Files
LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Shaders/HairSkinRoots.hlsl
2026-03-04 00:50:15 -08:00

51 lines
1.9 KiB
HLSL

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "HairSkinRootsBindings.h"
#include "HairCommon.h"
JPH_SHADER_FUNCTION_BEGIN(void, main, cHairPerStrandBatch, 1, 1)
JPH_SHADER_PARAM_THREAD_ID(tid)
JPH_SHADER_FUNCTION_END
{
// Check if this is a valid strand
uint strand_idx = tid.x;
if (strand_idx >= cNumStrands)
return;
JPH_HairSkinPoint sp = gSkinPoints[strand_idx];
// Get the vertices of the attached triangle
uint tri_idx = sp.mTriangleIndex * 3;
float3 v0 = JPH_Mat44Mul3x3Vec3(cScalpToHead, gScalpVertices[gScalpTriangles[tri_idx + 0]]);
float3 v1 = JPH_Mat44Mul3x3Vec3(cScalpToHead, gScalpVertices[gScalpTriangles[tri_idx + 1]]);
float3 v2 = JPH_Mat44Mul3x3Vec3(cScalpToHead, gScalpVertices[gScalpTriangles[tri_idx + 2]]);
JPH_HairPosition root;
// Set the position of the root
root.mPosition = sp.mU * v0 + sp.mV * v1 + (1.0f - sp.mU - sp.mV) * v2 + cScalpToHead[3].xyz;
// Get tangent vector
float3 tangent = normalize(v1 - v0);
// Get normal of the triangle
float3 normal = normalize(cross(tangent, v2 - v0));
// Calculate basis for the triangle
float3 binormal = cross(tangent, normal);
JPH_Quat triangle_basis = JPH_QuatFromMat33(normal, binormal, tangent);
// Calculate the new Bishop frame of the root
root.mRotation = JPH_QuatMulQuat(triangle_basis, JPH_QuatDecompress(sp.mToBishop));
gPositions[strand_idx] = root;
// Calculate the transform that transforms the stored global pose to the space of the skinned root of the strand
JPH_HairGlobalPoseTransform transform;
transform.mRotation = JPH_QuatMulQuat(root.mRotation, JPH_QuatConjugate(JPH_QuatDecompress(gInitialBishops[strand_idx])));
transform.mPosition = root.mPosition - JPH_QuatMulVec3(transform.mRotation, gInitialPositions[strand_idx]);
gGlobalPoseTransforms[strand_idx] = transform;
}