mirror of
https://bitbucket.org/CPMADevs/cnq3
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144 lines
2.8 KiB
HLSL
144 lines
2.8 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// shared utilities
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#pragma once
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#include "../common/state_bits.h.hlsli"
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#include "../common/blend.hlsli"
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#define PI 3.1415926535897932384626433832795
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#define PI_D2 (PI / 2.0)
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#define PI_D4 (PI / 4.0)
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#define PI_M2 (PI * 2.0)
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float DegToRad(float deg)
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{
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return PI * (deg / 180.0);
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}
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float RadToDeg(float rad)
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{
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return 180.0 * (rad / PI);
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}
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float Brightness(float3 color)
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{
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float brightness = dot(color, float3(0.299, 0.587, 0.114));
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return brightness;
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}
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float4 MakeGreyscale(float4 input, float amount)
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{
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float grey = dot(input.rgb, float3(0.299, 0.587, 0.114));
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float4 result = lerp(input, float4(grey, grey, grey, input.a), amount);
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return result;
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}
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/*
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f = far clip plane distance
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n = near clip plane distance
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exp = exponential depth value (as stored in the Z-buffer)
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2 * f * n B
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linear(exp) = ----------------------- = -------
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(f + n) - exp * (f - n) exp - A
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f + n -2 * f * n
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with A = ----- and B = ----------
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f - n f - n
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*/
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float LinearDepth(float zwDepth, float A, float B)
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{
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return B / (zwDepth - A);
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}
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float4 FSTrianglePosFromVertexId(uint id)
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{
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return float4(
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(float)(id / 2) * 4.0 - 1.0,
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(float)(id % 2) * 4.0 - 1.0,
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0.0,
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1.0);
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}
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float2 FSTriangleTCFromVertexId(uint id)
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{
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return float2(
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(float)(id / 2) * 2.0,
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1.0 - (float)(id % 2) * 2.0);
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}
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uint PackColor(float4 c)
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{
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uint4 u = uint4(saturate(c) * 255.0);
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uint r = u.r | (u.g << 8) | (u.b << 16) | (u.a << 24);
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return r;
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}
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float4 UnpackColor(uint c)
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{
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uint4 u = uint4(c & 0xFFu, (c >> 8) & 0xFFu, (c >> 16) & 0xFFu, (c >> 24) & 0xFFu);
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float4 r = float4(u) / 255.0;
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return r;
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}
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float EaseInCubic(float x)
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{
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return x * x * x;
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}
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float EaseOutCubic(float x)
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{
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float y = 1.0 - x;
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return 1.0 - y * y * y;
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}
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float EaseInOutCubic(float x)
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{
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if(x < 0.5)
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{
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return 4 * x * x * x;
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}
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float y = -2 * x + 2;
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return 1 - 0.5 * y * y * y;
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}
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float EaseInQuad(float x)
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{
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return x * x;
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}
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float SmoothStep(float x)
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{
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return smoothstep(0.0, 1.0, x);
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}
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