diff options
author | Shashank Shekhar <cmdr2> | 2022-05-09 09:07:28 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-05-09 09:07:37 +0300 |
commit | 90298c24a2cab088093006ef92a685d41c5a6ac2 (patch) | |
tree | 3115784913ecba6d32af5055cf0af663719148e6 /source/blender/gpu | |
parent | 2a2261d7e1933a1f5cfe478dbf109888c91697e8 (diff) |
EEVEE & Viewport: Add a built-in shader called 3D_IMAGE, and expose to the python API
Adds an example python script to the documentation for the 3D_IMAGE shader.
The **use-case** is to draw textures with 3D vertex positions, in XR views as well as non-XR views (in a simpler manner).
**Testing**: I've tested that this compiles and works on my Macbook (with the example python script included in this change). I don't have access to a Windows or Linux machine right now, but this change doesn't look platform-specific and no new glsl shaders have been added or edited by this change. I'll try to get access to a Windows machine, but if someone does have one, I'd be really grateful if they could try this change. Thanks!
**Problem addressed**: The existing 2D_IMAGE shader (exposed in the python API) gets near-clipped when drawn in the
XR view, regardless of the near-clip settings. Additionally, the 2D_IMAGE shader only accepts 2D
positions for the image vertices, which means drawing textures in 3D requires providing
2D coordinates and then pushing a transform-rotate-scale matrix to the GPU, even for
non-XR (i.e. WINDOW) views. The 3D_IMAGE shader is simpler: it accepts 3D vertex positions, and doesn't require
any additional work by the scripter.
**Workaround**: The current workaround is to use custom shaders in the python script.
**Non-intrusive change**: No new glsl shaders were added. This change just bundles two existing shaders: the vertex shader used
by the 3D_IMAGE_MODULATE_ALPHA shader, and the fragment shader used by the 2D_IMAGE shader.
Reviewed By: #eevee_viewport, jbakker
Differential Revision: https://developer.blender.org/D14832
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 10 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_builtin.c | 5 | ||||
-rw-r--r-- | source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh | 20 | ||||
-rw-r--r-- | source/blender/gpu/tests/gpu_shader_builtin_test.cc | 1 |
5 files changed, 37 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 5fee9167362..eac33f6c705 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -498,6 +498,7 @@ set(SRC_SHADER_CREATE_INFOS shaders/infos/gpu_shader_2D_widget_info.hh shaders/infos/gpu_shader_3D_depth_only_info.hh shaders/infos/gpu_shader_3D_flat_color_info.hh + shaders/infos/gpu_shader_3D_image_info.hh shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh shaders/infos/gpu_shader_3D_point_info.hh shaders/infos/gpu_shader_3D_polyline_info.hh diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index b620fe9cc9d..72a36ebfac4 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -280,6 +280,16 @@ typedef enum eGPUBuiltinShader { GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE, GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR, /** + * Draw a texture in 3D. Take a 3D position and a 2D texture coordinate for each vertex. + * + * Exposed via pyapi for add-ons. + * + * \param image: uniform sampler2D + * \param texCoord: in vec2 + * \param pos: in vec3 + */ + GPU_SHADER_3D_IMAGE, + /** * Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex. * * \param alpha: uniform float diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c index 1100272b712..b92fae4a89b 100644 --- a/source/blender/gpu/intern/gpu_shader_builtin.c +++ b/source/blender/gpu/intern/gpu_shader_builtin.c @@ -150,6 +150,11 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .name = "GPU_SHADER_SIMPLE_LIGHTING", .create_info = "gpu_shader_simple_lighting", }, + [GPU_SHADER_3D_IMAGE] = + { + .name = "GPU_SHADER_3D_IMAGE", + .create_info = "gpu_shader_3D_image", + }, [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { .name = "GPU_SHADER_3D_IMAGE_MODULATE_ALPHA", diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh new file mode 100644 index 00000000000..94cf58933af --- /dev/null +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh @@ -0,0 +1,20 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. All rights reserved. */ + +/** \file + * \ingroup gpu + */ + +#include "gpu_interface_info.hh" +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(gpu_shader_3D_image) + .vertex_in(0, Type::VEC3, "pos") + .vertex_in(1, Type::VEC2, "texCoord") + .vertex_out(smooth_tex_coord_interp_iface) + .fragment_out(0, Type::VEC4, "fragColor") + .push_constant(Type::MAT4, "ModelViewProjectionMatrix") + .sampler(0, ImageType::FLOAT_2D, "image") + .vertex_source("gpu_shader_3D_image_vert.glsl") + .fragment_source("gpu_shader_image_frag.glsl") + .do_static_compilation(true); diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc index 6ef8a032a73..5dc70a8bf0f 100644 --- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc +++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc @@ -35,6 +35,7 @@ static void test_shader_builtin() test_compile_builtin_shader(GPU_SHADER_2D_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_FLAT_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_SMOOTH_COLOR, GPU_SHADER_CFG_DEFAULT); + test_compile_builtin_shader(GPU_SHADER_3D_IMAGE, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_IMAGE, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_DESATURATE_COLOR, GPU_SHADER_CFG_DEFAULT); |