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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)
#if defined(MAT_GEOM_MESH)
/* -------------------------------------------------------------------- */
/** \name Mesh
*
* Mesh objects attributes are loaded using vertex input attributes.
* \{ */
# ifdef OBINFO_LIB
vec3 attr_load_orco(vec4 orco)
{
/* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
* attrib (which is [0,0,0,1]). */
if (orco.w == 1.0) {
/* If the object does not have any deformation, the orco layer calculation is done on the fly
* using the orco_madd factors. */
return OrcoTexCoFactors[0].xyz + pos * OrcoTexCoFactors[1].xyz;
}
return orco.xyz * 0.5 + 0.5;
}
# endif
vec4 attr_load_tangent(vec4 tangent)
{
tangent.xyz = safe_normalize(normal_object_to_world(tangent.xyz));
return tangent;
}
vec4 attr_load_vec4(vec4 attr)
{
return attr;
}
vec3 attr_load_vec3(vec3 attr)
{
return attr;
}
vec2 attr_load_vec2(vec2 attr)
{
return attr;
}
float attr_load_float(float attr)
{
return attr;
}
vec4 attr_load_color(vec4 attr)
{
return attr;
}
vec3 attr_load_uv(vec3 attr)
{
return attr;
}
/** \} */
#elif defined(MAT_GEOM_GPENCIL)
/* -------------------------------------------------------------------- */
/** \name Grease Pencil
*
* Grease Pencil objects have one uv and one color attribute layer.
* \{ */
/* Globals to feed the load functions. */
vec2 g_uvs;
vec4 g_color;
# ifdef OBINFO_LIB
vec3 attr_load_orco(vec4 orco)
{
vec3 lP = point_world_to_object(interp.P);
return OrcoTexCoFactors[0].xyz + lP * OrcoTexCoFactors[1].xyz;
}
# endif
vec4 attr_load_tangent(vec4 tangent)
{
return vec4(0.0, 0.0, 0.0, 1.0);
}
vec3 attr_load_uv(vec3 dummy)
{
return vec3(g_uvs, 0.0);
}
vec4 attr_load_color(vec4 dummy)
{
return g_color;
}
vec4 attr_load_vec4(vec4 attr)
{
return vec4(0.0);
}
vec3 attr_load_vec3(vec3 attr)
{
return vec3(0.0);
}
vec2 attr_load_vec2(vec2 attr)
{
return vec2(0.0);
}
float attr_load_float(float attr)
{
return 0.0;
}
/** \} */
#elif defined(MAT_GEOM_CURVES)
/* -------------------------------------------------------------------- */
/** \name Curve
*
* Curve objects loads attributes from buffers through sampler buffers.
* Per attribute scope follows loading order.
* \{ */
# ifdef OBINFO_LIB
vec3 attr_load_orco(vec4 orco)
{
vec3 P = hair_get_strand_pos();
vec3 lP = transform_point(ModelMatrixInverse, P);
return OrcoTexCoFactors[0].xyz + lP * OrcoTexCoFactors[1].xyz;
}
# endif
int g_curves_attr_id = 0;
/* Return the index to use for looking up the attribute value in the sampler
* based on the attribute scope (point or spline). */
int curves_attribute_element_id()
{
int id = interp.curves_strand_id;
if (drw_curves.is_point_attribute[g_curves_attr_id] != 0) {
id = hair_get_base_id();
}
g_curves_attr_id += 1;
return id;
}
vec4 attr_load_tangent(samplerBuffer cd_buf)
{
/* Not supported for the moment. */
return vec4(0.0, 0.0, 0.0, 1.0);
}
vec3 attr_load_uv(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, interp.curves_strand_id).rgb;
}
vec4 attr_load_color(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, interp.curves_strand_id).rgba;
}
vec4 attr_load_vec4(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).rgba;
}
vec3 attr_load_vec3(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).rgb;
}
vec2 attr_load_vec2(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).rg;
}
float attr_load_float(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).r;
}
/** \} */
#elif defined(MAT_GEOM_VOLUME)
/* -------------------------------------------------------------------- */
/** \name Volume
*
* Volume objects loads attributes from "grids" in the form of 3D textures.
* Per grid transform order is following loading order.
* \{ */
# ifndef OBINFO_LIB
# error draw_object_infos is mandatory for volume objects
# endif
vec3 g_orco;
int g_attr_id = 0;
vec3 grid_coordinates()
{
vec3 co = g_orco;
/* Optional per-grid transform. */
if (drw_volume.grids_xform[g_attr_id][3][3] != 0.0) {
co = (drw_volume.grids_xform[g_attr_id] * vec4(objectPosition, 1.0)).xyz;
}
g_attr_id += 1;
return co;
}
vec3 attr_load_orco(sampler3D tex)
{
g_attr_id += 1;
return g_orco;
}
vec4 attr_load_tangent(sampler3D tex)
{
attr_id += 1;
return vec4(0);
}
vec4 attr_load_vec4(sampler3D tex)
{
return texture(tex, grid_coordinates());
}
vec3 attr_load_vec3(sampler3D tex)
{
return texture(tex, grid_coordinates()).rgb;
}
vec2 attr_load_vec2(sampler3D tex)
{
return texture(tex, grid_coordinates()).rg;
}
float attr_load_float(sampler3D tex)
{
return texture(tex, grid_coordinates()).r;
}
vec4 attr_load_color(sampler3D tex)
{
return texture(tex, grid_coordinates());
}
vec3 attr_load_uv(sampler3D attr)
{
attr_id += 1;
return vec3(0);
}
/** \} */
#elif defined(MAT_GEOM_WORLD)
/* -------------------------------------------------------------------- */
/** \name World
*
* World has no attributes other than orco.
* \{ */
vec3 attr_load_orco(vec4 orco)
{
return -g_data.N;
}
vec4 attr_load_tangent(vec4 tangent)
{
return vec4(0);
}
vec4 attr_load_vec4(vec4 attr)
{
return vec4(0);
}
vec3 attr_load_vec3(vec3 attr)
{
return vec3(0);
}
vec2 attr_load_vec2(vec2 attr)
{
return vec2(0);
}
float attr_load_float(float attr)
{
return 0.0;
}
vec4 attr_load_color(vec4 attr)
{
return vec4(0);
}
vec3 attr_load_uv(vec3 attr)
{
return vec3(0);
}
/** \} */
#endif
/* -------------------------------------------------------------------- */
/** \name Volume Attribute post
*
* TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on
* the engine side. But as of now, the engines are reponsible for loading the attributes.
*
* \{ */
#if defined(MAT_GEOM_VOLUME)
float attr_load_temperature_post(float attr)
{
/* Bring the into standard range without having to modify the grid values */
attr = (attr > 0.01) ? (attr * drw_volume.temperature_mul + drw_volume.temperature_bias) : 0.0;
return attr;
}
vec4 attr_load_color_post(vec4 attr)
{
/* Density is premultiplied for interpolation, divide it out here. */
attr.rgb *= safe_rcp(attr.a);
attr.rgb *= drw_volume.color_mul.rgb;
attr.a = 1.0;
return attr;
}
#else /* Noop for any other surface. */
float attr_load_temperature_post(float attr)
{
return attr;
}
vec4 attr_load_color_post(vec4 attr)
{
return attr;
}
#endif
/** \} */
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