[Bf-blender-cvs] [cd8f3c9ee7a] master: DRW: Add glsl math libraries

Clément Foucault noreply at git.blender.org
Wed Jul 15 19:08:13 CEST 2020


Commit: cd8f3c9ee7abb60457384779d8a2c00405402046
Author: Clément Foucault
Date:   Wed Jul 15 16:38:44 2020 +0200
Branches: master
https://developer.blender.org/rBcd8f3c9ee7abb60457384779d8a2c00405402046

DRW: Add glsl math libraries

Copied from eevee bsdf_common_lib.glsl

===================================================================

A	source/blender/draw/intern/shaders/common_math_geom_lib.glsl
A	source/blender/draw/intern/shaders/common_math_lib.glsl

===================================================================

diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
new file mode 100644
index 00000000000..e337376d7c4
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
@@ -0,0 +1,119 @@
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Math intersection & projection functions.
+ * \{ */
+
+float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
+{
+  return dot(planenormal, planeorigin - lineorigin);
+}
+
+float line_plane_intersect_dist(vec3 lineorigin,
+                                vec3 linedirection,
+                                vec3 planeorigin,
+                                vec3 planenormal)
+{
+  return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
+}
+
+float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
+{
+  vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
+  vec3 h = lineorigin - plane_co;
+  return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+{
+  float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
+  return lineorigin + linedirection * dist;
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
+{
+  float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
+  return lineorigin + linedirection * dist;
+}
+
+float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+  /* aligned plane normal */
+  vec3 L = planeorigin - lineorigin;
+  float diskdist = length(L);
+  vec3 planenormal = -normalize(L);
+  return -diskdist / dot(planenormal, linedirection);
+}
+
+vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+  float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
+  if (dist < 0) {
+    /* if intersection is behind we fake the intersection to be
+     * really far and (hopefully) not inside the radius of interest */
+    dist = 1e16;
+  }
+  return lineorigin + linedirection * dist;
+}
+
+float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+  float a = dot(linedirection, linedirection);
+  float b = dot(linedirection, lineorigin);
+  float c = dot(lineorigin, lineorigin) - 1;
+
+  float dist = 1e15;
+  float determinant = b * b - a * c;
+  if (determinant >= 0) {
+    dist = (sqrt(determinant) - b) / a;
+  }
+
+  return dist;
+}
+
+float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+  /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
+   */
+  vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
+  vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
+  vec3 furthestplane = max(firstplane, secondplane);
+
+  return min_v3(furthestplane);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Other useful functions.
+ * \{ */
+
+void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
+{
+  vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+  T = normalize(cross(UpVector, N));
+  B = cross(N, T);
+}
+
+/* ---- Encode / Decode Normal buffer data ---- */
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n, vec3 view)
+{
+  float p = sqrt(n.z * 8.0 + 8.0);
+  return n.xy / p + 0.5;
+}
+
+vec3 normal_decode(vec2 enc, vec3 view)
+{
+  vec2 fenc = enc * 4.0 - 2.0;
+  float f = dot(fenc, fenc);
+  float g = sqrt(1.0 - f / 4.0);
+  vec3 n;
+  n.xy = fenc * g;
+  n.z = 1 - f / 2;
+  return n;
+}
+
+/** \} */
\ No newline at end of file
diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl
new file mode 100644
index 00000000000..a82e0b5a5e9
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_math_lib.glsl
@@ -0,0 +1,130 @@
+
+/* ---------------------------------------------------------------------- */
+/** \name Common Math Utilities
+ * \{ */
+
+#define M_PI 3.14159265358979323846     /* pi */
+#define M_2PI 6.28318530717958647692    /* 2*pi */
+#define M_PI_2 1.57079632679489661923   /* pi/2 */
+#define M_1_PI 0.318309886183790671538  /* 1/pi */
+#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
+#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
+#define FLT_MAX 3.402823e+38
+
+vec3 mul(mat3 m, vec3 v)
+{
+  return m * v;
+}
+mat3 mul(mat3 m1, mat3 m2)
+{
+  return m1 * m2;
+}
+vec3 transform_direction(mat4 m, vec3 v)
+{
+  return mat3(m) * v;
+}
+vec3 transform_point(mat4 m, vec3 v)
+{
+  return (m * vec4(v, 1.0)).xyz;
+}
+vec3 project_point(mat4 m, vec3 v)
+{
+  vec4 tmp = m * vec4(v, 1.0);
+  return tmp.xyz / tmp.w;
+}
+
+#define min3(a, b, c) min(a, min(b, c))
+#define min4(a, b, c, d) min(a, min3(b, c, d))
+#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
+#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
+#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
+#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
+#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
+
+#define max3(a, b, c) max(a, max(b, c))
+#define max4(a, b, c, d) max(a, max3(b, c, d))
+#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
+#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
+#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
+#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
+#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
+
+#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
+#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
+#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
+#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
+#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
+#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
+#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)); }
+
+float sum(vec2 v) { return dot(vec2(1.0), v); }
+float sum(vec3 v) { return dot(vec3(1.0), v); }
+float sum(vec4 v) { return dot(vec4(1.0), v); }
+
+float avg(vec2 v) { return dot(vec2(1.0 / 2.0), v); }
+float avg(vec3 v) { return dot(vec3(1.0 / 3.0), v); }
+float avg(vec4 v) { return dot(vec4(1.0 / 4.0), v); }
+/* clang-format on */
+
+#define saturate(a) clamp(a, 0.0, 1.0)
+
+float distance_squared(vec2 a, vec2 b)
+{
+  a -= b;
+  return dot(a, a);
+}
+
+float distance_squared(vec3 a, vec3 b)
+{
+  a -= b;
+  return dot(a, a);
+}
+
+float len_squared(vec3 a)
+{
+  return dot(a, a);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Fast Math
+ * \{ */
+
+/* [Drobot2014a] Low Level Optimizations for GCN */
+float fast_sqrt(float v)
+{
+  return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
+}
+
+vec2 fast_sqrt(vec2 v)
+{
+  return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
+}
+
+/* [Eberly2014] GPGPU Programming for Games and Science */
+float fast_acos(float v)
+{
+  float res = -0.156583 * abs(v) + M_PI_2;
+  res *= fast_sqrt(1.0 - abs(v));
+  return (v >= 0) ? res : M_PI - res;
+}
+
+vec2 fast_acos(vec2 v)
+{
+  vec2 res = -0.156583 * abs(v) + M_PI_2;
+  res *= fast_sqrt(1.0 - abs(v));
+  v.x = (v.x >= 0) ? res.x : M_PI - res.x;
+  v.y = (v.y >= 0) ? res.y : M_PI - res.y;
+  return v;
+}
+
+/** \} */



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