From 472fc0c55848b2e2d428cfb4f7debb80a4e12081 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Sat, 19 Mar 2022 20:50:09 +0100 Subject: DRW: Port improvements in common_math_lib.glsl from `eevee-rewrite` Mostly quality of life functions and macros. --- .../draw/intern/shaders/common_math_lib.glsl | 100 +++++++++++++++++++-- 1 file changed, 94 insertions(+), 6 deletions(-) (limited to 'source') diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl index bc31649fd0f..1701056cbb7 100644 --- a/source/blender/draw/intern/shaders/common_math_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_lib.glsl @@ -68,12 +68,12 @@ mat2 rot2_from_angle(float a) #define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0) /* clang-format off */ -float min_v2(vec2 v) { return min(v.x, v.y); } -float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); } -float min_v4(vec4 v) { return min(min(v.x, v.y), min(v.z, v.w)); } -float max_v2(vec2 v) { return max(v.x, v.y); } -float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); } -float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } +#define min_v2(v) min((v).x, (v).y) +#define min_v3(v) min((v).x, min((v).y, (v).z)) +#define min_v4(v) min(min((v).x, (v).y), min((v).z, (v).w)) +#define max_v2(v) max((v).x, (v).y) +#define max_v3(v) max((v).x, max((v).y, (v).z)) +#define max_v4(v) max(max((v).x, (v).y), max((v).z, (v).w)) float sum(vec2 v) { return dot(vec2(1.0), v); } float sum(vec3 v) { return dot(vec3(1.0), v); } @@ -85,10 +85,13 @@ float avg(vec4 v) { return dot(vec4(1.0 / 4.0), v); } 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))); } +vec3 safe_rcp(vec3 a) { return mix(vec3(0.0), (1.0 / a), notEqual(a, vec3(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 safe_acos(float a) { return acos(clamp(a, -1.0, 1.0)); } + float sqr(float a) { return a * a; } vec2 sqr(vec2 a) { return a * a; } vec3 sqr(vec3 a) { return a * a; } @@ -102,6 +105,12 @@ float pow8(float x) { return sqr(sqr(sqr(x))); } float len_squared(vec3 a) { return dot(a, a); } float len_squared(vec2 a) { return dot(a, a); } +bool flag_test(uint flag, uint val) { return (flag & val) != 0u; } +bool flag_test(int flag, int val) { return (flag & val) != 0; } + +void set_flag_from_test(inout uint value, bool test, uint flag) { if (test) { value |= flag; } else { value &= ~flag; } } +void set_flag_from_test(inout int value, bool test, int flag) { if (test) { value |= flag; } else { value &= ~flag; } } + #define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights))); #define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights))); @@ -109,6 +118,52 @@ float len_squared(vec2 a) { return dot(a, a); } #define saturate(a) clamp(a, 0.0, 1.0) +#define in_range_inclusive(val, min_v, max_v) \ + (all(greaterThanEqual(val, min_v)) && all(lessThanEqual(val, max_v))) +#define in_range_exclusive(val, min_v, max_v) \ + (all(greaterThan(val, min_v)) && all(lessThan(val, max_v))) +#define in_texture_range(texel, tex) \ + (all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, textureSize(tex, 0).xy))) + +uint divide_ceil_u(uint visible_count, uint divisor) +{ + return (visible_count + (divisor - 1u)) / divisor; +} + +int divide_ceil_i(int visible_count, int divisor) +{ + return (visible_count + (divisor - 1)) / divisor; +} + +uint bit_field_mask(uint bit_width, uint bit_min) +{ + /* Cannot bit shift more than 31 positions. */ + uint mask = (bit_width > 31u) ? 0x0u : (0xFFFFFFFFu << bit_width); + return ~mask << bit_min; +} + +uvec2 unpackUvec2x16(uint data) +{ + return (uvec2(data) >> uvec2(0u, 16u)) & uvec2(0xFFFFu); +} + +uint packUvec2x16(uvec2 data) +{ + data = (data & 0xFFFFu) << uvec2(0u, 16u); + return data.x | data.y; +} + +uvec4 unpackUvec4x8(uint data) +{ + return (uvec4(data) >> uvec4(0u, 8u, 16u, 24u)) & uvec4(0xFFu); +} + +uint packUvec4x8(uvec4 data) +{ + data = (data & 0xFFu) << uvec4(0u, 8u, 16u, 24u); + return data.x | data.y | data.z | data.w; +} + float distance_squared(vec2 a, vec2 b) { a -= b; @@ -130,6 +185,21 @@ vec3 safe_normalize(vec3 v) return v / len; } +vec2 safe_normalize_len(vec2 v, out float len) +{ + len = length(v); + if (isnan(len) || len == 0.0) { + return vec2(1.0, 0.0); + } + return v / len; +} + +vec2 safe_normalize(vec2 v) +{ + float len; + return safe_normalize_len(v, len); +} + vec3 normalize_len(vec3 v, out float len) { len = length(v); @@ -141,6 +211,11 @@ vec4 safe_color(vec4 c) /* Clamp to avoid black square artifacts if a pixel goes NaN. */ return clamp(c, vec4(0.0), vec4(1e20)); /* 1e20 arbitrary. */ } +vec3 safe_color(vec3 c) +{ + /* Clamp to avoid black square artifacts if a pixel goes NaN. */ + return clamp(c, vec3(0.0), vec3(1e20)); /* 1e20 arbitrary. */ +} /** \} */ @@ -188,3 +263,16 @@ vec3 neon_gradient(float t) { return clamp(vec3(t * 1.3 + 0.1, sqr(abs(0.43 - t) * 1.7), (1.0 - t) * 1.7), 0.0, 1.0); } +vec3 heatmap_gradient(float t) +{ + float a = pow(t, 1.5) * 0.8 + 0.2; + float b = smoothstep(0.0, 0.35, t) + t * 0.5; + float c = smoothstep(0.5, 1.0, t); + float d = max(1.0 - t * 1.7, t * 7.0 - 6.0); + return saturate(a * vec3(b, c, d)); +} +vec3 hue_gradient(float t) +{ + vec3 p = abs(fract(t + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0); + return (clamp(p - 1.0, 0.0, 1.0)); +} -- cgit v1.2.3