@openhps/core
Version:
Open Hybrid Positioning System - Core component
76 lines (73 loc) • 4.21 kB
JavaScript
import { abs, cross, float, Fn, normalize, ivec2, sub, vec2, vec3, vec4 } from '../tsl/TSLBase.js';
import { textureSize } from '../accessors/TextureSizeNode.js';
import { textureLoad } from '../accessors/TextureNode.js';
import { WebGPUCoordinateSystem } from '../../constants.js';
/**
* Computes a position in view space based on a fragment's screen position expressed as uv coordinates, the fragments
* depth value and the camera's inverse projection matrix.
*
* @tsl
* @function
* @param {Node<vec2>} screenPosition - The fragment's screen position expressed as uv coordinates.
* @param {Node<float>} depth - The fragment's depth value.
* @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix.
* @return {Node<vec3>} The fragments position in view space.
*/
export const getViewPosition = /*@__PURE__*/Fn(([screenPosition, depth, projectionMatrixInverse], builder) => {
let clipSpacePosition;
if (builder.renderer.coordinateSystem === WebGPUCoordinateSystem) {
screenPosition = vec2(screenPosition.x, screenPosition.y.oneMinus()).mul(2.0).sub(1.0);
clipSpacePosition = vec4(vec3(screenPosition, depth), 1.0);
} else {
clipSpacePosition = vec4(vec3(screenPosition.x, screenPosition.y.oneMinus(), depth).mul(2.0).sub(1.0), 1.0);
}
const viewSpacePosition = vec4(projectionMatrixInverse.mul(clipSpacePosition));
return viewSpacePosition.xyz.div(viewSpacePosition.w);
});
/**
* Computes a screen position expressed as uv coordinates based on a fragment's position in view space
* and the camera's projection matrix
*
* @tsl
* @function
* @param {Node<vec3>} viewPosition - The fragments position in view space.
* @param {Node<mat4>} projectionMatrix - The camera's projection matrix.
* @return {Node<vec2>} The fragment's screen position expressed as uv coordinates.
*/
export const getScreenPosition = /*@__PURE__*/Fn(([viewPosition, projectionMatrix]) => {
const sampleClipPos = projectionMatrix.mul(vec4(viewPosition, 1.0));
const sampleUv = sampleClipPos.xy.div(sampleClipPos.w).mul(0.5).add(0.5).toVar();
return vec2(sampleUv.x, sampleUv.y.oneMinus());
});
/**
* Computes a normal vector based on depth data. Can be used as a fallback when no normal render
* target is available or if flat surface normals are required.
*
* @tsl
* @function
* @param {Node<vec2>} uv - The texture coordinate.
* @param {DepthTexture} depthTexture - The depth texture.
* @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix.
* @return {Node<vec3>} The computed normal vector.
*/
export const getNormalFromDepth = /*@__PURE__*/Fn(([uv, depthTexture, projectionMatrixInverse]) => {
const size = textureSize(textureLoad(depthTexture));
const p = ivec2(uv.mul(size)).toVar();
const c0 = textureLoad(depthTexture, p).toVar();
const l2 = textureLoad(depthTexture, p.sub(ivec2(2, 0))).toVar();
const l1 = textureLoad(depthTexture, p.sub(ivec2(1, 0))).toVar();
const r1 = textureLoad(depthTexture, p.add(ivec2(1, 0))).toVar();
const r2 = textureLoad(depthTexture, p.add(ivec2(2, 0))).toVar();
const b2 = textureLoad(depthTexture, p.add(ivec2(0, 2))).toVar();
const b1 = textureLoad(depthTexture, p.add(ivec2(0, 1))).toVar();
const t1 = textureLoad(depthTexture, p.sub(ivec2(0, 1))).toVar();
const t2 = textureLoad(depthTexture, p.sub(ivec2(0, 2))).toVar();
const dl = abs(sub(float(2).mul(l1).sub(l2), c0)).toVar();
const dr = abs(sub(float(2).mul(r1).sub(r2), c0)).toVar();
const db = abs(sub(float(2).mul(b1).sub(b2), c0)).toVar();
const dt = abs(sub(float(2).mul(t1).sub(t2), c0)).toVar();
const ce = getViewPosition(uv, c0, projectionMatrixInverse).toVar();
const dpdx = dl.lessThan(dr).select(ce.sub(getViewPosition(uv.sub(vec2(float(1).div(size.x), 0)), l1, projectionMatrixInverse)), ce.negate().add(getViewPosition(uv.add(vec2(float(1).div(size.x), 0)), r1, projectionMatrixInverse)));
const dpdy = db.lessThan(dt).select(ce.sub(getViewPosition(uv.add(vec2(0, float(1).div(size.y))), b1, projectionMatrixInverse)), ce.negate().add(getViewPosition(uv.sub(vec2(0, float(1).div(size.y))), t1, projectionMatrixInverse)));
return normalize(cross(dpdx, dpdy));
});