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author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:23:04 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:28:57 +0300 |
commit | 8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch) | |
tree | 585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl | |
parent | ac646bc20dafe176c1b84ee5beddf980aba11358 (diff) |
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl new file mode 100644 index 00000000000..0be7da0cc4c --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl @@ -0,0 +1,101 @@ +/* Float Math */ + +float safe_divide(float a, float b) +{ + return (b != 0.0) ? a / b : 0.0; +} + +/* Modulo with C sign convention. mod in GLSL will take absolute for negative numbers. */ +float c_mod(float a, float b) +{ + return (b != 0.0 && a != b) ? sign(a) * mod(abs(a), b) : 0.0; +} + +float compatible_pow(float x, float y) +{ + if (y == 0.0) { /* x^0 -> 1, including 0^0 */ + return 1.0; + } + + /* glsl pow doesn't accept negative x */ + if (x < 0.0) { + if (mod(-y, 2.0) == 0.0) { + return pow(-x, y); + } + else { + return -pow(-x, y); + } + } + else if (x == 0.0) { + return 0.0; + } + + return pow(x, y); +} + +float hypot(float x, float y) +{ + return sqrt(x * x + y * y); +} + +int floor_to_int(float x) +{ + return int(floor(x)); +} + +int quick_floor(float x) +{ + return int(x) - ((x < 0) ? 1 : 0); +} + +float floorfrac(float x, out int i) +{ + float x_floor = floor(x); + i = int(x_floor); + return x - x_floor; +} + +/* Vector Math */ + +vec3 safe_divide(vec3 a, vec3 b) +{ + return vec3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z)); +} + +vec3 c_mod(vec3 a, vec3 b) +{ + return vec3(c_mod(a.x, b.x), c_mod(a.y, b.y), c_mod(a.z, b.z)); +} + +void vector_mix(float strength, vec3 a, vec3 b, out vec3 outVector) +{ + outVector = strength * a + (1 - strength) * b; +} + +void invert_z(vec3 v, out vec3 outv) +{ + v.z = -v.z; + outv = v; +} + +void vector_normalize(vec3 normal, out vec3 outnormal) +{ + outnormal = normalize(normal); +} + +/* Matirx Math */ + +void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) +{ + vout = (mat * vec4(vin, 0.0)).xyz; +} + +void normal_transform_transposed_m4v3(vec3 vin, mat4 mat, out vec3 vout) +{ + vout = transpose(mat3(mat)) * vin; +} + +void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) +{ + vout = (mat * vec4(vin, 1.0)).xyz; +} |