diff options
Diffstat (limited to 'source/blender/draw/intern/shaders/common_hair_lib.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_hair_lib.glsl | 78 |
1 files changed, 4 insertions, 74 deletions
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl index 02c335ddae2..8684d82f228 100644 --- a/source/blender/draw/intern/shaders/common_hair_lib.glsl +++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl @@ -28,9 +28,6 @@ uniform bool hairCloseTip = true; uniform vec4 hairDupliMatrix[4]; -/* Strand batch offset when used in compute shaders. */ -uniform int hairStrandOffset = 0; - /* -- Per control points -- */ uniform samplerBuffer hairPointBuffer; /* RGBA32F */ #define point_position xyz @@ -46,37 +43,13 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */ /* -- Subdivision stage -- */ /** - * We use a transform feedback or compute shader to preprocess the strands and add more subdivision - * to it. For the moment these are simple smooth interpolation but one could hope to see the full + * We use a transform feedback to preprocess the strands and add more subdivision to it. + * For the moment these are simple smooth interpolation but one could hope to see the full * children particle modifiers being evaluated at this stage. * * If no more subdivision is needed, we can skip this step. */ -#ifdef GPU_VERTEX_SHADER -float hair_get_local_time() -{ - return float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1); -} - -int hair_get_id() -{ - return gl_VertexID / hairStrandsRes; -} -#endif - -#ifdef GPU_COMPUTE_SHADER -float hair_get_local_time() -{ - return float(gl_GlobalInvocationID.y) / float(hairStrandsRes - 1); -} - -int hair_get_id() -{ - return int(gl_GlobalInvocationID.x) + hairStrandOffset; -} -#endif - #ifdef HAIR_PHASE_SUBDIV int hair_get_base_id(float local_time, int strand_segments, out float interp_time) { @@ -91,9 +64,9 @@ int hair_get_base_id(float local_time, int strand_segments, out float interp_tim void hair_get_interp_attrs( out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time) { - float local_time = hair_get_local_time(); + float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1); - int hair_id = hair_get_id(); + int hair_id = gl_VertexID / hairStrandsRes; int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x); int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x); @@ -123,7 +96,6 @@ void hair_get_interp_attrs( */ #if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER) - int hair_get_strand_id(void) { return gl_VertexID / (hairStrandsRes * hairThicknessRes); @@ -255,45 +227,3 @@ vec2 hair_resolve_barycentric(vec2 vert_barycentric) return vec2(1.0 - vert_barycentric.x, 0.0); } } - -/* Hair interpolation functions. */ -vec4 hair_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 hair_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 hair_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; -} |