[Bf-blender-cvs] [566a4a96cb5] blender2.8: Fix T57891: Radius of strip hair doesn't scale with object scale
Clément Foucault
noreply at git.blender.org
Tue Nov 20 13:31:56 CET 2018
Commit: 566a4a96cb516d7e7981cf78d24fcb7546deaaf4
Author: Clément Foucault
Date: Mon Nov 19 18:24:08 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB566a4a96cb516d7e7981cf78d24fcb7546deaaf4
Fix T57891: Radius of strip hair doesn't scale with object scale
Note that this only works fine with uniformly scaled objects.
Otherwise, the hair thickness will vary in a weird way depending on viewing
angles.
===================================================================
M source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
M source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
M source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
M source/blender/draw/modes/shaders/common_hair_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
index 142afa5705b..a6e6f1fac42 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
@@ -52,6 +52,7 @@ void main()
vec3 pos, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),
+ ModelMatrixInverse,
ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
pos, hairTangent, binor, hairTime, hairThickness, hairThickTime);
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index e110937c5aa..1a8dbc97317 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -1,6 +1,7 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
#ifdef CLIP_PLANES
/* keep in sync with DRWManager.view_data */
@@ -20,6 +21,7 @@ void main()
vec3 pos, tan, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),
+ ModelMatrixInverse,
ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
pos, tan, binor, time, thickness, thick_time);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 66b529fcf5e..62040da8524 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -1,4 +1,5 @@
uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrixInverse;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrixInverse;
@@ -41,6 +42,7 @@ void main()
vec3 pos, tan, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),
+ ModelMatrixInverse,
ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
pos, tan, binor, time, thickness, thick_time);
/* To "simulate" anisotropic shading, randomize hair normal per strand. */
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index e272db02318..c0c5f84d166 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -135,7 +135,7 @@ float hair_shaperadius(float shape, float root, float tip, float time)
}
void hair_get_pos_tan_binor_time(
- bool is_persp, vec3 camera_pos, vec3 camera_z,
+ bool is_persp, mat4 invmodel_mat, vec3 camera_pos, vec3 camera_z,
out vec3 wpos, out vec3 wtan, out vec3 wbinor, out float time, out float thickness, out float thick_time)
{
int id = hair_get_base_id();
@@ -159,7 +159,11 @@ void hair_get_pos_tan_binor_time(
thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
thick_time = thickness * (thick_time * 2.0 - 1.0);
- wpos += wbinor * thick_time;
+ /* Take object scale into account.
+ * NOTE: This only works fine with uniform scaling. */
+ float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
+
+ wpos += wbinor * thick_time * scale;
}
}
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