Overlay: Port particle edit shader to use shaderCreateInfo

This should have no functional changes.
This commit is contained in:
Clément Foucault 2022-05-01 18:17:37 +02:00
parent 6861ef62a6
commit d02d1129f7
4 changed files with 51 additions and 37 deletions

@ -542,18 +542,11 @@ GPUShader *OVERLAY_shader_edit_mesh_skin_root(void)
GPUShader *OVERLAY_shader_edit_particle_strand(void) GPUShader *OVERLAY_shader_edit_particle_strand(void)
{ {
const DRWContextState *draw_ctx = DRW_context_state_get(); 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]; OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->edit_particle_strand) { if (!sh_data->edit_particle_strand) {
sh_data->edit_particle_strand = GPU_shader_create_from_arrays({ sh_data->edit_particle_strand = GPU_shader_create_from_info_name(
.vert = (const char *[]){sh_cfg->lib, draw_ctx->sh_cfg ? "overlay_edit_particle_strand_clipped" :
datatoc_common_globals_lib_glsl, "overlay_edit_particle_strand");
datatoc_common_view_lib_glsl,
datatoc_edit_particle_strand_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
} }
return sh_data->edit_particle_strand; return sh_data->edit_particle_strand;
} }
@ -561,18 +554,10 @@ GPUShader *OVERLAY_shader_edit_particle_strand(void)
GPUShader *OVERLAY_shader_edit_particle_point(void) GPUShader *OVERLAY_shader_edit_particle_point(void)
{ {
const DRWContextState *draw_ctx = DRW_context_state_get(); 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]; OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->edit_particle_point) { if (!sh_data->edit_particle_point) {
sh_data->edit_particle_point = GPU_shader_create_from_arrays({ sh_data->edit_particle_point = GPU_shader_create_from_info_name(
.vert = (const char *[]){sh_cfg->lib, draw_ctx->sh_cfg ? "overlay_edit_particle_point_clipped" : "overlay_edit_particle_point");
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_particle_point_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
} }
return sh_data->edit_particle_point; return sh_data->edit_particle_point;
} }

@ -1,8 +1,6 @@
in vec3 pos; #pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
in float color; #pragma BLENDER_REQUIRE(common_view_lib.glsl)
out vec4 finalColor;
void main() void main()
{ {
@ -13,7 +11,5 @@ void main()
gl_PointSize = sizeVertex * 2.0; gl_PointSize = sizeVertex * 2.0;
#ifdef USE_WORLD_CLIP_PLANES view_clipping_distances(world_pos);
world_clip_planes_calc_clip_distance(world_pos);
#endif
} }

@ -1,11 +1,6 @@
uniform sampler1D weightTex; #pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
uniform bool useWeight; #pragma BLENDER_REQUIRE(common_view_lib.glsl)
in vec3 pos;
in float color;
out vec4 finalColor;
#define no_active_weight 666.0 #define no_active_weight 666.0
@ -36,7 +31,5 @@ void main()
finalColor = mix(colorWire, colorVertexSelect, color); finalColor = mix(colorWire, colorVertexSelect, color);
} }
#ifdef USE_WORLD_CLIP_PLANES view_clipping_distances(world_pos);
world_clip_planes_calc_clip_distance(world_pos);
#endif
} }

@ -426,6 +426,46 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
/** \} */ /** \} */
/* -------------------------------------------------------------------- */
/** \name Edit Particle
* \{ */
GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
.do_static_compilation(true)
/* NOTE: Color already in Linear space. Which is what we want. */
.define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "color")
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.push_constant(Type::BOOL, "useWeight")
.vertex_out(overlay_edit_smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_particle_strand_vert.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand_clipped)
.do_static_compilation(true)
.additional_info("overlay_edit_particle_strand", "drw_clipped");
GPU_SHADER_CREATE_INFO(overlay_edit_particle_point)
.do_static_compilation(true)
/* NOTE: Color already in Linear space. Which is what we want. */
.define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "color")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_particle_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_particle_point_clipped)
.do_static_compilation(true)
.additional_info("overlay_edit_particle_point", "drw_clipped");
/** \} */
/* -------------------------------------------------------------------- */ /* -------------------------------------------------------------------- */
/** \name Edit GPencil /** \name Edit GPencil
* \{ */ * \{ */