69 lines
3.1 KiB
C
69 lines
3.1 KiB
C
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//=== Common functions of the SssrSample ===
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void UnpackRayCoords(FfxUInt32 packed, FFX_PARAMETER_OUT FfxUInt32x2 ray_coord, FFX_PARAMETER_OUT FfxBoolean copy_horizontal, FFX_PARAMETER_OUT FfxBoolean copy_vertical, FFX_PARAMETER_OUT FfxBoolean copy_diagonal) {
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ray_coord.x = (packed >> 0) & 32767; // 0b111111111111111;
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ray_coord.y = (packed >> 15) & 16383; // 0b11111111111111;
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copy_horizontal = FfxBoolean((packed >> 29) & 1u);
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copy_vertical = FfxBoolean((packed >> 30) & 1u);
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copy_diagonal = FfxBoolean((packed >> 31) & 1u);
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}
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// Transforms origin to uv space
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// Mat must be able to transform origin from its current space into clip space.
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FfxFloat32x3 ProjectPosition(FfxFloat32x3 origin, FfxFloat32Mat4 mat) {
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FfxFloat32x4 projected = FFX_MATRIX_MULTIPLY(mat, FfxFloat32x4(origin, 1));
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projected.xyz /= projected.w;
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projected.xy = 0.5 * projected.xy + 0.5;
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projected.y = (1 - projected.y);
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return projected.xyz;
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}
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// Mat must be able to transform origin from texture space to a linear space.
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FfxFloat32x3 InvProjectPosition(FfxFloat32x3 coord, FfxFloat32Mat4 mat) {
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coord.y = (1 - coord.y);
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coord.xy = 2 * coord.xy - 1;
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FfxFloat32x4 projected = FFX_MATRIX_MULTIPLY(mat, FfxFloat32x4(coord, 1));
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projected.xyz /= projected.w;
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return projected.xyz;
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}
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// Origin and direction must be in the same space and mat must be able to transform from that space into clip space.
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FfxFloat32x3 ProjectDirection(FfxFloat32x3 origin, FfxFloat32x3 direction, FfxFloat32x3 screen_space_origin, FfxFloat32Mat4 mat) {
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FfxFloat32x3 offsetted = ProjectPosition(origin + direction, mat);
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return offsetted - screen_space_origin;
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}
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FfxBoolean IsGlossyReflection(FfxFloat32 roughness) {
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return roughness < RoughnessThreshold();
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}
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FfxBoolean IsMirrorReflection(FfxFloat32 roughness) {
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return roughness < 0.0001;
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}
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FfxFloat32x3 ScreenSpaceToViewSpace(FfxFloat32x3 screen_uv_coord) {
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return InvProjectPosition(screen_uv_coord, InvProjection());
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}
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