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blender-archive/source/blender/draw/intern/shaders/common_hair_lib.glsl
Campbell Barton 91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00

337 lines
9.6 KiB
GLSL

/**
* Library to create hairs dynamically from control points.
* This is less bandwidth intensive than fetching the vertex attributes
* but does more ALU work per vertex. This also reduces the amount
* of data the CPU has to precompute and transfer for each update.
*/
/* Avoid including hair functionality for shaders and materials which do not require hair.
* Required to prevent compilation failure for missing shader inputs and uniforms when hair library
* is included via other libraries. These are only specified in the ShaderCreateInfo when needed.
*/
#ifdef HAIR_SHADER
# define COMMON_HAIR_LIB
/* TODO(fclem): Keep documentation but remove the uniform declaration. */
# ifndef USE_GPU_SHADER_CREATE_INFO
/**
* hairStrandsRes: Number of points per hair strand.
* 2 - no subdivision
* 3+ - 1 or more interpolated points per hair.
*/
uniform int hairStrandsRes = 8;
/**
* hairThicknessRes : Subdiv around the hair.
* 1 - Wire Hair: Only one pixel thick, independent of view distance.
* 2 - Polystrip Hair: Correct width, flat if camera is parallel.
* 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
*/
uniform int hairThicknessRes = 1;
/* Hair thickness shape. */
uniform float hairRadRoot = 0.01;
uniform float hairRadTip = 0.0;
uniform float hairRadShape = 0.5;
uniform bool hairCloseTip = true;
uniform mat4 hairDupliMatrix;
/* Strand batch offset when used in compute shaders. */
uniform int hairStrandOffset = 0;
/* -- Per control points -- */
uniform samplerBuffer hairPointBuffer; /* RGBA32F */
/* -- Per strands data -- */
uniform usamplerBuffer hairStrandBuffer; /* R32UI */
uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* Not used, use one buffer per uv layer */
// uniform samplerBuffer hairUVBuffer; /* RG32F */
// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
# else
# ifndef DRW_HAIR_INFO
# error Ensure createInfo includes `draw_hair` for general use or `eevee_legacy_hair_lib` for EEVEE.
# endif
# endif /* !USE_GPU_SHADER_CREATE_INFO */
# define point_position xyz
# define point_time w /* Position along the hair length */
/* -- Subdivision stage -- */
/**
* We use a transform feedback or compute shader to preprocess the strands and add more subdivision
* to it. For the moment these are simple smooth interpolation but one could hope to see the full
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.
*/
# ifdef GPU_VERTEX_SHADER
float hair_get_local_time()
{
return float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
}
int hair_get_id()
{
return gl_VertexID / hairStrandsRes;
}
# endif
# ifdef GPU_COMPUTE_SHADER
float hair_get_local_time()
{
return float(gl_GlobalInvocationID.y) / float(hairStrandsRes - 1);
}
int hair_get_id()
{
return int(gl_GlobalInvocationID.x) + hairStrandOffset;
}
# endif
# ifdef HAIR_PHASE_SUBDIV
int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
{
float time_per_strand_seg = 1.0 / float(strand_segments);
float ratio = local_time / time_per_strand_seg;
interp_time = fract(ratio);
return int(ratio);
}
void hair_get_interp_attrs(
out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
{
float local_time = hair_get_local_time();
int hair_id = hair_get_id();
int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
int id = hair_get_base_id(local_time, strand_segments, interp_time);
int ofs_id = id + strand_offset;
data0 = texelFetch(hairPointBuffer, ofs_id - 1);
data1 = texelFetch(hairPointBuffer, ofs_id);
data2 = texelFetch(hairPointBuffer, ofs_id + 1);
data3 = texelFetch(hairPointBuffer, ofs_id + 2);
if (id <= 0) {
/* root points. Need to reconstruct previous data. */
data0 = data1 * 2.0 - data2;
}
if (id + 1 >= strand_segments) {
/* tip points. Need to reconstruct next data. */
data3 = data2 * 2.0 - data1;
}
}
# endif
/* -- Drawing stage -- */
/**
* For final drawing, the vertex index and the number of vertex per segment
*/
# if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
int hair_get_strand_id(void)
{
return gl_VertexID / (hairStrandsRes * hairThicknessRes);
}
int hair_get_base_id(void)
{
return gl_VertexID / hairThicknessRes;
