Overlay: Port wireframe shader to use shaderCreateInfo

This should have no functional changes.
This commit is contained in:
Clément Foucault 2022-05-01 17:39:32 +02:00
parent ba22aa8797
commit cc268238ea
6 changed files with 73 additions and 70 deletions

@ -1012,19 +1012,10 @@ struct GPUShader *OVERLAY_shader_volume_gridlines(bool color_with_flags, bool co
GPUShader *OVERLAY_shader_wireframe_select(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->wireframe_select) {
sh_data->wireframe_select = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_globals_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl,
datatoc_wireframe_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_wireframe_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define SELECT_EDGES\n", NULL},
});
sh_data->wireframe_select = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_wireframe_select_clipped" : "overlay_wireframe_select");
}
return sh_data->wireframe_select;
}
@ -1032,24 +1023,12 @@ GPUShader *OVERLAY_shader_wireframe_select(void)
GPUShader *OVERLAY_shader_wireframe(bool custom_bias)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->wireframe[custom_bias]) {
sh_data->wireframe[custom_bias] = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_globals_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl,
datatoc_wireframe_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_common_globals_lib_glsl,
datatoc_wireframe_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg->def,
custom_bias ? "#define CUSTOM_DEPTH_BIAS\n" : NULL,
NULL},
});
sh_data->wireframe[custom_bias] = GPU_shader_create_from_info_name(
custom_bias ? (draw_ctx->sh_cfg ? "overlay_wireframe_custom_depth_clipped" :
"overlay_wireframe_custom_depth") :
(draw_ctx->sh_cfg ? "overlay_wireframe_clipped" : "overlay_wireframe"));
}
return sh_data->wireframe[custom_bias];
}

@ -0,0 +1,52 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface, "")
.flat(Type::VEC2, "edgeStart")
.smooth(Type::VEC4, "finalColor")
.no_perspective(Type::VEC2, "edgePos");
GPU_SHADER_CREATE_INFO(overlay_wireframe)
.do_static_compilation(true)
.push_constant(Type::FLOAT, "wireStepParam")
.push_constant(Type::FLOAT, "wireOpacity")
.push_constant(Type::BOOL, "useColoring")
.push_constant(Type::BOOL, "isTransform")
.push_constant(Type::BOOL, "isObjectColor")
.push_constant(Type::BOOL, "isRandomColor")
.push_constant(Type::BOOL, "isHair")
.push_constant(Type::MAT4, "hairDupliMatrix")
/* Scene Depth texture copy for manual depth test. */
.sampler(0, ImageType::DEPTH_2D, "depthTex")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
.vertex_in(2, Type::FLOAT, "wd") /* wiredata */
.vertex_out(overlay_wireframe_iface)
.vertex_source("wireframe_vert.glsl")
.fragment_source("wireframe_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.additional_info("draw_mesh", "draw_object_infos", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_wireframe_clipped)
.do_static_compilation(true)
.additional_info("overlay_wireframe", "drw_clipped");
GPU_SHADER_CREATE_INFO(overlay_wireframe_custom_depth)
.do_static_compilation(true)
.define("CUSTOM_DEPTH_BIAS")
.additional_info("overlay_wireframe");
GPU_SHADER_CREATE_INFO(overlay_wireframe_custom_depth_clipped)
.do_static_compilation(true)
.additional_info("overlay_wireframe_custom_depth", "drw_clipped");
GPU_SHADER_CREATE_INFO(overlay_wireframe_select)
.do_static_compilation(true)
.define("SELECT_EDGES")
.additional_info("overlay_wireframe");
GPU_SHADER_CREATE_INFO(overlay_wireframe_select_clipped)
.do_static_compilation(true)
.additional_info("overlay_wireframe_select", "drw_clipped");

@ -1,16 +1,5 @@
/* Scene Depth texture copy for manual depth test. */
uniform sampler2D depthTex;
flat in vec2 edgeStart;
#ifndef SELECT_EDGES
in vec4 finalColor;
noperspective in vec2 edgePos;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
#endif
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@ -28,17 +17,18 @@ void main()
vec2 dir = lineOutput.xy * 2.0 - 1.0;
bool dir_horiz = abs(dir.x) > abs(dir.y);
vec2 uv = gl_FragCoord.xy * sizeViewportInv.xy;
vec2 uv = gl_FragCoord.xy * drw_view.viewport_size_inverse;
float depth_occluder = texture(depthTex, uv).r;
float depth_min = depth_occluder;
vec2 texel_uv_size = drw_view.viewport_size_inverse;
if (dir_horiz) {
depth_min = min(depth_min, texture(depthTex, uv + vec2(-sizeViewportInv.x, 0.0)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(sizeViewportInv.x, 0.0)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(-texel_uv_size.x, 0.0)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(texel_uv_size.x, 0.0)).r);
}
else {
depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -sizeViewportInv.y)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(0, sizeViewportInv.y)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -texel_uv_size.y)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(0, texel_uv_size.y)).r);
}
float delta = abs(depth_occluder - depth_min);

@ -1,23 +1,5 @@
uniform float wireStepParam;
uniform float wireOpacity;
uniform bool useColoring;
uniform bool isTransform;
uniform bool isObjectColor;
uniform bool isRandomColor;
uniform bool isHair;
uniform mat4 hairDupliMatrix;
in vec3 pos;
in vec3 nor;
in float wd; /* wiredata */
flat out vec2 edgeStart;
#ifndef SELECT_EDGES
out vec4 finalColor;
noperspective out vec2 edgePos;
#endif
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
float get_edge_sharpness(float wd)
{
@ -114,7 +96,7 @@ void main()
wofs = normal_world_to_view(wofs);
/* Push vertex half a pixel (maximum) in normal direction. */
gl_Position.xy += wofs.xy * sizeViewportInv.xy * gl_Position.w;
gl_Position.xy += wofs.xy * drw_view.viewport_size_inverse * gl_Position.w;
/* Push the vertex towards the camera. Helps a bit. */
gl_Position.z -= facing_ratio * curvature * 1.0e-6 * gl_Position.w;
@ -154,10 +136,9 @@ void main()
#ifdef SELECT_EDGES
/* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w *
((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(wpos);
#endif
view_clipping_distances(wpos);
}

@ -80,7 +80,7 @@ GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES");
GPU_SHADER_CREATE_INFO(draw_globals)
.typedef_source("draw_common_shader_shared.h")
.uniform_buf(1, "GlobalsUboStorage", "globalsBlock", Frequency::PASS);
.uniform_buf(7, "GlobalsUboStorage", "globalsBlock", Frequency::PASS);
/** \} */

@ -453,6 +453,7 @@ set(SRC_SHADER_CREATE_INFOS
../draw/engines/overlay/shaders/infos/outline_info.hh
../draw/engines/overlay/shaders/infos/paint_info.hh
../draw/engines/overlay/shaders/infos/volume_info.hh
../draw/engines/overlay/shaders/infos/wireframe_info.hh
../draw/engines/select/shaders/infos/select_id_info.hh
../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh