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blender-archive/source/blender/draw/intern/shaders/common_hair_lib.glsl
Clément Foucault 8efd804685 Fix T72504 EEVEE: Crash when rendering Instance Collection with hair
This was caused by a double free of the instance data. Remove the need
of the instance data fix the issue.
2020-02-04 18:35:40 +01:00

210 lines
5.9 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.
*/
/**
* 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 vec4 hairDupliMatrix[4];
/* -- Per control points -- */
uniform samplerBuffer hairPointBuffer; /* RGBA32F */
#define point_position xyz
#define point_time w /* Position along the hair length */
/* -- 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 */
/* -- Subdivision stage -- */
/**
* We use a transform feedback 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 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 = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
int hair_id = gl_VertexID / hairStrandsRes;
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
*/
#ifndef HAIR_PHASE_SUBDIV
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;
}
# ifdef OS_MAC
in float dummy;
# endif
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)
{
int id = hair_get_base_id();
vec4 data = texelFetch(hairPointBuffer, id);
wpos = data.point_position;
time = data.point_time;
# ifdef OS_MAC
/* Generate a dummy read to avoid the driver bug with shaders having no
* vertex reads on macOS (T60171) */
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 = mat4(
hairDupliMatrix[0], hairDupliMatrix[1], hairDupliMatrix[2], hairDupliMatrix[3]);
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);
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;
}
}
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;
}
#endif