diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-05-01 19:40:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-05-01 19:40:48 +0300 |
commit | 6cad9c79645c106278adcf6a07287cd26c3a4bd9 (patch) | |
tree | ce75340e44c83ae4b28f2f99d98d9346ab7aab6c | |
parent | d02d1129f75377edef2ca0cec40a0a836bbd863a (diff) |
Overlay: Port particle display shader to use shaderCreateInfo
This should have no functional changes.
4 files changed, 59 insertions, 46 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c index 09eceb55668..74ed89d36e7 100644 --- a/source/blender/draw/engines/overlay/overlay_shader.c +++ b/source/blender/draw/engines/overlay/overlay_shader.c @@ -881,18 +881,10 @@ GPUShader *OVERLAY_shader_paint_wire(void) GPUShader *OVERLAY_shader_particle_dot(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->particle_dot) { - sh_data->particle_dot = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_particle_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_particle_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg->def, "#define USE_DOTS\n", NULL}, - }); + sh_data->particle_dot = GPU_shader_create_from_info_name( + draw_ctx->sh_cfg ? "overlay_particle_dot_clipped" : "overlay_particle_dot"); } return sh_data->particle_dot; } @@ -900,18 +892,10 @@ GPUShader *OVERLAY_shader_particle_dot(void) GPUShader *OVERLAY_shader_particle_shape(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->particle_shape) { - sh_data->particle_shape = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_particle_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg->def, "#define INSTANCED_ATTR\n", NULL}, - }); + sh_data->particle_shape = GPU_shader_create_from_info_name( + draw_ctx->sh_cfg ? "overlay_particle_shape_clipped" : "overlay_particle_shape"); } return sh_data->particle_shape; } diff --git a/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh index 786754b1068..1ab9ab3b23f 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh @@ -275,3 +275,50 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas_clipped) .additional_info("overlay_gpencil_canvas", "drw_clipped"); /** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Particle + * \{ */ + +GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalColor"); + +GPU_SHADER_CREATE_INFO(overlay_particle) + .sampler(0, ImageType::FLOAT_1D, "weightTex") + .push_constant(Type::VEC4, "color") /* Drawsize packed in alpha */ + .vertex_in(0, Type::VEC3, "part_pos") + .vertex_in(1, Type::VEC4, "part_rot") + .vertex_in(2, Type::FLOAT, "part_val") + .vertex_out(overlay_particle_iface) + .vertex_source("particle_vert.glsl") + .additional_info("draw_globals"); + +GPU_SHADER_CREATE_INFO(overlay_particle_dot) + .do_static_compilation(true) + .define("USE_DOTS") + .define("vclass", "0") + .define("pos", "vec3(0.0)") + .fragment_out(0, Type::VEC4, "fragColor") + .fragment_out(1, Type::VEC4, "lineOutput") + .fragment_source("particle_frag.glsl") + .additional_info("overlay_particle", "draw_mesh"); + +GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped) + .do_static_compilation(true) + .additional_info("overlay_particle_dot", "drw_clipped"); + +GPU_SHADER_CREATE_INFO(overlay_particle_shape) + .do_static_compilation(true) + /* NOTE: Color already in Linear space. Which is what we want. */ + .define("srgbTarget", "false") + /* Instantiated Attrs. */ + .vertex_in(3, Type::VEC3, "pos") + .vertex_in(4, Type::INT, "vclass") + .fragment_out(0, Type::VEC4, "fragColor") + .fragment_source("gpu_shader_flat_color_frag.glsl") + .additional_info("overlay_particle", "draw_modelmat", "draw_resource_id_uniform"); + +GPU_SHADER_CREATE_INFO(overlay_particle_shape_clipped) + .do_static_compilation(true) + .additional_info("overlay_particle_shape", "drw_clipped"); + +/** \} */ diff --git a/source/blender/draw/engines/overlay/shaders/particle_frag.glsl b/source/blender/draw/engines/overlay/shaders/particle_frag.glsl index 06197f63658..a2bcca7b820 100644 --- a/source/blender/draw/engines/overlay/shaders/particle_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/particle_frag.glsl @@ -1,8 +1,5 @@ -in vec4 finalColor; - -layout(location = 0) out vec4 fragColor; -layout(location = 1) out vec4 lineOutput; +#pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { diff --git a/source/blender/draw/engines/overlay/shaders/particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/particle_vert.glsl index 9ff2c42921d..fb981a8167a 100644 --- a/source/blender/draw/engines/overlay/shaders/particle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/particle_vert.glsl @@ -1,34 +1,21 @@ -uniform sampler1D weightTex; -uniform vec4 color; /* Drawsize packed in alpha */ - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; -in int vclass; - -/* ---- Per instance Attrs ---- */ -in vec3 part_pos; -in vec4 part_rot; -in float part_val; - -#ifdef USE_DOTS -out vec4 finalColor; -#else -flat out vec4 finalColor; -#endif +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +/* TODO(fclem): Share with C code. */ #define VCLASS_SCREENALIGNED (1 << 9) #define VCLASS_EMPTY_AXES (1 << 11) vec3 rotate(vec3 vec, vec4 quat) { - /* The quaternion representation here stores the w component in the first index */ + /* The quaternion representation here stores the w component in the first index. */ return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec); } void main() { + /* Drawsize packed in alpha. */ float draw_size = color.a; vec3 world_pos = part_pos; @@ -52,7 +39,7 @@ void main() /* Coloring */ if ((vclass & VCLASS_EMPTY_AXES) != 0) { - /* see VBO construction for explanation. */ + /* See VBO construction for explanation. */ finalColor = vec4(clamp(pos * 10000.0, 0.0, 1.0), 1.0); } else if (part_val < 0.0) { @@ -62,7 +49,5 @@ void main() finalColor = vec4(texture(weightTex, part_val).rgb, 1.0); } -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif + view_clipping_distances(world_pos); } |