Overlay: Port wireframe shader to use shaderCreateInfo
This should have no functional changes.
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@ -1012,19 +1012,10 @@ struct GPUShader *OVERLAY_shader_volume_gridlines(bool color_with_flags, bool co
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GPUShader *OVERLAY_shader_wireframe_select(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->wireframe_select) {
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sh_data->wireframe_select = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_globals_lib_glsl,
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datatoc_gpu_shader_common_obinfos_lib_glsl,
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datatoc_wireframe_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_wireframe_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, "#define SELECT_EDGES\n", NULL},
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});
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sh_data->wireframe_select = GPU_shader_create_from_info_name(
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draw_ctx->sh_cfg ? "overlay_wireframe_select_clipped" : "overlay_wireframe_select");
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}
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return sh_data->wireframe_select;
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}
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@ -1032,24 +1023,12 @@ GPUShader *OVERLAY_shader_wireframe_select(void)
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GPUShader *OVERLAY_shader_wireframe(bool custom_bias)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->wireframe[custom_bias]) {
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sh_data->wireframe[custom_bias] = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_globals_lib_glsl,
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datatoc_gpu_shader_common_obinfos_lib_glsl,
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datatoc_wireframe_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_common_globals_lib_glsl,
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datatoc_wireframe_frag_glsl,
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NULL},
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.defs = (const char *[]){sh_cfg->def,
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custom_bias ? "#define CUSTOM_DEPTH_BIAS\n" : NULL,
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NULL},
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});
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sh_data->wireframe[custom_bias] = GPU_shader_create_from_info_name(
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custom_bias ? (draw_ctx->sh_cfg ? "overlay_wireframe_custom_depth_clipped" :
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"overlay_wireframe_custom_depth") :
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(draw_ctx->sh_cfg ? "overlay_wireframe_clipped" : "overlay_wireframe"));
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}
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return sh_data->wireframe[custom_bias];
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}
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@ -0,0 +1,52 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface, "")
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.flat(Type::VEC2, "edgeStart")
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.smooth(Type::VEC4, "finalColor")
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.no_perspective(Type::VEC2, "edgePos");
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GPU_SHADER_CREATE_INFO(overlay_wireframe)
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.do_static_compilation(true)
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.push_constant(Type::FLOAT, "wireStepParam")
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.push_constant(Type::FLOAT, "wireOpacity")
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.push_constant(Type::BOOL, "useColoring")
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.push_constant(Type::BOOL, "isTransform")
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.push_constant(Type::BOOL, "isObjectColor")
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.push_constant(Type::BOOL, "isRandomColor")
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.push_constant(Type::BOOL, "isHair")
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.push_constant(Type::MAT4, "hairDupliMatrix")
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/* Scene Depth texture copy for manual depth test. */
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.sampler(0, ImageType::DEPTH_2D, "depthTex")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC3, "nor")
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.vertex_in(2, Type::FLOAT, "wd") /* wiredata */
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.vertex_out(overlay_wireframe_iface)
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.vertex_source("wireframe_vert.glsl")
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.fragment_source("wireframe_frag.glsl")
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.fragment_out(0, Type::VEC4, "fragColor")
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.fragment_out(1, Type::VEC4, "lineOutput")
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.additional_info("draw_mesh", "draw_object_infos", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_wireframe_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_wireframe", "drw_clipped");
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GPU_SHADER_CREATE_INFO(overlay_wireframe_custom_depth)
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.do_static_compilation(true)
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.define("CUSTOM_DEPTH_BIAS")
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.additional_info("overlay_wireframe");
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GPU_SHADER_CREATE_INFO(overlay_wireframe_custom_depth_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_wireframe_custom_depth", "drw_clipped");
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GPU_SHADER_CREATE_INFO(overlay_wireframe_select)
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.do_static_compilation(true)
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.define("SELECT_EDGES")
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.additional_info("overlay_wireframe");
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GPU_SHADER_CREATE_INFO(overlay_wireframe_select_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_wireframe_select", "drw_clipped");
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@ -1,16 +1,5 @@
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/* Scene Depth texture copy for manual depth test. */
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uniform sampler2D depthTex;
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flat in vec2 edgeStart;
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#ifndef SELECT_EDGES
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in vec4 finalColor;
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noperspective in vec2 edgePos;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec4 lineOutput;
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#endif
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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void main()
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{
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@ -28,17 +17,18 @@ void main()
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vec2 dir = lineOutput.xy * 2.0 - 1.0;
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bool dir_horiz = abs(dir.x) > abs(dir.y);
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vec2 uv = gl_FragCoord.xy * sizeViewportInv.xy;
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vec2 uv = gl_FragCoord.xy * drw_view.viewport_size_inverse;
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float depth_occluder = texture(depthTex, uv).r;
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float depth_min = depth_occluder;
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vec2 texel_uv_size = drw_view.viewport_size_inverse;
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if (dir_horiz) {
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depth_min = min(depth_min, texture(depthTex, uv + vec2(-sizeViewportInv.x, 0.0)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(sizeViewportInv.x, 0.0)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(-texel_uv_size.x, 0.0)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(texel_uv_size.x, 0.0)).r);
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}
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else {
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depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -sizeViewportInv.y)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(0, sizeViewportInv.y)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -texel_uv_size.y)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(0, texel_uv_size.y)).r);
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}
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float delta = abs(depth_occluder - depth_min);
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@ -1,23 +1,5 @@
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uniform float wireStepParam;
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uniform float wireOpacity;
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uniform bool useColoring;
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uniform bool isTransform;
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uniform bool isObjectColor;
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uniform bool isRandomColor;
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uniform bool isHair;
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uniform mat4 hairDupliMatrix;
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in vec3 pos;
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in vec3 nor;
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in float wd; /* wiredata */
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flat out vec2 edgeStart;
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#ifndef SELECT_EDGES
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out vec4 finalColor;
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noperspective out vec2 edgePos;
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#endif
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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float get_edge_sharpness(float wd)
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{
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@ -114,7 +96,7 @@ void main()
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wofs = normal_world_to_view(wofs);
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/* Push vertex half a pixel (maximum) in normal direction. */
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gl_Position.xy += wofs.xy * sizeViewportInv.xy * gl_Position.w;
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gl_Position.xy += wofs.xy * drw_view.viewport_size_inverse * gl_Position.w;
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/* Push the vertex towards the camera. Helps a bit. */
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gl_Position.z -= facing_ratio * curvature * 1.0e-6 * gl_Position.w;
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@ -154,10 +136,9 @@ void main()
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#ifdef SELECT_EDGES
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/* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
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* wire to at least create one fragment that will pass the occlusion query. */
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gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
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gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w *
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((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
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#endif
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(wpos);
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#endif
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view_clipping_distances(wpos);
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}
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@ -80,7 +80,7 @@ GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES");
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GPU_SHADER_CREATE_INFO(draw_globals)
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.typedef_source("draw_common_shader_shared.h")
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.uniform_buf(1, "GlobalsUboStorage", "globalsBlock", Frequency::PASS);
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.uniform_buf(7, "GlobalsUboStorage", "globalsBlock", Frequency::PASS);
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/** \} */
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@ -453,6 +453,7 @@ set(SRC_SHADER_CREATE_INFOS
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../draw/engines/overlay/shaders/infos/outline_info.hh
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../draw/engines/overlay/shaders/infos/paint_info.hh
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../draw/engines/overlay/shaders/infos/volume_info.hh
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../draw/engines/overlay/shaders/infos/wireframe_info.hh
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../draw/engines/select/shaders/infos/select_id_info.hh
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../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
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../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
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