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author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-15 17:38:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-15 20:51:55 +0300 |
commit | cd8f3c9ee7abb60457384779d8a2c00405402046 (patch) | |
tree | eebad6a9848ae87207b6b852e143780e7f975f40 /source/blender/draw/intern/shaders/common_math_geom_lib.glsl | |
parent | 2c1edcf3efd8d260a02d74c10a734992eab74072 (diff) |
DRW: Add glsl math libraries
Copied from eevee bsdf_common_lib.glsl
Diffstat (limited to 'source/blender/draw/intern/shaders/common_math_geom_lib.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_math_geom_lib.glsl | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl new file mode 100644 index 00000000000..e337376d7c4 --- /dev/null +++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl @@ -0,0 +1,119 @@ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +/* ---------------------------------------------------------------------- */ +/** \name Math intersection & projection functions. + * \{ */ + +float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal) +{ + return dot(planenormal, planeorigin - lineorigin); +} + +float line_plane_intersect_dist(vec3 lineorigin, + vec3 linedirection, + vec3 planeorigin, + vec3 planenormal) +{ + return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection); +} + +float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane) +{ + vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz)); + vec3 h = lineorigin - plane_co; + return -dot(plane.xyz, h) / dot(plane.xyz, linedirection); +} + +vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) +{ + float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal); + return lineorigin + linedirection * dist; +} + +vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane) +{ + float dist = line_plane_intersect_dist(lineorigin, linedirection, plane); + return lineorigin + linedirection * dist; +} + +float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin) +{ + /* aligned plane normal */ + vec3 L = planeorigin - lineorigin; + float diskdist = length(L); + vec3 planenormal = -normalize(L); + return -diskdist / dot(planenormal, linedirection); +} + +vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin) +{ + float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin); + if (dist < 0) { + /* if intersection is behind we fake the intersection to be + * really far and (hopefully) not inside the radius of interest */ + dist = 1e16; + } + return lineorigin + linedirection * dist; +} + +float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection) +{ + float a = dot(linedirection, linedirection); + float b = dot(linedirection, lineorigin); + float c = dot(lineorigin, lineorigin) - 1; + + float dist = 1e15; + float determinant = b * b - a * c; + if (determinant >= 0) { + dist = (sqrt(determinant) - b) / a; + } + + return dist; +} + +float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) +{ + /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ + */ + vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection; + vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection; + vec3 furthestplane = max(firstplane, secondplane); + + return min_v3(furthestplane); +} + +/** \} */ + +/* ---------------------------------------------------------------------- */ +/** \name Other useful functions. + * \{ */ + +void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B) +{ + vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + T = normalize(cross(UpVector, N)); + B = cross(N, T); +} + +/* ---- Encode / Decode Normal buffer data ---- */ +/* From http://aras-p.info/texts/CompactNormalStorage.html + * Using Method #4: Spheremap Transform */ +vec2 normal_encode(vec3 n, vec3 view) +{ + float p = sqrt(n.z * 8.0 + 8.0); + return n.xy / p + 0.5; +} + +vec3 normal_decode(vec2 enc, vec3 view) +{ + vec2 fenc = enc * 4.0 - 2.0; + float f = dot(fenc, fenc); + float g = sqrt(1.0 - f / 4.0); + vec3 n; + n.xy = fenc * g; + n.z = 1 - f / 2; + return n; +} + +/** \} */
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