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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (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/volume_velocity_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl new file mode 100644 index 00000000000..64f88bd74fa --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl @@ -0,0 +1,117 @@ + +uniform sampler3D velocityX; +uniform sampler3D velocityY; +uniform sampler3D velocityZ; +uniform float displaySize = 1.0; +uniform float slicePosition; +uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ + +/* SmokeDomainSettings.cell_size */ +uniform vec3 cellSize; +/* SmokeDomainSettings.p0 */ +uniform vec3 domainOriginOffset; +/* SmokeDomainSettings.res_min */ +uniform ivec3 adaptiveCellOffset; + +flat out vec4 finalColor; + +const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5), + vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5), + vec3(0.2 * 0.866, -0.2 * 0.5, -0.5), + vec3(0.0, 0.0, 0.5)); + +const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3); + +/* Straight Port from BKE_defvert_weight_to_rgb() + * TODO port this to a color ramp. */ +vec3 weight_to_color(float weight) +{ + vec3 r_rgb = vec3(0.0); + float blend = ((weight / 2.0) + 0.5); + + if (weight <= 0.25) { /* blue->cyan */ + r_rgb.g = blend * weight * 4.0; + r_rgb.b = blend; + } + else if (weight <= 0.50) { /* cyan->green */ + r_rgb.g = blend; + r_rgb.b = blend * (1.0 - ((weight - 0.25) * 4.0)); + } + else if (weight <= 0.75) { /* green->yellow */ + r_rgb.r = blend * ((weight - 0.50) * 4.0); + r_rgb.g = blend; + } + else if (weight <= 1.0) { /* yellow->red */ + r_rgb.r = blend; + r_rgb.g = blend * (1.0 - ((weight - 0.75) * 4.0)); + } + else { + /* exceptional value, unclamped or nan, + * avoid uninitialized memory use */ + r_rgb = vec3(1.0, 0.0, 1.0); + } + + return r_rgb; +} + +mat3 rotation_from_vector(vec3 v) +{ + /* Add epsilon to avoid NaN. */ + vec3 N = normalize(v + 1e-8); + vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 T = normalize(cross(UpVector, N)); + vec3 B = cross(N, T); + return mat3(T, B, N); +} + +void main() +{ +#ifdef USE_NEEDLE + int cell = gl_VertexID / 12; +#else + int cell = gl_VertexID / 2; +#endif + + ivec3 volume_size = textureSize(velocityX, 0); + + ivec3 cell_ofs = ivec3(0); + ivec3 cell_div = volume_size; + if (sliceAxis == 0) { + cell_ofs.x = int(slicePosition * float(volume_size.x)); + cell_div.x = 1; + } + else if (sliceAxis == 1) { + cell_ofs.y = int(slicePosition * float(volume_size.y)); + cell_div.y = 1; + } + else if (sliceAxis == 2) { + cell_ofs.z = int(slicePosition * float(volume_size.z)); + cell_div.z = 1; + } + + ivec3 cell_co; + cell_co.x = cell % cell_div.x; + cell_co.y = (cell / cell_div.x) % cell_div.y; + cell_co.z = cell / (cell_div.x * cell_div.y); + cell_co += cell_ofs; + + vec3 pos = domainOriginOffset + cellSize * (vec3(cell_co + adaptiveCellOffset) + 0.5); + + vec3 velocity; + velocity.x = texelFetch(velocityX, cell_co, 0).r; + velocity.y = texelFetch(velocityY, cell_co, 0).r; + velocity.z = texelFetch(velocityZ, cell_co, 0).r; + + finalColor = vec4(weight_to_color(length(velocity)), 1.0); + +#ifdef USE_NEEDLE + mat3 rot_mat = rotation_from_vector(velocity); + vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]]; + pos += rotated_pos * length(velocity) * displaySize * cellSize; +#else + pos += ((gl_VertexID % 2) == 1) ? velocity * displaySize * cellSize : vec3(0.0); +#endif + + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); +} |