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- // 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;
- }
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