This reduces the amount of macros and avoid `using` in shader code (see #137445). Also make sure that all switches have cases for all the closures. Pull Request: https://projects.blender.org/blender/blender/pulls/138502
390 lines
9.2 KiB
GLSL
390 lines
9.2 KiB
GLSL
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "gpu_glsl_cpp_stubs.hh"
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float3 calc_barycentric_distances(float3 pos0, float3 pos1, float3 pos2)
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{
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float3 edge21 = pos2 - pos1;
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float3 edge10 = pos1 - pos0;
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float3 edge02 = pos0 - pos2;
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float3 d21 = normalize(edge21);
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float3 d10 = normalize(edge10);
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float3 d02 = normalize(edge02);
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float3 dists;
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float d = dot(d21, edge02);
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dists.x = sqrt(dot(edge02, edge02) - d * d);
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d = dot(d02, edge10);
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dists.y = sqrt(dot(edge10, edge10) - d * d);
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d = dot(d10, edge21);
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dists.z = sqrt(dot(edge21, edge21) - d * d);
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return dists;
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}
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float2 calc_barycentric_co(int vertid)
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{
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float2 bary;
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bary.x = float((vertid % 3) == 0);
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bary.y = float((vertid % 3) == 1);
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return bary;
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}
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#ifdef HAIR_SHADER
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/* Hairs uv and col attributes are passed by bufferTextures. */
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# define DEFINE_ATTR(type, attr) uniform samplerBuffer attr
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# define GET_ATTR(type, attr) hair_get_customdata_##type(attr)
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# define barycentric_get() hair_get_barycentric()
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# define barycentric_resolve(bary) hair_resolve_barycentric(bary)
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float3 orco_get(float3 local_pos,
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float4x4 modelmatinv,
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float4 orco_madd[2],
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const samplerBuffer orco_samp)
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{
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/* TODO: fix ORCO with modifiers. */
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float3 orco = (modelmatinv * float4(local_pos, 1.0f)).xyz;
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return orco_madd[0].xyz + orco * orco_madd[1].xyz;
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}
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float hair_len_get(int id, const samplerBuffer len)
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{
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return texelFetch(len, id).x;
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}
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float4 tangent_get(const samplerBuffer attr, float3x3 normalmat)
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{
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/* Unsupported */
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return float4(0.0f);
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}
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#else /* MESH_SHADER */
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# define DEFINE_ATTR(type, attr) in type attr
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# define GET_ATTR(type, attr) attr
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/* Calculated in geom shader later with calc_barycentric_co. */
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# define barycentric_get() float2(0)
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# define barycentric_resolve(bary) bary
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float3 orco_get(float3 local_pos, float4x4 modelmatinv, float4 orco_madd[2], float4 orco)
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{
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/* If the object does not have any deformation, the orco layer calculation is done on the fly
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* using the orco_madd factors.
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* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
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* attribute (which is [0,0,0,1]). */
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if (orco.w == 0.0f) {
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return orco.xyz * 0.5f + 0.5f;
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}
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else {
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return orco_madd[0].xyz + local_pos * orco_madd[1].xyz;
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}
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}
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float hair_len_get(int id, const float len)
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{
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return len;
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}
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float4 tangent_get(float4 attr, float3x3 normalmat)
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{
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float4 tangent;
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tangent.xyz = normalmat * attr.xyz;
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tangent.w = attr.w;
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float len_sqr = dot(tangent.xyz, tangent.xyz);
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/* Normalize only if vector is not null. */
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if (len_sqr > 0.0f) {
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tangent.xyz *= inversesqrt(len_sqr);
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}
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return tangent;
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}
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#endif
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/* Assumes GPU_VEC4 is color data, special case that needs luminance coefficients from OCIO. */
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#define float_from_vec4(v, luminance_coefficients) dot(v.rgb, luminance_coefficients)
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#define float_from_vec3(v) ((v.r + v.g + v.b) * (1.0f / 3.0f))
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#define float_from_vec2(v) v.r
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#define vec2_from_vec4(v) float2(((v.r + v.g + v.b) * (1.0f / 3.0f)), v.a)
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#define vec2_from_vec3(v) float2(((v.r + v.g + v.b) * (1.0f / 3.0f)), 1.0f)
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#define vec2_from_float(v) float2(v)
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#define vec3_from_vec4(v) v.rgb
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#define vec3_from_vec2(v) v.rrr
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#define vec3_from_float(v) float3(v)
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#define vec4_from_vec3(v) float4(v, 1.0f)
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#define vec4_from_vec2(v) v.rrrg
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#define vec4_from_float(v) float4(float3(v), 1.0f)
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/* TODO: Move to shader_shared. */
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#define RAY_TYPE_CAMERA 0
