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authorClément Foucault <foucault.clem@gmail.com>2018-06-03 13:13:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-03 13:36:03 +0300
commit32c5972653041a3423122b5a5ae791ef536b87ed (patch)
tree281dd3678d964369d9f87ebee300630a3c585d32 /source/blender/draw/engines/workbench/shaders
parent38bf3b8d23041c547186fee5633782384c8ab384 (diff)
Workbench: Rework hair support.
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl15
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl35
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl56
4 files changed, 83 insertions, 35 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 269911189fa..5f37490603d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -47,7 +47,7 @@ void main()
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
#ifdef WORKBENCH_ENCODE_NORMALS
vec3 normal_viewport = normal_decode(texelFetch(normalBuffer, texel, 0).rg);
- if (diffuse_color.a == 1.0) {
+ if (diffuse_color.a == 0.0) {
normal_viewport = -normal_viewport;
}
#else /* WORKBENCH_ENCODE_NORMALS */
@@ -81,9 +81,13 @@ void main()
#endif /* V3D_LIGHTING_STUDIO */
#ifdef V3D_SHADING_SHADOW
- float shadow_mix = step(-shadowShift, dot(normal_viewport, world_data.light_direction_vs.xyz));
- float light_multiplier;
- light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
+ float light_factor = -dot(normal_viewport, world_data.light_direction_vs.xyz);
+ /* The step function might be ok for meshes but it's
+ * clearly not the case for hairs. Do smoothstep in this case. */
+ float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0)
+ ? step(-shadowShift, -light_factor)
+ : smoothstep(1.0, shadowShift, light_factor);
+ float light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
#else /* V3D_SHADING_SHADOW */
float light_multiplier = 1.0;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 3f271ec439b..a9c84e11aa6 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -39,20 +39,17 @@ void main()
#endif
#ifdef V3D_LIGHTING_STUDIO
-#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+# ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
-#endif
-#ifdef STUDIOLIGHT_ORIENTATION_WORLD
+# endif
+# ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
-#endif
-
+# endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
-
-#else /* V3D_LIGHTING_STUDIO */
+#else
vec3 shaded_color = diffuse_color.rgb + specular_color;
-
-#endif /* V3D_LIGHTING_STUDIO */
+#endif
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index c0f58271a8c..bc7741f853c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -9,12 +9,17 @@ uniform sampler2D image;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 position_viewport;
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
in vec2 uv_interp;
#endif /* OB_TEXTURE */
+#ifdef HAIR_SHADER
+flat in float hair_rand;
+#endif
+
layout(location=0) out uint objectId;
layout(location=1) out vec4 diffuseColor;
layout(location=2) out vec4 specularColor;
@@ -35,23 +40,29 @@ void main()
#ifdef OB_TEXTURE
diffuseColor = texture(image, uv_interp);
#endif /* OB_TEXTURE */
+#ifdef HAIR_SHADER
+ float hair_color_variation = hair_rand * 0.1;
+ diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0);
+#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
specularColor = vec4(material_data.specular_color.rgb, material_data.roughness);
+#ifdef HAIR_SHADER
+ specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0);
+#endif
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- #ifdef WORKBENCH_ENCODE_NORMALS
- if (!gl_FrontFacing) {
- normalViewport = normal_encode(normalize(-normal_viewport));
- diffuseColor.a = 1.0;
- }
- else {
- normalViewport = normal_encode(normalize(normal_viewport));
- diffuseColor.a = 0.0;
- }
- #else /* WORKBENCH_ENCODE_NORMALS */
- normalViewport = normal_viewport;
- #endif /* WORKBENCH_ENCODE_NORMALS */
+ vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
+ n = normalize(n);
+# ifdef WORKBENCH_ENCODE_NORMALS
+ diffuseColor.a = float(gl_FrontFacing);
+ normalViewport = normal_encode(n);
+# else /* WORKBENCH_ENCODE_NORMALS */
+ normalViewport = n;
+# endif /* WORKBENCH_ENCODE_NORMALS */
+# ifdef HAIR_SHADER
+ diffuseColor.a = 0.5;
+# endif
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index f2df117d897..7da9c2644fe 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -1,30 +1,66 @@
uniform mat4 ModelViewProjectionMatrix;
-#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ViewMatrixInverse;
uniform mat3 NormalMatrix;
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifndef HAIR_SHADER
in vec3 pos;
-#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 nor;
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
-#ifdef OB_TEXTURE
in vec2 uv;
-#endif
+#else /* HAIR_SHADER */
+# ifdef OB_TEXTURE
+uniform samplerBuffer u; /* active texture layer */
+# endif
+flat out float hair_rand;
+#endif /* HAIR_SHADER */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
out vec3 normal_viewport;
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#endif
#ifdef OB_TEXTURE
out vec2 uv_interp;
#endif
+/* From http://libnoise.sourceforge.net/noisegen/index.html */
+float integer_noise(int n)
+{
+ n = (n >> 13) ^ n;
+ int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
+ return (float(nn) / 1073741824.0);
+}
+
void main()
{
+#ifdef HAIR_SHADER
+# ifdef OB_TEXTURE
+ vec2 uv = hair_get_customdata_vec2(u);
+# endif
+ float time, thick_time, thickness;
+ vec3 pos, tan, binor;
+ hair_get_pos_tan_binor_time(
+ (ProjectionMatrix[3][3] == 0.0),
+ ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
+ pos, tan, binor, time, thickness, thick_time);
+ /* To "simulate" anisotropic shading, randomize hair normal per strand. */
+ hair_rand = integer_noise(hair_get_strand_id());
+ tan = normalize(tan);
+ vec3 nor = normalize(cross(binor, tan));
+ nor = normalize(mix(nor, -tan, hair_rand * 0.10));
+ float cos_theta = (hair_rand*2.0 - 1.0) * 0.20;
+ float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));
+ nor = nor * sin_theta + binor * cos_theta;
+ gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+#else
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+#endif
#ifdef OB_TEXTURE
uv_interp = uv;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- normal_viewport = normalize(NormalMatrix * nor);
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ normal_viewport = NormalMatrix * nor;
+# ifndef HAIR_SHADER
+ normal_viewport = normalize(normal_viewport);
+# endif
+#endif
}