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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
// 4x4 Invert by DBN in
// http://answers.unity3d.com/questions/218333/shader-inversefloat4x4-function.html?childToView=641391#answer-641391
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Inverse", "Matrix Operators", "Inverse matrix of a matrix" )]
public sealed class InverseOpNode : SingleInputOp
{
private string Inverse4x4Header = "Inverse4x4( {0} )";
//4x4
private string[] Inverse4x4Function =
{
"{0}4x4 Inverse4x4({0}4x4 input)\n",
"{\n",
"\t#define minor(a,b,c) determinant({0}3x3(input.a, input.b, input.c))\n",
"\t{0}4x4 cofactors = {0}4x4(\n",
"\tminor( _22_23_24, _32_33_34, _42_43_44 ),\n",
"\t-minor( _21_23_24, _31_33_34, _41_43_44 ),\n",
"\tminor( _21_22_24, _31_32_34, _41_42_44 ),\n",
"\t-minor( _21_22_23, _31_32_33, _41_42_43 ),\n",
"\n",
"\t-minor( _12_13_14, _32_33_34, _42_43_44 ),\n",
"\tminor( _11_13_14, _31_33_34, _41_43_44 ),\n",
"\t-minor( _11_12_14, _31_32_34, _41_42_44 ),\n",
"\tminor( _11_12_13, _31_32_33, _41_42_43 ),\n",
"\n",
"\tminor( _12_13_14, _22_23_24, _42_43_44 ),\n",
"\t-minor( _11_13_14, _21_23_24, _41_43_44 ),\n",
"\tminor( _11_12_14, _21_22_24, _41_42_44 ),\n",
"\t-minor( _11_12_13, _21_22_23, _41_42_43 ),\n",
"\n",
"\t-minor( _12_13_14, _22_23_24, _32_33_34 ),\n",
"\tminor( _11_13_14, _21_23_24, _31_33_34 ),\n",
"\t-minor( _11_12_14, _21_22_24, _31_32_34 ),\n",
"\tminor( _11_12_13, _21_22_23, _31_32_33 ));\n",
"\t#undef minor\n",
"\treturn transpose( cofactors ) / determinant( input );\n",
"}\n"
};
private bool[] Inverse4x4FunctionFlags =
{
true,
false,
true,
true,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false
};
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_opName = "inverse";
m_drawPreview = false;
m_inputPorts[ 0 ].CreatePortRestrictions( WirePortDataType.FLOAT3x3,
WirePortDataType.FLOAT4x4 );
m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT4x4, false );
m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT4x4, false );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if ( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
string precisionString = UIUtils.PrecisionWirePortToCgType( m_currentPrecisionType, WirePortDataType.FLOAT );
string value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
if ( m_outputPorts[ 0 ].DataType == WirePortDataType.FLOAT3x3 )
{
GeneratorUtils.Add3x3InverseFunction( ref dataCollector, precisionString );
RegisterLocalVariable( 0, string.Format( GeneratorUtils.Inverse3x3Header, value ), ref dataCollector, "invertVal" + OutputId );
}
else
{
if ( !dataCollector.HasFunction( Inverse4x4Header ) )
{
//Hack to be used util indent is properly used
int currIndent = UIUtils.ShaderIndentLevel;
if ( dataCollector.IsTemplate )
{
UIUtils.ShaderIndentLevel = 0;
}
else
{
UIUtils.ShaderIndentLevel = 1;
UIUtils.ShaderIndentLevel++;
}
string finalFunction = string.Empty;
for ( int i = 0; i < Inverse4x4Function.Length; i++ )
{
finalFunction += UIUtils.ShaderIndentTabs + ( Inverse4x4FunctionFlags[ i ] ? string.Format( Inverse4x4Function[ i ], precisionString ) : Inverse4x4Function[ i ] );
}
UIUtils.ShaderIndentLevel = currIndent;
dataCollector.AddFunction( Inverse4x4Header, finalFunction );
}
RegisterLocalVariable( 0, string.Format( Inverse4x4Header, value ), ref dataCollector, "invertVal" + OutputId );
}
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
}
}
}