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authorJeroen Bakker <jbakker>2022-01-17 16:32:03 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-17 16:32:28 +0300
commit8fb2ff458ba579dba08bfdf57d043ad158b5db07 (patch)
treee6324c08c69de3e8ed34c1f85d0b2982fa1d38ed /source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
parent08822801acf648d23791fa308ec8c1c26f86963e (diff)
GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl54
1 files changed, 34 insertions, 20 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
index 8325568988c..3d3a042de65 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -4,13 +4,15 @@
#define MID_VERTEX 65
+#ifndef USE_GPU_SHADER_CREATE_INFO
+
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
-#ifdef USE_INSTANCE
+# ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
@@ -27,21 +29,10 @@ in float dash_alpha;
uniform vec4 colors[6];
-# define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]])
-# define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]])
-# define colShadow colors[colid_doarrow[2]]
-# define doArrow (colid_doarrow[3] != 0)
-# define doMuted (domuted[0] != 0)
-
-#else
+# else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
-# define P0 bezierPts[0]
-# define P1 bezierPts[1]
-# define P2 bezierPts[2]
-# define P3 bezierPts[3]
-
uniform vec4 colors[3];
uniform bool doArrow;
uniform bool doMuted;
@@ -50,11 +41,7 @@ uniform float thickness;
uniform float dash_factor;
uniform float dash_alpha;
-# define colShadow colors[0]
-# define colStart colors[1]
-# define colEnd colors[2]
-
-#endif
+# endif
uniform float expandSize;
uniform float arrowSize;
@@ -67,6 +54,33 @@ flat out float lineLength;
flat out float dashFactor;
flat out float dashAlpha;
flat out int isMainLine;
+#endif
+
+#ifdef USE_INSTANCE
+# define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]])
+# define colEnd (colid_doarrow[1] < 3 ? end_color : node_link_data.colors[colid_doarrow[1]])
+# define colShadow node_link_data.colors[colid_doarrow[2]]
+# define doArrow (colid_doarrow[3] != 0)
+# define doMuted (domuted[0] != 0)
+
+#else
+# define P0 node_link_data.bezierPts[0]
+# define P1 node_link_data.bezierPts[1]
+# define P2 node_link_data.bezierPts[2]
+# define P3 node_link_data.bezierPts[3]
+# define cols node_link_data.colors
+# define doArrow node_link_data.doArrow
+# define doMuted node_link_data.doMuted
+# define dim_factor node_link_data.dim_factor
+# define thickness node_link_data.thickness
+# define dash_factor node_link_data.dash_factor
+# define dash_alpha node_link_data.dash_alpha
+
+# define colShadow node_link_data.colors[0]
+# define colStart node_link_data.colors[1]
+# define colEnd node_link_data.colors[2]
+
+#endif
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
@@ -101,7 +115,7 @@ void main(void)
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
- point += (pos.x * tangent + pos.y * normal) * arrowSize;
+ point += (pos.x * tangent + pos.y * normal) * node_link_data.arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
@@ -139,7 +153,7 @@ void main(void)
finalColor[3] *= dim_factor;
/* Expand into a line */
- gl_Position.xy += exp_axis * expandSize * expand_dist * thickness;
+ gl_Position.xy += exp_axis * node_link_data.expandSize * expand_dist * thickness;
/* If the link is not muted or is not a reroute arrow the points are squashed to the center of
* the line. Magic numbers are defined in drawnode.c */