Overlay: Port particle edit shader to use shaderCreateInfo
This should have no functional changes.
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@ -542,18 +542,11 @@ GPUShader *OVERLAY_shader_edit_mesh_skin_root(void)
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GPUShader *OVERLAY_shader_edit_particle_strand(void)
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GPUShader *OVERLAY_shader_edit_particle_strand(void)
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{
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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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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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->edit_particle_strand) {
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if (!sh_data->edit_particle_strand) {
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sh_data->edit_particle_strand = GPU_shader_create_from_arrays({
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sh_data->edit_particle_strand = GPU_shader_create_from_info_name(
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.vert = (const char *[]){sh_cfg->lib,
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draw_ctx->sh_cfg ? "overlay_edit_particle_strand_clipped" :
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datatoc_common_globals_lib_glsl,
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"overlay_edit_particle_strand");
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datatoc_common_view_lib_glsl,
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datatoc_edit_particle_strand_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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}
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}
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return sh_data->edit_particle_strand;
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return sh_data->edit_particle_strand;
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}
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}
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@ -561,18 +554,10 @@ GPUShader *OVERLAY_shader_edit_particle_strand(void)
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GPUShader *OVERLAY_shader_edit_particle_point(void)
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GPUShader *OVERLAY_shader_edit_particle_point(void)
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{
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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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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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->edit_particle_point) {
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if (!sh_data->edit_particle_point) {
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sh_data->edit_particle_point = GPU_shader_create_from_arrays({
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sh_data->edit_particle_point = GPU_shader_create_from_info_name(
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.vert = (const char *[]){sh_cfg->lib,
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draw_ctx->sh_cfg ? "overlay_edit_particle_point_clipped" : "overlay_edit_particle_point");
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_edit_particle_point_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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}
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}
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return sh_data->edit_particle_point;
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return sh_data->edit_particle_point;
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}
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}
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@ -1,8 +1,6 @@
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in vec3 pos;
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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in float color;
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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out vec4 finalColor;
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void main()
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void main()
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{
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{
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@ -13,7 +11,5 @@ void main()
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gl_PointSize = sizeVertex * 2.0;
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gl_PointSize = sizeVertex * 2.0;
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#ifdef USE_WORLD_CLIP_PLANES
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view_clipping_distances(world_pos);
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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}
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@ -1,11 +1,6 @@
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uniform sampler1D weightTex;
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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uniform bool useWeight;
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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in vec3 pos;
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in float color;
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out vec4 finalColor;
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#define no_active_weight 666.0
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#define no_active_weight 666.0
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@ -36,7 +31,5 @@ void main()
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finalColor = mix(colorWire, colorVertexSelect, color);
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finalColor = mix(colorWire, colorVertexSelect, color);
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}
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}
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#ifdef USE_WORLD_CLIP_PLANES
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view_clipping_distances(world_pos);
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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}
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@ -426,6 +426,46 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
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/** \} */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Edit Particle
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* \{ */
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GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::FLOAT, "color")
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.sampler(0, ImageType::FLOAT_1D, "weightTex")
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.push_constant(Type::BOOL, "useWeight")
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.vertex_out(overlay_edit_smooth_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("edit_particle_strand_vert.glsl")
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.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_edit_particle_strand", "drw_clipped");
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GPU_SHADER_CREATE_INFO(overlay_edit_particle_point)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::FLOAT, "color")
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("edit_particle_point_vert.glsl")
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_particle_point_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_edit_particle_point", "drw_clipped");
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/** \} */
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/* -------------------------------------------------------------------- */
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/* -------------------------------------------------------------------- */
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/** \name Edit GPencil
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/** \name Edit GPencil
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* \{ */
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* \{ */
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