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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/overlay_face_wireframe_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/overlay_face_wireframe_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl | 42 |
1 files changed, 0 insertions, 42 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl deleted file mode 100644 index 722f62d9b6d..00000000000 --- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl +++ /dev/null @@ -1,42 +0,0 @@ - -uniform float wireStepParam; - -in vec3 pos; -in vec3 nor; -in float wd; /* wiredata */ - -float get_edge_sharpness(float wd) -{ -#ifndef USE_SCULPT - return ((wd == 0.0) ? -1.5 : wd) + wireStepParam; -#else - return 1.0; -#endif -} - -/* Geometry shader version */ -#if defined(SELECT_EDGES) || defined(USE_GEOM) -out float facing_g; -out float edgeSharpness_g; - -#else /* USE_GEOM */ -out float facing; -flat out float edgeSharpness; -# define facing_g facing -# define edgeSharpness_g edgeSharpness - -#endif /* SELECT_EDGES */ - -void main() -{ - vec3 wpos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(wpos); - - vec3 wnor = normalize(normal_object_to_world(nor)); - facing_g = dot(wnor, ViewMatrixInverse[2].xyz); - edgeSharpness_g = get_edge_sharpness(wd); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(wpos); -#endif -} |