This was caused by a double free of the instance data. Remove the need of the instance data fix the issue.
210 lines
5.9 KiB
GLSL
210 lines
5.9 KiB
GLSL
/**
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* Library to create hairs dynamically from control points.
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* This is less bandwidth intensive than fetching the vertex attributes
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* but does more ALU work per vertex. This also reduces the amount
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* of data the CPU has to precompute and transfer for each update.
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*/
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/**
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* hairStrandsRes: Number of points per hair strand.
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* 2 - no subdivision
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* 3+ - 1 or more interpolated points per hair.
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*/
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uniform int hairStrandsRes = 8;
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/**
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* hairThicknessRes : Subdiv around the hair.
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* 1 - Wire Hair: Only one pixel thick, independent of view distance.
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* 2 - Polystrip Hair: Correct width, flat if camera is parallel.
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* 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
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*/
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uniform int hairThicknessRes = 1;
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/* Hair thickness shape. */
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uniform float hairRadRoot = 0.01;
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uniform float hairRadTip = 0.0;
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uniform float hairRadShape = 0.5;
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uniform bool hairCloseTip = true;
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uniform vec4 hairDupliMatrix[4];
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/* -- Per control points -- */
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uniform samplerBuffer hairPointBuffer; /* RGBA32F */
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#define point_position xyz
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#define point_time w /* Position along the hair length */
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/* -- Per strands data -- */
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uniform usamplerBuffer hairStrandBuffer; /* R32UI */
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uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
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/* Not used, use one buffer per uv layer */
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// uniform samplerBuffer hairUVBuffer; /* RG32F */
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// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
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/* -- Subdivision stage -- */
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/**
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* We use a transform feedback to preprocess the strands and add more subdivision to it.
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* For the moment these are simple smooth interpolation but one could hope to see the full
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* children particle modifiers being evaluated at this stage.
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*
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* If no more subdivision is needed, we can skip this step.
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*/
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#ifdef HAIR_PHASE_SUBDIV
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int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
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{
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float time_per_strand_seg = 1.0 / float(strand_segments);
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float ratio = local_time / time_per_strand_seg;
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interp_time = fract(ratio);
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return int(ratio);
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}
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void hair_get_interp_attrs(
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out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
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{
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float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
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int hair_id = gl_VertexID / hairStrandsRes;
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int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
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int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
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int id = hair_get_base_id(local_time, strand_segments, interp_time);
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int ofs_id = id + strand_offset;
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data0 = texelFetch(hairPointBuffer, ofs_id - 1);
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data1 = texelFetch(hairPointBuffer, ofs_id);
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data2 = texelFetch(hairPointBuffer, ofs_id + 1);
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data3 = texelFetch(hairPointBuffer, ofs_id + 2);
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if (id <= 0) {
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/* root points. Need to reconstruct previous data. */
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data0 = data1 * 2.0 - data2;
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}
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if (id + 1 >= strand_segments) {
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/* tip points. Need to reconstruct next data. */
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data3 = data2 * 2.0 - data1;
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}
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}
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#endif
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/* -- Drawing stage -- */
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/**
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* For final drawing, the vertex index and the number of vertex per segment
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*/
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#ifndef HAIR_PHASE_SUBDIV
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int hair_get_strand_id(void)
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{
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return gl_VertexID / (hairStrandsRes * hairThicknessRes);
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}
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int hair_get_base_id(void)
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{
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return gl_VertexID / hairThicknessRes;
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}
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/* Copied from cycles. */
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float hair_shaperadius(float shape, float root, float tip, float time)
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{
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float radius = 1.0 - time;
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if (shape < 0.0) {
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radius = pow(radius, 1.0 + shape);
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}
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else {
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radius = pow(radius, 1.0 / (1.0 - shape));
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}
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if (hairCloseTip && (time > 0.99)) {
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return 0.0;
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}
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return (radius * (root - tip)) + tip;
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}
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# ifdef OS_MAC
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in float dummy;
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# endif
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void hair_get_pos_tan_binor_time(bool is_persp,
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mat4 invmodel_mat,
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vec3 camera_pos,
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vec3 camera_z,
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out vec3 wpos,
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out vec3 wtan,
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out vec3 wbinor,
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out float time,
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out float thickness,
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out float thick_time)
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{
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int id = hair_get_base_id();
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vec4 data = texelFetch(hairPointBuffer, id);
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wpos = data.point_position;
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time = data.point_time;
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# ifdef OS_MAC
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/* Generate a dummy read to avoid the driver bug with shaders having no
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* vertex reads on macOS (T60171) */
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wpos.y += dummy * 0.0;
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# endif
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if (time == 0.0) {
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/* Hair root */
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wtan = texelFetch(hairPointBuffer, id + 1).point_position - wpos;
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}
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else {
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wtan = wpos - texelFetch(hairPointBuffer, id - 1).point_position;
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}
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mat4 obmat = mat4(
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hairDupliMatrix[0], hairDupliMatrix[1], hairDupliMatrix[2], hairDupliMatrix[3]);
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wpos = (obmat * vec4(wpos, 1.0)).xyz;
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wtan = -normalize(mat3(obmat) * wtan);
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vec3 camera_vec = (is_persp) ? camera_pos - wpos : camera_z;
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wbinor = normalize(cross(camera_vec, wtan));
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thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
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if (hairThicknessRes > 1) {
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thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
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thick_time = thickness * (thick_time * 2.0 - 1.0);
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/* Take object scale into account.
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* NOTE: This only works fine with uniform scaling. */
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float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
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wpos += wbinor * thick_time * scale;
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}
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}
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vec2 hair_get_customdata_vec2(const samplerBuffer cd_buf)
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{
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int id = hair_get_strand_id();
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return texelFetch(cd_buf, id).rg;
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}
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vec3 hair_get_customdata_vec3(const samplerBuffer cd_buf)
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{
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int id = hair_get_strand_id();
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return texelFetch(cd_buf, id).rgb;
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}
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vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
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{
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int id = hair_get_strand_id();
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return texelFetch(cd_buf, id).rgba;
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}
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vec3 hair_get_strand_pos(void)
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{
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int id = hair_get_strand_id() * hairStrandsRes;
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return texelFetch(hairPointBuffer, id).point_position;
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}
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#endif
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