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authorClément Foucault <foucault.clem@gmail.com>2022-05-01 18:39:32 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-01 18:39:32 +0300
commitcc268238ea9414535b4fdb12ce715ad881e0e3a5 (patch)
treeae07c232c28033708a6df4a00a8b86da1cf41f1f /source/blender/draw/engines/overlay/shaders
parentba22aa879720e7afed49dc86d3df563c03fd223c (diff)
Overlay: Port wireframe shader to use shaderCreateInfo
This should have no functional changes.
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/wireframe_info.hh52
-rw-r--r--source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl24
-rw-r--r--source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl31
3 files changed, 65 insertions, 42 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/wireframe_info.hh b/source/blender/draw/engines/overlay/shaders/infos/wireframe_info.hh
new file mode 100644
index 00000000000..43367121d6a
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/infos/wireframe_info.hh
@@ -0,0 +1,52 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface, "")
+ .flat(Type::VEC2, "edgeStart")
+ .smooth(Type::VEC4, "finalColor")
+ .no_perspective(Type::VEC2, "edgePos");
+
+GPU_SHADER_CREATE_INFO(overlay_wireframe)
+ .do_static_compilation(true)
+ .push_constant(Type::FLOAT, "wireStepParam")
+ .push_constant(Type::FLOAT, "wireOpacity")
+ .push_constant(Type::BOOL, "useColoring")
+ .push_constant(Type::BOOL, "isTransform")
+ .push_constant(Type::BOOL, "isObjectColor")
+ .push_constant(Type::BOOL, "isRandomColor")
+ .push_constant(Type::BOOL, "isHair")
+ .push_constant(Type::MAT4, "hairDupliMatrix")
+ /* Scene Depth texture copy for manual depth test. */
+ .sampler(0, ImageType::DEPTH_2D, "depthTex")
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ .vertex_in(2, Type::FLOAT, "wd") /* wiredata */
+ .vertex_out(overlay_wireframe_iface)
+ .vertex_source("wireframe_vert.glsl")
+ .fragment_source("wireframe_frag.glsl")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_out(1, Type::VEC4, "lineOutput")
+ .additional_info("draw_mesh", "draw_object_infos", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_wireframe_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_wireframe", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_wireframe_custom_depth)
+ .do_static_compilation(true)
+ .define("CUSTOM_DEPTH_BIAS")
+ .additional_info("overlay_wireframe");
+
+GPU_SHADER_CREATE_INFO(overlay_wireframe_custom_depth_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_wireframe_custom_depth", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_wireframe_select)
+ .do_static_compilation(true)
+ .define("SELECT_EDGES")
+ .additional_info("overlay_wireframe");
+
+GPU_SHADER_CREATE_INFO(overlay_wireframe_select_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_wireframe_select", "drw_clipped");
diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
index 5c8c22c57d9..bc28d7a8a36 100644
--- a/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
@@ -1,16 +1,5 @@
-/* Scene Depth texture copy for manual depth test. */
-uniform sampler2D depthTex;
-
-flat in vec2 edgeStart;
-
-#ifndef SELECT_EDGES
-in vec4 finalColor;
-noperspective in vec2 edgePos;
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
-#endif
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -28,17 +17,18 @@ void main()
vec2 dir = lineOutput.xy * 2.0 - 1.0;
bool dir_horiz = abs(dir.x) > abs(dir.y);
- vec2 uv = gl_FragCoord.xy * sizeViewportInv.xy;
+ vec2 uv = gl_FragCoord.xy * drw_view.viewport_size_inverse;
float depth_occluder = texture(depthTex, uv).r;
float depth_min = depth_occluder;
+ vec2 texel_uv_size = drw_view.viewport_size_inverse;
if (dir_horiz) {
- depth_min = min(depth_min, texture(depthTex, uv + vec2(-sizeViewportInv.x, 0.0)).r);
- depth_min = min(depth_min, texture(depthTex, uv + vec2(sizeViewportInv.x, 0.0)).r);
+ depth_min = min(depth_min, texture(depthTex, uv + vec2(-texel_uv_size.x, 0.0)).r);
+ depth_min = min(depth_min, texture(depthTex, uv + vec2(texel_uv_size.x, 0.0)).r);
}
else {
- depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -sizeViewportInv.y)).r);
- depth_min = min(depth_min, texture(depthTex, uv + vec2(0, sizeViewportInv.y)).r);
+ depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -texel_uv_size.y)).r);
+ depth_min = min(depth_min, texture(depthTex, uv + vec2(0, texel_uv_size.y)).r);
}
float delta = abs(depth_occluder - depth_min);
diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
index 8d26aa89f13..41bd7791dd7 100644
--- a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
@@ -1,23 +1,5 @@
-
-uniform float wireStepParam;
-uniform float wireOpacity;
-uniform bool useColoring;
-uniform bool isTransform;
-uniform bool isObjectColor;
-uniform bool isRandomColor;
-uniform bool isHair;
-uniform mat4 hairDupliMatrix;
-
-in vec3 pos;
-in vec3 nor;
-in float wd; /* wiredata */
-
-flat out vec2 edgeStart;
-
-#ifndef SELECT_EDGES
-out vec4 finalColor;
-noperspective out vec2 edgePos;
-#endif
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
float get_edge_sharpness(float wd)
{
@@ -114,7 +96,7 @@ void main()
wofs = normal_world_to_view(wofs);
/* Push vertex half a pixel (maximum) in normal direction. */
- gl_Position.xy += wofs.xy * sizeViewportInv.xy * gl_Position.w;
+ gl_Position.xy += wofs.xy * drw_view.viewport_size_inverse * gl_Position.w;
/* Push the vertex towards the camera. Helps a bit. */
gl_Position.z -= facing_ratio * curvature * 1.0e-6 * gl_Position.w;
@@ -154,10 +136,9 @@ void main()
#ifdef SELECT_EDGES
/* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
- gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
+ gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w *
+ ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wpos);
-#endif
+ view_clipping_distances(wpos);
}