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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl47
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl b/source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl
new file mode 100644
index 00000000000..95e5b08049e
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl
@@ -0,0 +1,47 @@
+
+layout(lines) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+uniform int lineThickness = 2;
+
+in vec4 finalColor_geom[];
+in vec2 ssPos[];
+
+out vec4 finalColor;
+
+vec2 compute_dir(vec2 v0, vec2 v1)
+{
+ vec2 dir = normalize(v1 - v0 + 1e-8);
+ dir = vec2(-dir.y, dir.x);
+ return dir;
+}
+
+void main(void)
+{
+ vec2 t;
+ vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) * sizeViewportInv.xy;
+
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ float line_size = float(lineThickness) * sizePixel;
+
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
+#endif
+ finalColor = finalColor_geom[0];
+ t = edge_dir * (line_size * (is_persp ? gl_in[0].gl_Position.w : 1.0));
+ gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
+ EmitVertex();
+
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+#endif
+ finalColor = finalColor_geom[1];
+ t = edge_dir * (line_size * (is_persp ? gl_in[1].gl_Position.w : 1.0));
+ gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0);
+ EmitVertex();
+ EndPrimitive();
+}