Switched to Houdini vector packing

This commit is contained in:
max 2021-02-03 22:13:59 +01:00
parent de17fa3ffb
commit 0ad1cd59d8
8 changed files with 335 additions and 306 deletions

View File

@ -151,7 +151,7 @@ namespace TAO.VertexAnimation
{
positionMap.SetPixel(x, y,
new Color(verts[v].x, verts[v].y, verts[v].z,
VectorUtils.Float3ToFloat(normals[v]))
VectorUtils.EncodeFloat3ToFloat1(normals[v]))
);
x++;

View File

@ -4,9 +4,11 @@ namespace TAO.VertexAnimation
{
public static class VectorUtils
{
#region Custom Packing
// Encode.
public static Vector2 Float3ToFloat2(this Vector3 f3)
{
Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.z));
Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.y));
Vector2 f2 = new Vector2();
f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
@ -30,5 +32,94 @@ namespace TAO.VertexAnimation
{
return Float2ToFloat(Float3ToFloat2(f3));
}
// Decode.
public static Vector2 FloatToFloat2(float f1)
{
f1 *= 256;
Vector2 f2;
f2.x = (f1 % 16) / 15;
f2.y = ((f1 / 256) * 16);
f2.y = Mathf.Floor(f2.y) / 15;
return f2;
}
public static Vector3 Float2ToFloat3(Vector2 f2)
{
float dist = 1 - Mathf.Abs((f2.y - 0.5f) * 2);
float temp = (f2.x * (Mathf.PI * 2)) - Mathf.PI;
Vector3 f3;
f3.x = Mathf.Sin(temp + (Mathf.PI * 2)) * dist;
f3.z = Mathf.Cos((temp - Mathf.PI) + (Mathf.PI * 2)) * dist;
f3.y = (f2.y - 0.5f) * -2;
f3 = f3.normalized;
return f3;
}
public static Vector3 FloatToFloat3(float f1)
{
return Float2ToFloat3(FloatToFloat2(f1));
}
#endregion
#region Houdini Style Packing
// Encode.
public static float EncodeFloat3ToFloat1(Vector3 f3)
{
float f1;
float z = Mathf.Sqrt(f3.z * 8 + 8);
float y = (f3.y / z + 0.5f) * 31;
float x = Mathf.Floor((f3.x / z + 0.5f) * 31) * 32;
f1 = (x + y) / 1023;
return f1;
}
// Decode.
public static Vector2 DecodeFloat1ToFloat2(float f1)
{
Vector2 f2;
f1 *= 1024;
f2.x = Mathf.Floor(f1 / 32.0f) / 31.5f;
f2.y = (f1 - (Mathf.Floor(f1 / 32.0f) * 32.0f)) / 31.5f;
return f2;
}
public static Vector3 DecodeFloat2ToFloat3(Vector2 f2)
{
Vector3 f3;
f2 *= 4;
f2.x -= 2;
f2.y -= 2;
float f2dot = Vector3.Dot(f2, f2);
f3.x = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.x;
f3.y = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.y;
f3.z = 1 - (f2dot / 2.0f);
//f3.x = Mathf.Clamp(f3.x, -1.0f, 1.0f);
//f3.y = Mathf.Clamp(f3.x, -1.0f, 1.0f);
//f3.z = Mathf.Clamp(f3.x, -1.0f, 1.0f);
f3 = Vector3.ClampMagnitude(f3, 1);
return f3;
}
public static Vector3 DecodeFloat1ToFloat3(float f1)
{
return DecodeFloat2ToFloat3(DecodeFloat1ToFloat2(f1));
}
#endregion
}
}

View File

@ -178,9 +178,6 @@
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View File