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#define RAY_TYPE_SHADOW 1
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#define RAY_TYPE_DIFFUSE 2
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#define RAY_TYPE_GLOSSY 3
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#ifdef GPU_FRAGMENT_SHADER
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# define FrontFacing gl_FrontFacing
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#else
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# define FrontFacing true
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#endif
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/* Can't use enum here because not a header file. But would be great to do. */
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enum ClosureType : uchar {
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CLOSURE_NONE_ID = 0u,
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/* Diffuse */
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CLOSURE_BSDF_DIFFUSE_ID = 1u,
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// CLOSURE_BSDF_OREN_NAYAR_ID = 2u, /* TODO */
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// CLOSURE_BSDF_SHEEN_ID = 4u, /* TODO */
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// CLOSURE_BSDF_DIFFUSE_TOON_ID = 5u, /* TODO */
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CLOSURE_BSDF_TRANSLUCENT_ID = 6u,
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/* Glossy */
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CLOSURE_BSDF_MICROFACET_GGX_REFLECTION_ID = 7u,
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// CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID = 8u, /* TODO */
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// CLOSURE_BSDF_ASHIKHMIN_VELVET_ID = 9u, /* TODO */
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// CLOSURE_BSDF_GLOSSY_TOON_ID = 10u, /* TODO */
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// CLOSURE_BSDF_HAIR_REFLECTION_ID = 11u, /* TODO */
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/* Transmission */
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CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID = 12u,
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/* Glass */
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// CLOSURE_BSDF_HAIR_HUANG_ID = 13u, /* TODO */
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/* BSSRDF */
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CLOSURE_BSSRDF_BURLEY_ID = 14u,
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};
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struct ClosureUndetermined {
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packed_float3 color;
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float weight;
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packed_float3 N;
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ClosureType type;
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/* Additional data different for each closure type. */
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packed_float4 data;
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};
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ClosureUndetermined closure_new(ClosureType type)
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{
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ClosureUndetermined cl;
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cl.type = type;
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return cl;
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}
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struct ClosureOcclusion {
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packed_float3 N;
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};
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struct ClosureDiffuse {
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packed_float3 color;
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float weight;
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packed_float3 N;
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};
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struct ClosureSubsurface {
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packed_float3 color;
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float weight;
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packed_float3 N;
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packed_float3 sss_radius;
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};
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struct ClosureTranslucent {
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packed_float3 color;
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float weight;
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packed_float3 N;
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};
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struct ClosureReflection {
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packed_float3 color;
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float weight;
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packed_float3 N;
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float roughness;
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};
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struct ClosureRefraction {
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packed_float3 color;
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float weight;
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packed_float3 N;
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float roughness;
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float ior;
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};
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struct ClosureHair {
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packed_float3 color;
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float weight;
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packed_float3 T;
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float offset;
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packed_float2 roughness;
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};
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struct ClosureVolumeScatter {
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packed_float3 scattering;
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float weight;
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float anisotropy;
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};
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struct ClosureVolumeAbsorption {
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packed_float3 absorption;
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float weight;
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};
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struct ClosureEmission {
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packed_float3 emission;
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float weight;
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};
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struct ClosureTransparency {
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packed_float3 transmittance;
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float weight;
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float holdout;
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};
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ClosureDiffuse to_closure_diffuse(ClosureUndetermined cl)
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{
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ClosureDiffuse closure;
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closure.N = cl.N;
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closure.color = cl.color;
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return closure;
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}
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ClosureSubsurface to_closure_subsurface(ClosureUndetermined cl)
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{
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ClosureSubsurface closure;
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closure.N = cl.N;
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closure.color = cl.color;
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closure.sss_radius = cl.data.xyz;
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return closure;
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}
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ClosureTranslucent to_closure_translucent(ClosureUndetermined cl)
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{
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ClosureTranslucent closure;
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closure.N = cl.N;
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closure.color = cl.color;
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return closure;
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}
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ClosureReflection to_closure_reflection(ClosureUndetermined cl)
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{
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ClosureReflection closure;
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closure.N = cl.N;
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closure.color = cl.color;
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closure.roughness = cl.data.x;
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return closure;
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}
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ClosureRefraction to_closure_refraction(ClosureUndetermined cl)
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{
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ClosureRefraction closure;
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closure.N = cl.N;
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closure.color = cl.color;
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closure.roughness = cl.data.x;
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closure.ior = cl.data.y;
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return closure;
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}
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struct GlobalData {
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/** World position. */
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packed_float3 P;
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/** Surface Normal. Normalized, overridden by bump displacement. */
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packed_float3 N;
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/** Raw interpolated normal (non-normalized) data. */
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packed_float3 Ni;
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/** Geometric Normal. */
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packed_float3 Ng;
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/** Curve Tangent Space. */
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packed_float3 curve_T, curve_B, curve_N;
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/** Barycentric coordinates. */
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packed_float2 barycentric_coords;
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packed_float3 barycentric_dists;
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/** Hair time along hair length. 0 at base 1 at tip. */
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float hair_time;
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/** Hair time along width of the hair. */
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float hair_time_width;
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/** Hair thickness in world space. */
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float hair_thickness;
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/** Index of the strand for per strand effects. */
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int hair_strand_id;
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/** Ray properties (approximation). */
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float ray_depth;
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float ray_length;
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uchar ray_type;
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/** Is hair. */
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bool is_strand;
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};
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GlobalData g_data;
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#ifndef GPU_FRAGMENT_SHADER
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/* Stubs. */
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# define dF_impl(a) (float3(0.0f))
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# define dF_branch(a, b, c) (c = float2(0.0f))
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# define dF_branch_incomplete(a, b, c) (c = float2(0.0f))
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#elif defined(GPU_FAST_DERIVATIVE) /* TODO(@fclem): User Option? */
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/* Fast derivatives */
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float3 dF_impl(float3 v)
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{
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return float3(0.0f);
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}
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void dF_branch(float fn, out float2 result)
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{
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/* NOTE: this function is currently unused, once it is used we need to check if
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* `g_derivative_filter_width` needs to be applied. */
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result.x = gpu_dfdx(fn);
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result.y = gpu_dfdy(fn);
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}
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#else
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/* Offset of coordinates for evaluating bump node. Unit in pixel. */
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float g_derivative_filter_width = 0.0f;
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/* Precise derivatives */
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int g_derivative_flag = 0;
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float3 dF_impl(float3 v)
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{
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if (g_derivative_flag > 0) {
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return gpu_dfdx(v) * g_derivative_filter_width;
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}
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else if (g_derivative_flag < 0) {
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return gpu_dfdy(v) * g_derivative_filter_width;
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}
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return float3(0.0f);
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}
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# define dF_branch(fn, filter_width, result) \
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if (true) { \
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g_derivative_filter_width = filter_width; \
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g_derivative_flag = 1; \
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result.x = (fn); \
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g_derivative_flag = -1; \
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result.y = (fn); \
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g_derivative_flag = 0; \
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result -= float2((fn)); \
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}
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/* Used when the non-offset value is already computed elsewhere */
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# define dF_branch_incomplete(fn, filter_width, result) \
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if (true) { \
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g_derivative_filter_width = filter_width; \
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g_derivative_flag = 1; \
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result.x = (fn); \
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g_derivative_flag = -1; \
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result.y = (fn); \
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g_derivative_flag = 0; \
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}
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#endif
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/* TODO(fclem): Remove. */
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#define CODEGEN_LIB
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