Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/modes/shaders/armature_axes_vert.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/modes/shaders/armature_axes_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl35
1 files changed, 0 insertions, 35 deletions
diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
deleted file mode 100644
index d7ed3e9ab71..00000000000
--- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-in vec3 colorAxis;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 y_axis = InstanceModelMatrix[1].xyz;
- vec3 bone_loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis);
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor.rgb = mix(colorAxis, color.rgb, color.a);
- finalColor.a = 1.0;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}