forked from blender/blender
main sync #3
@ -101,6 +101,7 @@ SSR_INTERFACE
|
||||
# if defined(USE_BARYCENTRICS) && !defined(HAIR_SHADER)
|
||||
vec3 barycentric_distances_get()
|
||||
{
|
||||
# if defined(GPU_OPENGL)
|
||||
/* NOTE: No need to undo perspective divide since it is not applied yet. */
|
||||
vec3 pos0 = (ProjectionMatrixInverse * gpu_position_at_vertex(0)).xyz;
|
||||
vec3 pos1 = (ProjectionMatrixInverse * gpu_position_at_vertex(1)).xyz;
|
||||
@ -119,6 +120,17 @@ vec3 barycentric_distances_get()
|
||||
d = dot(d10, edge21);
|
||||
dists.z = sqrt(dot(edge21, edge21) - d * d);
|
||||
return dists.xyz;
|
||||
# elif defined(GPU_METAL)
|
||||
/* Calculate Barycentric distances from available parameters in Metal. */
|
||||
float3 wp_delta = (length(dfdx(worldPosition.xyz)) + length(dfdy(worldPosition.xyz)));
|
||||
float3 bc_delta = (length(dfdx(gpu_BaryCoord)) + length(dfdy(gpu_BaryCoord)));
|
||||
float3 rate_of_change = wp_delta / bc_delta;
|
||||
vec3 dists;
|
||||
dists.x = length(rate_of_change * (1.0 - gpu_BaryCoord.x));
|
||||
dists.y = length(rate_of_change * (1.0 - gpu_BaryCoord.y));
|
||||
dists.z = length(rate_of_change * (1.0 - gpu_BaryCoord.z));
|
||||
return dists.xyz;
|
||||
# endif
|
||||
}
|
||||
# endif
|
||||
|
||||
|
@ -1268,6 +1268,11 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info)
|
||||
ss_fragment << "uint gl_PrimitiveID;" << std::endl;
|
||||
}
|
||||
|
||||
/* Global barycentrics. */
|
||||
if (msl_iface.uses_barycentrics) {
|
||||
ss_fragment << "vec3 gpu_BaryCoord;\n";
|
||||
}
|
||||
|
||||
/* Add Texture members. */
|
||||
for (const MSLTextureSampler &tex : msl_iface.texture_samplers) {
|
||||
if (bool(tex.stage & ShaderStage::FRAGMENT)) {
|
||||
@ -2036,33 +2041,7 @@ std::string MSLGeneratorInterface::generate_msl_fragment_entry_stub()
|
||||
|
||||
/* Barycentrics. */
|
||||
if (this->uses_barycentrics) {
|
||||
|
||||
/* Main barycentrics. */
|
||||
out << shader_stage_inst_name << ".gpu_BaryCoord = mtl_barycentric_coord.xyz;" << std::endl;
|
||||
|
||||
/* barycentricDist represents the world-space distance from the current world-space position
|
||||
* to the opposite edge of the vertex. */
|
||||
out << "float3 worldPos = " << shader_stage_inst_name << ".worldPosition.xyz;" << std::endl;
|
||||
out << "float3 wpChange = (length(dfdx(worldPos))+length(dfdy(worldPos)));" << std::endl;
|
||||
out << "float3 bcChange = "
|
||||
"(length(dfdx(mtl_barycentric_coord))+length(dfdy(mtl_barycentric_coord)));"
|
||||
<< std::endl;
|
||||
out << "float3 rateOfChange = wpChange/bcChange;" << std::endl;
|
||||
|
||||
/* Distance to edge using inverse barycentric value, as rather than the length of 0.7
|
||||
* contribution, we'd want the distance to the opposite side. */
|
||||
out << shader_stage_inst_name
|
||||
<< ".gpu_BarycentricDist.x = length(rateOfChange * "
|
||||
"(1.0-mtl_barycentric_coord.x));"
|
||||
<< std::endl;
|
||||
out << shader_stage_inst_name
|
||||
<< ".gpu_BarycentricDist.y = length(rateOfChange * "
|
||||
"(1.0-mtl_barycentric_coord.y));"
|
||||
<< std::endl;
|
||||
out << shader_stage_inst_name
|
||||
<< ".gpu_BarycentricDist.z = length(rateOfChange * "
|
||||
"(1.0-mtl_barycentric_coord.z));"
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
/* Populate Uniforms and uniform blocks. */
|
||||
|
Loading…
Reference in New Issue
Block a user