}
/* Copied from cycles. */
float hair_shaperadius(float shape, float root, float tip, float time)
{
float radius = 1.0 - time;
if (shape < 0.0) {
radius = pow(radius, 1.0 + shape);
}
else {
radius = pow(radius, 1.0 / (1.0 - shape));
}
if (hairCloseTip && (time > 0.99)) {
return 0.0;
}
return (radius * (root - tip)) + tip;
}
# if defined(OS_MAC) && defined(GPU_OPENGL)
in float dummy;
# endif
void hair_get_center_pos_tan_binor_time(bool is_persp,
mat4 invmodel_mat,
vec3 camera_pos,
vec3 camera_z,
out vec3 wpos,
out vec3 wtan,
out vec3 wbinor,
out float time,
out float thickness)
{
int id = hair_get_base_id();
vec4 data = texelFetch(hairPointBuffer, id);
wpos = data.point_position;
time = data.point_time;
# if defined(OS_MAC) && defined(GPU_OPENGL)
/* Generate a dummy read to avoid the driver bug with shaders having no
* vertex reads on macOS (#60171) */
wpos.y += dummy * 0.0;
# endif
if (time == 0.0) {
/* Hair root */
wtan = texelFetch(hairPointBuffer, id + 1).point_position - wpos;
}
else {
wtan = wpos - texelFetch(hairPointBuffer, id - 1).point_position;
}
mat4 obmat = hairDupliMatrix;
wpos = (obmat * vec4(wpos, 1.0)).xyz;
wtan = -normalize(mat3(obmat) * wtan);
vec3 camera_vec = (is_persp) ? camera_pos - wpos : camera_z;
wbinor = normalize(cross(camera_vec, wtan));
thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
}
void hair_get_pos_tan_binor_time(bool is_persp,
mat4 invmodel_mat,
vec3 camera_pos,
vec3 camera_z,
out vec3 wpos,
out vec3 wtan,
out vec3 wbinor,
out float time,
out float thickness,
out float thick_time)
{
hair_get_center_pos_tan_binor_time(
is_persp, invmodel_mat, camera_pos, camera_z, wpos, wtan, wbinor, time, thickness);
if (hairThicknessRes > 1) {
thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
thick_time = thickness * (thick_time * 2.0 - 1.0);
/* Take object scale into account.
* NOTE: This only works fine with uniform scaling. */
float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
wpos += wbinor * thick_time * scale;
}
else {
/* NOTE: Ensures 'hairThickTime' is initialized -
* avoids undefined behavior on certain macOS configurations. */
thick_time = 0.0;
}
}
float hair_get_customdata_float(const samplerBuffer cd_buf)
{
int id = hair_get_strand_id();
return texelFetch(cd_buf, id).r;
}
vec2 hair_get_customdata_vec2(const samplerBuffer cd_buf)
{
int id = hair_get_strand_id();
return texelFetch(cd_buf, id).rg;
}
vec3 hair_get_customdata_vec3(const samplerBuffer cd_buf)
{
int id = hair_get_strand_id();
return texelFetch(cd_buf, id).rgb;
}
vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
{
int id = hair_get_strand_id();
return texelFetch(cd_buf, id).rgba;
}
vec3 hair_get_strand_pos(void)
{
int id = hair_get_strand_id() * hairStrandsRes;
return texelFetch(hairPointBuffer, id).point_position;
}
vec2 hair_get_barycentric(void)
{
/* To match cycles without breaking into individual segment we encode if we need to invert
* the first component into the second component. We invert if the barycentricTexCo.y
* is NOT 0.0 or 1.0. */
int id = hair_get_base_id();
return vec2(float((id % 2) == 1), float(((id % 4) % 3) > 0));
}
# endif
/* To be fed the result of hair_get_barycentric from vertex shader. */
vec2 hair_resolve_barycentric(vec2 vert_barycentric)
{
if (fract(vert_barycentric.y) != 0.0) {
return vec2(vert_barycentric.x, 0.0);
}
else {
return vec2(1.0 - vert_barycentric.x, 0.0);
}
}
/* Hair interpolation functions. */
vec4 hair_get_weights_cardinal(float t)
{
float t2 = t * t;
float t3 = t2 * t;
# if defined(CARDINAL)
float fc = 0.71;
# else /* defined(CATMULL_ROM) */
float fc = 0.5;
# endif
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
float fct = t * fc;
float fct2 = t2 * fc;
float fct3 = t3 * fc;
weights.x = (fct2 * 2.0 - fct3) - fct;
weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
weights.w = fct3 - fct2;
return weights;
}
/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
vec4 hair_get_weights_bspline(float t)
{
float t2 = t * t;
float t3 = t2 * t;
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
weights.y = (0.5 * t3 - t2 + 0.66666666);
weights.w = (0.16666666 * t3);
return weights;
}
vec4 hair_interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
{
return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
}
#endif