@ -6,62 +6,17 @@
#define V_TWO_PI 6.28318530718f
#define V_HALF_PI 1.57079632679f
void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
{
float z = sqrt(f3.z * 8 + 8);
float y = (f3.y / z + 0.5f) * 31;
float x = floor((f3.x / z + 0.5f) * 31) * 32;
f1 = (x + y) / 1023;
}
void DecodeFloat1ToFloat2_float(float f1, out float2 f2)
{
f1 *= 1024;
f2.x = floor(f1 / 32.0) / 31.5;
f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5;
}
void DecodeFloat2ToFloat3_float(float f2, out float3 f3)
{
f2 *= 4;
f2 -= 2;
float f2dot = dot(f2, f2);
f3.xy = sqrt(1 - (f2dot / 4.0)) * f2;
f3.z = 1 - (f2dot / 2.0);
f3 = clamp(f3, -1.0, 1.0);
}
void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
{
float2 f2;
DecodeFloat1ToFloat2_float(f1, f2);
DecodeFloat2ToFloat3_float(f2, f3);
}
// Ref:
// https://answers.unity.com/questions/733677/cg-shader-float3-to-float-packunpack-functions.html
// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
void Encode2Float3ToFloat1_float(float3 f3, out float f1)
{
f1 = (dot(round((f3) * 255), float3(65536, 256, 1)));
}
void Decode2Float1ToFloat3_float(float f1, out float3 f3)
{
f3 = (frac((f1) / float3(16777216, 65536, 256)));
}
// Custom
// Custom Packing.
// Encode float3 to 0..1 float.
void Float3ToFloat2_float(float3 f3, out float2 f2)
{
//float3 rotation = normalize(float3(f3.x, 0, f3.y));
float3 rotation = normalize(float3(f3.x, 0, f3.z));
f2.x = acos (dot(rotation, float3(1, 0, 0))) * sign(f3.z);
f2.x = acos(dot(rotation, float3(1, 0, 0))) * sign(f3.z);
f2.x = ((f2.x / V_PI) + 1) * 0.5f;
f2.y = acos(f3.y) / V_PI;
f2.y = acos(f3.y) / V_PI;
f2 *= 15;
f2.x = round(f2.x);
@ -94,12 +49,12 @@ void Float2ToFloat3_float(float2 f2, out float3 f3)
{
float dist = 1 - abs((f2.y - 0.5f) * 2);
float temp = (f2.x * V_TWO_PI) - V_PI;
f3.x = sin(temp + V_TWO_PI) * dist;
f3.z = cos((temp - V_PI) + V_TWO_PI) * dist;
f3.y = (f2.y - 0.5f) * -2;
f3 = normalize(f3);
}
@ -110,4 +65,53 @@ void FloatToFloat3_float(float f1, out float3 f3)
Float2ToFloat3_float(f2, f3);
}
// Houdini Style Packing.
// Encode.
void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
{
float z = sqrt(f3.z * 8 + 8);
float y = (f3.y / z + 0.5f) * 31;
float x = floor((f3.x / z + 0.5f) * 31) * 32;
f1 = (x + y) / 1023;
}
// Decode.
void DecodeFloat1ToFloat2_float(float f1, out float2 f2)
{
f1 *= 1024;
f2.x = floor(f1 / 32.0) / 31.5;
f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5;
}
void DecodeFloat2ToFloat3_float(float2 f2, out float3 f3)
{
f2 *= 4;
f2 -= 2;
float f2dot = dot(f2, f2);
f3.xy = sqrt(1 - (f2dot / 4.0)) * f2;
f3.z = 1 - (f2dot / 2.0);
f3 = clamp(f3, -1.0, 1.0);
}
void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
{
float2 f2;
DecodeFloat1ToFloat2_float(f1, f2);
DecodeFloat2ToFloat3_float(f2, f3);
}
// Test Packing.
// Ref:
// https://answers.unity.com/questions/733677/cg-shader-float3-to-float-packunpack-functions.html
// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
void Encode2Float3ToFloat1_float(float3 f3, out float f1)
{
f1 = (dot(round((f3) * 255), float3(65536, 256, 1)));
}
void Decode2Float1ToFloat3_float(float f1, out float3 f3)
{
f3 = (frac((f1) / float3(16777216, 65536, 256)));
}
#endif

View File

@ -25,7 +25,7 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time)
}
void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
out float3 position, out float3 alpha)
out float3 position, out float alpha)
{
float2 uvPosition = VA_UV_float(uv, maxFrames, time);
@ -39,7 +39,7 @@ void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float t
}
void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
out float3 position, out float3 alpha)
out float3 position, out float alpha)
{
float2 uvPosition = VA_UV_float(uv, maxFrames, time);

View File

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