diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-03 17:44:55 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-03 17:45:03 +0300 |
commit | 25ff7a4f2a753067aa2a0fdd2730a2ad1264821a (patch) | |
tree | 3f11b0efd24ead23fa4fb86378b837b1799c784f /source/blender | |
parent | 06dd89b0cac3169c37998e9cac6d101a405216ea (diff) |
DRW: Hair: Add additionnal subdivision smoothing support.
Only use catmull-rom interpolation for now. It's smoother and does not
exhibit artifacts.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/modes/shaders/common_hair_refine_vert.glsl | 46 |
1 files changed, 43 insertions, 3 deletions
diff --git a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl index 96a3103f666..9f412c57db3 100644 --- a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl +++ b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl @@ -3,13 +3,53 @@ out vec4 outData; +vec4 get_weights_cardinal(float t) +{ + float t2 = t * t; + float t3 = t2 * t; +#if defined(CARDINAL) + float fc = 0.71; +#else /* defined(CATMULL_ROM) */ + float fc = 0.5; +#endif + + vec4 weights; + /* GLSL Optimized version of key_curve_position_weights() */ + float fct = t * fc; + float fct2 = t2 * fc; + float fct3 = t3 * fc; + weights.x = ( fct2 * 2.0 - fct3) - fct; + weights.y = ( t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0; + weights.z = (-t3 * 2.0 + fct3) + ( t2 * 3.0 - (2.0 * fct2)) + fct; + weights.w = fct3 - fct2; + return weights; +} + +/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */ +vec4 get_weights_bspline(float t) +{ + float t2 = t * t; + float t3 = t2 * t; + + vec4 weights; + /* GLSL Optimized version of key_curve_position_weights() */ + weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666); + weights.y = ( 0.5 * t3 - t2 + 0.66666666); + weights.w = ( 0.16666666 * t3); + return weights; +} + +vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w) +{ + return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w; +} + void main(void) { float interp_time; vec4 data0, data1, data2, data3; hair_get_interp_attribs(data0, data1, data2, data3, interp_time); - /* TODO some interpolation. */ - - outData = mix(data1, data2, interp_time); + vec4 weights = get_weights_cardinal(interp_time); + outData = interp_data(data0, data1, data2, data3, weights); } |