diff options
Diffstat (limited to 'source/blender/draw/intern/shaders')
4 files changed, 102 insertions, 47 deletions
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl index 8684d82f228..02c335ddae2 100644 --- a/source/blender/draw/intern/shaders/common_hair_lib.glsl +++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl @@ -28,6 +28,9 @@ 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 @@ -43,13 +46,37 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */ /* -- Subdivision stage -- */ /** - * 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 + * 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 * 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) { @@ -64,9 +91,9 @@ 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 = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1); + float local_time = hair_get_local_time(); - int hair_id = gl_VertexID / hairStrandsRes; + int hair_id = hair_get_id(); int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x); int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x); @@ -96,6 +123,7 @@ 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); @@ -227,3 +255,45 @@ 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; +} diff --git a/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl b/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl new file mode 100644 index 00000000000..4dcde4b0245 --- /dev/null +++ b/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl @@ -0,0 +1,24 @@ + +/* + * To be compiled with common_hair_lib.glsl. + */ + +layout(local_size_x = 1, local_size_y = 1) in; +layout(std430, binding = 0) writeonly buffer hairPointOutputBuffer +{ + vec4 posTime[]; +} +out_vertbuf; + +void main(void) +{ + float interp_time; + vec4 data0, data1, data2, data3; + hair_get_interp_attrs(data0, data1, data2, data3, interp_time); + + vec4 weights = hair_get_weights_cardinal(interp_time); + vec4 result = hair_interp_data(data0, data1, data2, data3, weights); + + uint index = uint(hair_get_id() * hairStrandsRes) + gl_GlobalInvocationID.y; + out_vertbuf.posTime[index] = result; +} diff --git a/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl index 3f5e3f8226f..371d43827b9 100644 --- a/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl +++ b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl @@ -3,47 +3,6 @@ out vec4 finalColor; -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; -} - #ifdef TF_WORKAROUND uniform int targetWidth; uniform int targetHeight; @@ -56,8 +15,8 @@ void main(void) vec4 data0, data1, data2, data3; hair_get_interp_attrs(data0, data1, data2, data3, interp_time); - vec4 weights = get_weights_cardinal(interp_time); - finalColor = interp_data(data0, data1, data2, data3, weights); + vec4 weights = hair_get_weights_cardinal(interp_time); + finalColor = hair_interp_data(data0, data1, data2, data3, weights); #ifdef TF_WORKAROUND int id = gl_VertexID - idOffset; diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl index 33deae0b0a1..479f9cd1827 100644 --- a/source/blender/draw/intern/shaders/common_math_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_lib.glsl @@ -86,6 +86,8 @@ float safe_rcp(float a) { return (a != 0.0) ? (1.0 / a) : 0.0; } vec2 safe_rcp(vec2 a) { return mix(vec2(0.0), (1.0 / a), notEqual(a, vec2(0.0))); } vec4 safe_rcp(vec4 a) { return mix(vec4(0.0), (1.0 / a), notEqual(a, vec4(0.0))); } +float safe_sqrt(float a) { return sqrt(max(a, 0.0)); } + float sqr(float a) { return a * a; } vec2 sqr(vec2 a) { return a * a; } vec3 sqr(vec3 a) { return a * a; } |