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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/modes/shaders/armature_axes_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/modes/shaders/armature_axes_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/armature_axes_vert.glsl | 35 |
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 -} |