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authorClément Foucault <foucault.clem@gmail.com>2018-06-02 00:10:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-02 22:16:40 +0300
commit4430bd36446beb1338da2001b0b236e0e440c386 (patch)
tree6fd23a028860e4c996420f84b5d638e5ad5c2f30 /source/blender
parent0736460dfb923eab901ebda240c76a4600578b56 (diff)
Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl28
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl11
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl6
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
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;