DRW: Hair: Add additionnal subdivision smoothing support.

Only use catmull-rom interpolation for now. It's smoother and does not
exhibit artifacts.
This commit is contained in:
Clément Foucault 2018-06-03 16:44:55 +02:00
parent 06dd89b0ca
commit 25ff7a4f2a
1 changed files with 43 additions and 3 deletions

View File

@ -3,13 +3,53 @@
out vec4 outData;
vec4 get_weights_cardinal(float t)
{
float t2 = t * t;
float t3 = t2 * t;
#if defined(CARDINAL)
float fc = 0.71;
#else /* defined(CATMULL_ROM) */
float fc = 0.5;
#endif
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
float fct = t * fc;
float fct2 = t2 * fc;
float fct3 = t3 * fc;
weights.x = ( fct2 * 2.0 - fct3) - fct;
weights.y = ( t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
weights.z = (-t3 * 2.0 + fct3) + ( t2 * 3.0 - (2.0 * fct2)) + fct;
weights.w = fct3 - fct2;
return weights;
}
/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
vec4 get_weights_bspline(float t)
{
float t2 = t * t;
float t3 = t2 * t;
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
weights.y = ( 0.5 * t3 - t2 + 0.66666666);
weights.w = ( 0.16666666 * t3);
return weights;
}
vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
{
return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
}
void main(void)
{
float interp_time;
vec4 data0, data1, data2, data3;
hair_get_interp_attribs(data0, data1, data2, data3, interp_time);
/* TODO some interpolation. */
outData = mix(data1, data2, interp_time);
vec4 weights = get_weights_cardinal(interp_time);
outData = interp_data(data0, data1, data2, data3, weights);
}