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authorClément Foucault <foucault.clem@gmail.com>2020-07-15 21:10:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-15 21:10:45 +0300
commit058514aa0abfbbeb87a89d863a2cdc85b5bdb5c4 (patch)
tree5eeb9adf61396e50046f53f10a77d1fbb4a397e5 /source/blender/draw/engines/overlay/overlay_shader.c
parentd4d810f817afc61618bec6f3b0a0ade5d0111d3c (diff)
PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Using geometry instead of pseudo raytraced spheres is more scalable as we can render as low as 1 or 2 triangle to a full half sphere and can integrate easily in the render pipeline using a low amount of code. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8301
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_shader.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c50
1 files changed, 29 insertions, 21 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index edf91c99531..87f4642809b 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -103,8 +103,6 @@ extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_wire_vert_glsl[];
extern char datatoc_particle_vert_glsl[];
extern char datatoc_particle_frag_glsl[];
-extern char datatoc_pointcloud_vert_glsl[];
-extern char datatoc_pointcloud_frag_glsl[];
extern char datatoc_sculpt_mask_vert_glsl[];
extern char datatoc_sculpt_mask_frag_glsl[];
extern char datatoc_volume_velocity_vert_glsl[];
@@ -127,6 +125,7 @@ extern char datatoc_common_fullscreen_vert_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
extern char datatoc_common_smaa_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_pointcloud_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
typedef struct OVERLAY_Shaders {
@@ -181,6 +180,7 @@ typedef struct OVERLAY_Shaders {
GPUShader *motion_path_vert;
GPUShader *outline_prepass;
GPUShader *outline_prepass_gpencil;
+ GPUShader *outline_prepass_pointcloud;
GPUShader *outline_prepass_wire;
GPUShader *outline_detect;
GPUShader *paint_face;
@@ -1135,6 +1135,33 @@ GPUShader *OVERLAY_shader_outline_prepass_gpencil(void)
return sh_data->outline_prepass_gpencil;
}
+GPUShader *OVERLAY_shader_outline_prepass_pointcloud(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->outline_prepass_pointcloud) {
+ sh_data->outline_prepass_pointcloud = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_common_pointcloud_lib_glsl,
+ datatoc_gpu_shader_common_obinfos_lib_glsl,
+ datatoc_outline_prepass_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_common_view_lib_glsl,
+ datatoc_gpencil_common_lib_glsl,
+ datatoc_outline_prepass_frag_glsl,
+ NULL},
+ .defs = (const char *[]){sh_cfg->def,
+ "#define POINTCLOUD\n",
+ "#define INSTANCED_ATTR\n",
+ "#define UNIFORM_RESOURCE_ID\n",
+ NULL},
+ });
+ }
+ return sh_data->outline_prepass_pointcloud;
+}
+
GPUShader *OVERLAY_shader_outline_detect(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
@@ -1306,25 +1333,6 @@ GPUShader *OVERLAY_shader_particle_shape(void)
return sh_data->particle_shape;
}
-GPUShader *OVERLAY_shader_pointcloud_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->pointcloud_dot) {
- sh_data->pointcloud_dot = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_pointcloud_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_pointcloud_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, "#define USE_DOTS\n", NULL},
- });
- }
- return sh_data->pointcloud_dot;
-}
-
GPUShader *OVERLAY_shader_sculpt_mask(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();