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authorClément Foucault <foucault.clem@gmail.com>2019-05-31 02:45:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-17 16:16:43 +0300
commit3a08153d7a842b7ab1e40a9048730e1a3ddab5f7 (patch)
tree37e7c902ceb35c5626644ccbbc7e0376e169e56c /source/blender/draw/engines/workbench/shaders
parent41299bce936afb5e7da9c332d1140c5a77d49317 (diff)
DRW: Refactor to support draw call batching
Reviewers: brecht Differential Revision: D4997
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl28
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl7
6 files changed, 46 insertions, 29 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
index 505b4822ad6..abd8c1f6579 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
@@ -1,5 +1,6 @@
-uniform int object_id = 0;
+
layout(location = 0) out uint objectId;
+
uniform float ImageTransparencyCutoff = 0.1;
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
@@ -10,11 +11,10 @@ in vec2 uv_interp;
void main()
{
#ifdef V3D_SHADING_TEXTURE_COLOR
- vec4 diffuse_color = texture(image, uv_interp);
- if (diffuse_color.a < ImageTransparencyCutoff) {
+ if (texture(image, uv_interp).a < ImageTransparencyCutoff) {
discard;
}
#endif
- objectId = uint(object_id);
+ objectId = uint(resource_id + 1) & 0xFFu;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 3333dfeff38..f799ce41cb2 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -8,8 +8,7 @@ uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
-uniform vec3 materialDiffuseColor;
-uniform vec3 materialSpecularColor;
+uniform vec4 materialColorAndMetal;
uniform float materialRoughness;
uniform float shadowMultiplier = 0.5;
@@ -42,17 +41,17 @@ layout(location = 1) out
void main()
{
- vec4 diffuse_color;
+ vec4 base_color;
#if defined(V3D_SHADING_TEXTURE_COLOR)
- diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
- if (diffuse_color.a < ImageTransparencyCutoff) {
+ base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
+ if (base_color.a < ImageTransparencyCutoff) {
discard;
}
#elif defined(V3D_SHADING_VERTEX_COLOR)
- diffuse_color = vec4(vertexColor, 1.0);
+ base_color.rgb = vertexColor;
#else
- diffuse_color = vec4(materialDiffuseColor, 1.0);
+ base_color.rgb = materialColorAndMetal.rgb;
#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
@@ -64,7 +63,7 @@ void main()
/* -------- SHADING --------- */
#ifdef V3D_LIGHTING_FLAT
- vec3 shaded_color = diffuse_color.rgb;
+ vec3 shaded_color = base_color.rgb;
#elif defined(V3D_LIGHTING_MATCAP)
bool flipped = world_data.matcap_orientation != 0;
@@ -75,11 +74,20 @@ void main()
# else
vec3 matcap_specular = vec3(0.0);
# endif
- vec3 shaded_color = matcap_diffuse * diffuse_color.rgb + matcap_specular;
+ vec3 shaded_color = matcap_diffuse * base_color.rgb + matcap_specular;
#elif defined(V3D_LIGHTING_STUDIO)
+# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ float metallic = materialColorAndMetal.a;
+ vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
+ vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
+# else
+ vec3 specular_color = vec3(0.0);
+ vec3 diffuse_color = base_color.rgb;
+# endif
+
vec3 shaded_color = get_world_lighting(
- world_data, diffuse_color.rgb, materialSpecularColor, materialRoughness, nor, I_vs);
+ world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs);
#endif
#ifdef V3D_SHADING_SHADOW
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index c673b2484de..b5f95f2dcf8 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -1,7 +1,5 @@
-uniform int object_id = 0;
-uniform vec3 materialDiffuseColor;
-uniform float materialMetallic;
+uniform vec4 materialColorAndMetal;
uniform float materialRoughness;
uniform sampler2D image;
@@ -48,7 +46,7 @@ void main()
# elif defined(V3D_SHADING_VERTEX_COLOR)
color.rgb = vertexColor;
# else
- color.rgb = materialDiffuseColor;
+ color.rgb = materialColorAndMetal.rgb;
# endif
# ifdef V3D_LIGHTING_MATCAP
@@ -56,7 +54,7 @@ void main()
metallic = float(gl_FrontFacing);
roughness = 0.0;
# else
- metallic = materialMetallic;
+ metallic = materialColorAndMetal.a;
roughness = materialRoughness;
# endif
@@ -64,7 +62,7 @@ void main()
/* Add some variation to the hairs to avoid uniform look. */
float hair_variation = hair_rand * 0.1;
color = clamp(color - hair_variation, 0.0, 1.0);
- metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);
+ metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0);
roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);
# endif
@@ -73,7 +71,7 @@ void main()
#endif /* MATDATA_PASS_ENABLED */
#ifdef OBJECT_ID_PASS_ENABLED
- objectId = uint(object_id);
+ objectId = uint(resource_id + 1) & 0xFFu;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 7eb12dbdeb9..04dd9ab85bb 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -25,6 +25,10 @@ out vec2 uv_interp;
out vec3 vertexColor;
#endif
+#ifdef OBJECT_ID_PASS_ENABLED
+RESOURCE_ID_VARYING
+#endif
+
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
{
@@ -91,12 +95,18 @@ void main()
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- normal_viewport = normal_object_to_view(nor);
# ifndef HAIR_SHADER
+ normal_viewport = normal_object_to_view(nor);
normal_viewport = normalize(normal_viewport);
+# else
+ normal_viewport = normal_world_to_view(nor);
# endif
#endif
+#ifdef OBJECT_ID_PASS_ENABLED
+ PASS_RESOURCE_ID
+#endif
+
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 4a9b0ae3b7d..c24c335189e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,6 +1,4 @@
-uniform vec3 OrcoTexCoFactors[2];
-
uniform sampler2D depthBuffer;
uniform sampler3D densityTexture;
@@ -216,13 +214,13 @@ void main()
vs_ray_dir /= abs(vs_ray_dir.z);
/* TODO(fclem) Precompute the matrix/ */
- vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
+ vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1].xyz * 2.0;
ls_ray_dir = mat3(ModelMatrixInverse) * ls_ray_dir;
vec3 ls_ray_ori = point_view_to_object(vs_ray_ori);
vec3 ls_ray_end = point_view_to_object(vs_ray_end);
- ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
- ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;
+ ls_ray_ori = (OrcoTexCoFactors[0].xyz + ls_ray_ori * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
+ ls_ray_end = (OrcoTexCoFactors[0].xyz + ls_ray_end * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
/* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
index 6f0bb56fafd..3542a1a91fc 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
@@ -1,10 +1,11 @@
-uniform vec3 OrcoTexCoFactors[2];
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
in vec3 pos;
+RESOURCE_ID_VARYING
+
#ifdef VOLUME_SLICE
in vec3 uvs;
@@ -27,6 +28,8 @@ void main()
#else
vec3 final_pos = pos;
#endif
- final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1];
+ final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0].xyz) / OrcoTexCoFactors[1].xyz;
gl_Position = point_object_to_ndc(final_pos);
+
+ PASS_RESOURCE_ID
}