector){
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return (model_matrix * vec4(vector, 0.0)).xyz;
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}
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vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector){
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vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
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return (view_matrix * vec4(vector_world, 0.0)).xyz;
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}
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vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector){
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vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 0.0)).xyz;
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}
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vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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return local_to_tangent_matrix * vector;
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}
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vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector){
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return (inv_view_matrix * vec4(vector, 0.0)).xyz;;
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}
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vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
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vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
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return vector_transform_world_to_local(model_matrix, vector_world);
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}
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vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector){
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return (projection_matrix * vec4(vector, 0.0)).xyz;
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}
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vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
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return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
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}
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vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector){
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return (inv_projection_matrix * vec4(vector, 0.0)).xyz;;
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}
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vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
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}
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vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector){
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_world(inv_view_matrix, vector_view);
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}
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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){
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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return tangent_to_local_matrix * vector;
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}
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vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_world(model_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
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}
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