Hair normals were not behaving correctly. This corrects their looks and fix the node shader geometry that was showing the flat normal.
207 lines
5.8 KiB
GLSL
207 lines
5.8 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 reduce the number
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* of data the CPU has to precompute and transfert 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 mat4 hairDupliMatrix;
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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 theses 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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wpos = (hairDupliMatrix * vec4(wpos, 1.0)).xyz;
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wtan = -normalize(mat3(hairDupliMatrix) * 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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