diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 00:10:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 4430bd36446beb1338da2001b0b236e0e440c386 (patch) | |
tree | 6fd23a028860e4c996420f84b5d638e5ad5c2f30 /source/blender | |
parent | 0736460dfb923eab901ebda240c76a4600578b56 (diff) |
Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.
Diffstat (limited to 'source/blender')
5 files changed, 22 insertions, 33 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index accecaacbde..ad975957be9 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -178,30 +178,18 @@ void CLOSURE_NAME( vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); #ifdef HAIR_SHADER + vec3 B = normalize(cross(worldNormal, hairTangent)); + float cos_theta; if (hairThicknessRes == 1) { - /* Random normal distribution on the hair surface. */ - vec3 T = normalize(worldNormal); /* meh, TODO fix worldNormal misnaming. */ - vec3 B = normalize(cross(V, T)); - N = cross(T, B); /* Normal facing view */ - /* We want a cosine distribution. */ - float cos_theta = rand.x * 2.0 - 1.0; - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; - N = N * sin_theta + B * cos_theta; - -# ifdef CLOSURE_GLOSSY - /* Hair random normal does not work with SSR :(. - * It just create self reflection feedback (which is beautifful btw) - * but not correct. */ - ssr_id = NO_SSR; /* Force bypass */ -# endif + /* Random cosine normal distribution on the hair surface. */ + cos_theta = rand.x * 2.0 - 1.0; } else { - vec3 T = normalize(cross(hairTangent, worldNormal)); - /* We want a cosine distribution. */ - float cos_theta = hairThickTime / hairThickness; - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; - N = normalize(hairTangent * cos_theta + T * sin_theta); + /* Shade as a cylinder. */ + cos_theta = hairThickTime / hairThickness; } + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + N = normalize(N * sin_theta + B * cos_theta); #endif /* ---------------------------------------------------------------- */ diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl index d643ebb73dd..611a561c750 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl @@ -40,17 +40,18 @@ out float hairTime; void main() { #ifdef HAIR_SHADER - vec3 pos, nor; - hair_get_pos_tan_nor_time( + vec3 pos, binor; + hair_get_pos_tan_binor_time( (ProjectionMatrix[3][3] == 0.0), ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, - pos, nor, hairTangent, hairTime, hairThickness, hairThickTime); + pos, hairTangent, binor, hairTime, hairThickness, hairThickTime); gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); viewPosition = (ViewMatrix * vec4(pos, 1.0)).xyz; worldPosition = pos; - worldNormal = nor; - viewNormal = normalize(mat3(ViewMatrixInverse) * nor); + hairTangent = normalize(hairTangent); + worldNormal = cross(binor, hairTangent); + viewNormal = normalize(mat3(ViewMatrix) * worldNormal); #else gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz; diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl index 1ed4f5f6500..f2e9e7001e8 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl @@ -15,11 +15,11 @@ void main() { #ifdef HAIR_SHADER float time, thick_time, thickness; - vec3 pos, nor, binor; - hair_get_pos_tan_nor_time( + vec3 pos, tan, binor; + hair_get_pos_tan_binor_time( (ProjectionMatrix[3][3] == 0.0), ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, - pos, nor, binor, time, thickness, thick_time); + pos, tan, binor, time, thickness, thick_time); gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); vec4 worldPosition = vec4(pos, 1.0); diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index 3fe44b4e142..552690ba972 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -134,9 +134,9 @@ float hair_shaperadius(float shape, float root, float tip, float time) return (radius * (root - tip)) + tip; } -void hair_get_pos_tan_nor_time( +void hair_get_pos_tan_binor_time( bool is_persp, vec3 camera_pos, vec3 camera_z, - out vec3 wpos, out vec3 wtan, out vec3 wnor, out float time, out float thickness, out float thick_time) + out vec3 wpos, out vec3 wtan, out vec3 wbinor, out float time, out float thickness, out float thick_time) { int id = hair_get_base_id(); vec4 data = texelFetch(hairPointBuffer, id); @@ -151,7 +151,7 @@ void hair_get_pos_tan_nor_time( } vec3 camera_vec = (is_persp) ? wpos - camera_pos : -camera_z; - wnor = normalize(cross(camera_vec, wtan)); + wbinor = normalize(cross(camera_vec, wtan)); thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time); @@ -159,7 +159,7 @@ void hair_get_pos_tan_nor_time( thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1); thick_time = thickness * (thick_time * 2.0 - 1.0); - wpos += wnor * thick_time; + wpos += wbinor * thick_time; } } diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 795320df6b7..9c04aef894c 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2485,7 +2485,7 @@ void node_hair_info(out float is_strand, out float intercept, out float thicknes is_strand = 1.0; intercept = hairTime; thickness = hairThickness; - tangent = normalize(worldNormal); /* TODO fix naming */ + tangent = normalize(hairTangent); random = 0.0; #else is_strand = 0.0; |