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author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2022-02-25 23:36:09 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2022-02-25 23:36:09 +0300 |
commit | bdf4e1596d4560c0bb1d79cd5344b3e6524e1037 (patch) | |
tree | cb0387c797007ee4adff5deab45e582e64ce6109 /source/blender/draw/intern/shaders | |
parent | 1a8db5b717299eee1a6e9726c9de0abe5c169253 (diff) | |
parent | c8b4e0c0b5f874906d746637c5a006d990b72e49 (diff) |
Merge remote-tracking branch 'origin/blender-v3.1-release'
Diffstat (limited to 'source/blender/draw/intern/shaders')
4 files changed, 69 insertions, 20 deletions
diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl index e6538d80111..5d71c5e4bb8 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl @@ -140,6 +140,13 @@ void set_vertex_nor(inout PosNorLoop vertex_data, vec3 nor) set_vertex_nor(vertex_data, nor, 0); } +void add_newell_cross_v3_v3v3(inout vec3 n, vec3 v_prev, vec3 v_curr) +{ + n[0] += (v_prev[1] - v_curr[1]) * (v_prev[2] + v_curr[2]); + n[1] += (v_prev[2] - v_curr[2]) * (v_prev[0] + v_curr[0]); + n[2] += (v_prev[0] - v_curr[0]) * (v_prev[1] + v_curr[1]); +} + #define ORIGINDEX_NONE -1 #ifdef SUBDIV_POLYGON_OFFSET diff --git a/source/blender/draw/intern/shaders/common_subdiv_normals_accumulate_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_normals_accumulate_comp.glsl index 575090472b1..a6d6c205615 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_normals_accumulate_comp.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_normals_accumulate_comp.glsl @@ -16,11 +16,33 @@ layout(std430, binding = 2) readonly buffer faceAdjacencyLists uint face_adjacency_lists[]; }; -layout(std430, binding = 3) writeonly buffer vertexNormals +layout(std430, binding = 3) readonly buffer vertexLoopMap +{ + uint vert_loop_map[]; +}; + +layout(std430, binding = 4) writeonly buffer vertexNormals { vec3 normals[]; }; +void find_prev_and_next_vertex_on_face( + uint face_index, uint vertex_index, out uint curr, out uint next, out uint prev) +{ + uint start_loop_index = face_index * 4; + + for (uint i = 0; i < 4; i++) { + uint subdiv_vert_index = vert_loop_map[start_loop_index + i]; + + if (subdiv_vert_index == vertex_index) { + curr = i; + next = (i + 1) % 4; + prev = (i + 4 - 1) % 4; + break; + } + } +} + void main() { uint vertex_index = get_global_invocation_index(); @@ -39,18 +61,37 @@ void main() uint adjacent_face = face_adjacency_lists[first_adjacent_face_offset + i]; uint start_loop_index = adjacent_face * 4; - /* Compute face normal. */ - vec3 adjacent_verts[3]; - for (uint j = 0; j < 3; j++) { - adjacent_verts[j] = get_vertex_pos(pos_nor[start_loop_index + j]); + /* Compute the face normal using Newell's method. */ + vec3 verts[4]; + for (uint j = 0; j < 4; j++) { + verts[j] = get_vertex_pos(pos_nor[start_loop_index + j]); } - vec3 face_normal = normalize( - cross(adjacent_verts[1] - adjacent_verts[0], adjacent_verts[2] - adjacent_verts[0])); - accumulated_normal += face_normal; + vec3 face_normal = vec3(0.0); + add_newell_cross_v3_v3v3(face_normal, verts[0], verts[1]); + add_newell_cross_v3_v3v3(face_normal, verts[1], verts[2]); + add_newell_cross_v3_v3v3(face_normal, verts[2], verts[3]); + add_newell_cross_v3_v3v3(face_normal, verts[3], verts[0]); + + /* Accumulate angle weighted normal. */ + uint curr_vert = 0; + uint next_vert = 0; + uint prev_vert = 0; + find_prev_and_next_vertex_on_face( + adjacent_face, vertex_index, curr_vert, next_vert, prev_vert); + + vec3 curr_co = verts[curr_vert]; + vec3 prev_co = verts[next_vert]; + vec3 next_co = verts[prev_vert]; + + vec3 edvec_prev = normalize(prev_co - curr_co); + vec3 edvec_next = normalize(curr_co - next_co); + + float fac = acos(-dot(edvec_prev, edvec_next)); + + accumulated_normal += face_normal * fac; } - float weight = 1.0 / float(number_of_adjacent_faces); vec3 normal = normalize(accumulated_normal); normals[vertex_index] = normal; } diff --git a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl index 5dd7decf663..26410eb2d7f 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl @@ -394,12 +394,8 @@ void main() evaluate_patches_limits(patch_co.patch_index, uv.x, uv.y, pos, du, dv); -# if defined(LIMIT_NORMALS) - vec3 nor = normalize(cross(du, dv)); -# else /* This will be computed later. */ vec3 nor = vec3(0.0); -# endif int origindex = input_vert_origindex[loop_index]; uint flag = 0; diff --git a/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl index 41a8df3cf82..8b4a5dd14f3 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl @@ -38,13 +38,18 @@ void main() } } else { - /* Face is flat shaded, compute flat face normal from an inscribed triangle. */ - vec3 verts[3]; - for (int i = 0; i < 3; i++) { - verts[i] = get_vertex_pos(pos_nor[start_loop_index + i]); - } - - vec3 face_normal = normalize(cross(verts[1] - verts[0], verts[2] - verts[0])); + vec3 v0 = get_vertex_pos(pos_nor[start_loop_index + 0]); + vec3 v1 = get_vertex_pos(pos_nor[start_loop_index + 1]); + vec3 v2 = get_vertex_pos(pos_nor[start_loop_index + 2]); + vec3 v3 = get_vertex_pos(pos_nor[start_loop_index + 3]); + + vec3 face_normal = vec3(0.0); + add_newell_cross_v3_v3v3(face_normal, v0, v1); + add_newell_cross_v3_v3v3(face_normal, v1, v2); + add_newell_cross_v3_v3v3(face_normal, v2, v3); + add_newell_cross_v3_v3v3(face_normal, v3, v0); + + face_normal = normalize(face_normal); for (int i = 0; i < 4; i++) { output_lnor[start_loop_index + i] = face_normal; } |