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authorOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:23:04 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:28:57 +0300
commit8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch)
tree585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
parentac646bc20dafe176c1b84ee5beddf980aba11358 (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.glsl101
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;
+}