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authorClément Foucault <foucault.clem@gmail.com>2019-02-05 00:28:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-02-05 17:02:15 +0300
commit773f3428cfc5212641c59536f56179a58acf318a (patch)
treee51550f7ec5cccc86fed37303e38acddcdce999c /source/blender/draw/modes
parenta131514d0f79f7b82be526438c125e35beab9f8f (diff)
Edit Mesh: Add workaround for system that does not support wide lines
This adds a new geometry shader (specific to edit mesh for now) that reproduces the effect of glLineWidth > 1.0, since this is not supported on all platform. This fix could be generalized to other shaders later.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c23
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl64
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl51
3 files changed, 117 insertions, 21 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index d9c60115e14..bd4a1e85ca8 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -23,7 +23,7 @@
#include "DRW_engine.h"
#include "DRW_render.h"
-#include "GPU_shader.h"
+#include "GPU_extensions.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
@@ -51,6 +51,7 @@ extern char datatoc_paint_weight_frag_glsl[];
extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
extern char datatoc_edit_mesh_overlay_frag_glsl[];
extern char datatoc_edit_mesh_overlay_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_geom_glsl[];
extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
@@ -192,6 +193,12 @@ static void EDIT_MESH_engine_init(void *vedata)
});
char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
+ const bool use_geom_shader = GPU_max_line_width() <= 2.0f;
+ const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
+ if (!use_geom_shader) {
+ geom_sh_code[0] = NULL;
+ }
+ const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
sh_data->overlay_face = DRW_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
@@ -200,17 +207,20 @@ static void EDIT_MESH_engine_init(void *vedata)
sh_data->overlay_edge = DRW_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define EDGE\n", NULL},
+ .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", NULL},
+ .geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_edge_flat = DRW_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define EDGE\n", "#define FLAT\n", NULL},
+ .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
+ .geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_edge_deco = DRW_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
+ .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
+ .geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_vert = DRW_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
@@ -305,7 +315,6 @@ static DRWPass *edit_mesh_create_overlay_pass(
grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
@@ -322,6 +331,8 @@ static DRWPass *edit_mesh_create_overlay_pass(
/* Edges */
grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
@@ -336,6 +347,8 @@ static DRWPass *edit_mesh_create_overlay_pass(
grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
new file mode 100644
index 00000000000..66792b61fb7
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
@@ -0,0 +1,64 @@
+
+layout(lines) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+uniform vec2 viewportSize;
+uniform vec2 viewportSizeInv;
+
+in VertexData {
+ vec4 finalColor;
+#if defined(EDGE) && !defined(FLAT)
+ int selectOveride;
+#endif
+} v[];
+
+#ifdef FLAT
+# define interp_col flat
+#else
+# define interp_col
+#endif
+
+interp_col out vec4 finalColor;
+#if defined(EDGE) && !defined(FLAT)
+flat out int selectOveride;
+#endif
+
+void do_vertex(const int i, vec2 offset)
+{
+ finalColor = v[i].finalColor;
+#if defined(EDGE) && !defined(FLAT)
+ selectOveride = v[0].selectOveride;
+#endif
+ gl_Position = gl_in[i].gl_Position;
+ gl_Position.xy += offset * gl_Position.w;
+ EmitVertex();
+}
+
+void main()
+{
+ vec2 ss_pos[2];
+ ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
+ ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
+
+ vec2 line = ss_pos[0] - ss_pos[1];
+
+ vec3 edge_ofs = sizeEdge * 2.0 * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
+
+#ifdef EDGE_DECORATION
+ edge_ofs *= 3.0;
+
+ if (finalColor.a == 0.0) {
+ return;
+ }
+#endif
+
+ bool horizontal = abs(line.x) > abs(line.y);
+ edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
+
+ do_vertex(0, edge_ofs.xy);
+ do_vertex(0, -edge_ofs.xy);
+ do_vertex(1, edge_ofs.xy);
+ do_vertex(1, -edge_ofs.xy);
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index e27e1d01750..bc25ff17e74 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -17,13 +17,32 @@ in vec4 norAndFlag;
# define vnor norAndFlag.xyz
#endif
-#ifdef FLAT
-flat out vec4 finalColor;
+#ifdef USE_GEOM_SHADER
+# define qual_col
+# define qual_sel
#else
-out vec4 finalColor;
-# ifdef EDGE
-flat out int selectOveride;
+# ifdef FLAT
+# define qual_col flat out
+# else
+# define qual_col out
# endif
+# define qual_sel flat out
+#endif
+
+#ifdef USE_GEOM_SHADER
+out VertexData {
+#endif
+
+qual_col vec4 finalColor;
+#if defined(EDGE) && !defined(FLAT)
+qual_sel int selectOveride;
+#endif
+
+#ifdef USE_GEOM_SHADER
+} v;
+# define v(a) v.a
+#else
+# define v(a) a
#endif
void main()
@@ -41,7 +60,7 @@ void main()
ivec4 m_data = data & dataMask;
#if defined(VERT)
- finalColor = EDIT_MESH_vertex_color(m_data.y);
+ v(finalColor) = EDIT_MESH_vertex_color(m_data.y);
gl_PointSize = sizeVertex * 2.0;
gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
/* Make selected and active vertex always on top. */
@@ -54,23 +73,23 @@ void main()
#elif defined(EDGE)
# ifdef FLAT
- finalColor = EDIT_MESH_edge_color_inner(m_data.y);
+ v(finalColor) = EDIT_MESH_edge_color_inner(m_data.y);
# else
- finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
- selectOveride = (m_data.y & EDGE_SELECTED);
+ v(finalColor) = EDIT_MESH_edge_vertex_color(m_data.y);
+ v(selectOveride) = (m_data.y & EDGE_SELECTED);
# endif
#elif defined(EDGE_DECORATION)
float crease = float(m_data.z) / 255.0;
float bweight = float(m_data.w) / 255.0;
- finalColor = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
+ v(finalColor) = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
#elif defined(FACE)
- finalColor = EDIT_MESH_face_color(m_data.x);
- finalColor.a *= faceAlphaMod;
+ v(finalColor) = EDIT_MESH_face_color(m_data.x);
+ v(finalColor).a *= faceAlphaMod;
#elif defined(FACEDOT)
- finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
+ v(finalColor) = EDIT_MESH_facedot_color(norAndFlag.w);
/* Bias Facedot Z position in clipspace. */
gl_Position.z -= 0.00035;
gl_PointSize = sizeFaceDot;
@@ -87,12 +106,12 @@ void main()
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.3;
- finalColor = mix(colorEditMeshMiddle, finalColor, facing);
- finalColor.a = 1.0;
+ v(finalColor) = mix(colorEditMeshMiddle, v(finalColor), facing);
+ v(finalColor).a = 1.0;
# if defined(EDGE) && !defined(FLAT)
/* Hack to blend color in pixel shader in case of overide. */
- finalColor.a = facing;
+ v(finalColor).a = facing;
# endif
#endif