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authorClément Foucault <foucault.clem@gmail.com>2022-05-01 00:56:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-01 00:56:31 +0300
commit12217714c717d8ffdd36f7b9e7d6b35fb8a1f33d (patch)
treee00a069afad208ae7d79dbbf59d8094682ddff54
parent86b37748a7e9d685c56fc47c7aa96fdf7947d75e (diff)
Overlay: Port depth only & uniform_color shaders to use shaderCreateInfo
This should have no functional changes.
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c22
-rw-r--r--source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl7
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh40
3 files changed, 47 insertions, 22 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index d01a2c2fa7f..8f55eb81bf3 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -255,17 +255,10 @@ GPUShader *OVERLAY_shader_clipbound(void)
GPUShader *OVERLAY_shader_depth_only(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->depth_only) {
- sh_data->depth_only = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_view_lib_glsl,
- datatoc_depth_only_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->depth_only = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_depth_only_clipped" : "overlay_depth_only");
}
return sh_data->depth_only;
}
@@ -1002,17 +995,10 @@ GPUShader *OVERLAY_shader_sculpt_mask(void)
struct GPUShader *OVERLAY_shader_uniform_color(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->uniform_color) {
- sh_data->uniform_color = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_view_lib_glsl,
- datatoc_depth_only_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->uniform_color = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_uniform_color_clipped" : "overlay_uniform_color");
}
return sh_data->uniform_color;
}
diff --git a/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl
index 7a3af0f3b61..d403890f44e 100644
--- a/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl
@@ -1,5 +1,6 @@
-in vec3 pos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -8,7 +9,5 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
}
diff --git a/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh
index 16d5e03b59a..0ef8331da95 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh
@@ -466,3 +466,43 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point_clipped)
.additional_info("overlay_edit_gpencil_guide_point", "drw_clipped");
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Depth Only Shader
+ *
+ * Used to occlude edit geometry which might not be rendered by the render engine.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_depth_only)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_source("depth_only_vert.glsl")
+ .fragment_source("gpu_shader_depth_only_frag.glsl")
+ .additional_info("draw_mesh");
+
+GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_depth_only", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniform color
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_uniform_color)
+ .do_static_compilation(true)
+ /* NOTE: Color already in Linear space. Which is what we want. */
+ .define("srgbTarget", "false")
+ .vertex_in(0, Type::VEC3, "pos")
+ .push_constant(Type::VEC4, "color")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .vertex_source("depth_only_vert.glsl")
+ .fragment_source("gpu_shader_uniform_color_frag.glsl")
+ .additional_info("draw_mesh");
+
+GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_depth_only", "drw_clipped");
+
+/** \} */