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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl47
1 files changed, 24 insertions, 23 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
index 22dc906be83..e6bc4c7bbc6 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
@@ -1,6 +1,5 @@
-#ifndef CURVATURE_OFFSET
-# define CURVATURE_OFFSET 1
-#endif
+
+#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
float curvature_soft_clamp(float curvature, float control)
{
@@ -10,33 +9,35 @@ float curvature_soft_clamp(float curvature, float control)
return 0.25 / control;
}
-float calculate_curvature(
- usampler2D objectId, sampler2D normalBuffer, ivec2 texel, float ridge, float valley)
+void curvature_compute(vec2 uv,
+ usampler2D objectIdBuffer,
+ sampler2D normalBuffer,
+ out float curvature)
{
- uint object_up = texelFetchOffset(objectId, texel, 0, ivec2(0, CURVATURE_OFFSET)).r;
- uint object_down = texelFetchOffset(objectId, texel, 0, ivec2(0, -CURVATURE_OFFSET)).r;
- uint object_left = texelFetchOffset(objectId, texel, 0, ivec2(-CURVATURE_OFFSET, 0)).r;
- uint object_right = texelFetchOffset(objectId, texel, 0, ivec2(CURVATURE_OFFSET, 0)).r;
+ curvature = 0.0;
+
+ vec3 offset = vec3(world_data.viewport_size_inv, 0.0) * world_data.ui_scale;
+ uint object_up = texture(objectIdBuffer, uv + offset.zy).r;
+ uint object_down = texture(objectIdBuffer, uv - offset.zy).r;
+ uint object_right = texture(objectIdBuffer, uv + offset.xz).r;
+ uint object_left = texture(objectIdBuffer, uv - offset.xz).r;
+ /* Remove object outlines. */
if ((object_up != object_down) || (object_right != object_left)) {
- return 0.0;
+ return;
}
- vec2 normal_up = texelFetchOffset(normalBuffer, texel, 0, ivec2(0, CURVATURE_OFFSET)).rg;
- vec2 normal_down = texelFetchOffset(normalBuffer, texel, 0, ivec2(0, -CURVATURE_OFFSET)).rg;
- vec2 normal_left = texelFetchOffset(normalBuffer, texel, 0, ivec2(-CURVATURE_OFFSET, 0)).rg;
- vec2 normal_right = texelFetchOffset(normalBuffer, texel, 0, ivec2(CURVATURE_OFFSET, 0)).rg;
-
- normal_up = workbench_normal_decode(normal_up).rg;
- normal_down = workbench_normal_decode(normal_down).rg;
- normal_left = workbench_normal_decode(normal_left).rg;
- normal_right = workbench_normal_decode(normal_right).rg;
+ float normal_up = workbench_normal_decode(texture(normalBuffer, uv + offset.zy)).g;
+ float normal_down = workbench_normal_decode(texture(normalBuffer, uv - offset.zy)).g;
+ float normal_right = workbench_normal_decode(texture(normalBuffer, uv + offset.xz)).r;
+ float normal_left = workbench_normal_decode(texture(normalBuffer, uv - offset.xz)).r;
- float normal_diff = ((normal_up.g - normal_down.g) + (normal_right.r - normal_left.r));
+ float normal_diff = (normal_up - normal_down) + (normal_right - normal_left);
if (normal_diff < 0) {
- return -2.0 * curvature_soft_clamp(-normal_diff, valley);
+ curvature = -2.0 * curvature_soft_clamp(-normal_diff, world_data.curvature_valley);
+ }
+ else {
+ curvature = 2.0 * curvature_soft_clamp(normal_diff, world_data.curvature_ridge);
}
-
- return 2.0 * curvature_soft_clamp(normal_diff, ridge);
}