diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-05-01 00:56:31 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-05-01 00:56:31 +0300 |
commit | 12217714c717d8ffdd36f7b9e7d6b35fb8a1f33d (patch) | |
tree | e00a069afad208ae7d79dbbf59d8094682ddff54 /source/blender | |
parent | 86b37748a7e9d685c56fc47c7aa96fdf7947d75e (diff) |
Overlay: Port depth only & uniform_color shaders to use shaderCreateInfo
This should have no functional changes.
Diffstat (limited to 'source/blender')
3 files changed, 47 insertions, 22 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c index d01a2c2fa7f..8f55eb81bf3 100644 --- a/source/blender/draw/engines/overlay/overlay_shader.c +++ b/source/blender/draw/engines/overlay/overlay_shader.c @@ -255,17 +255,10 @@ GPUShader *OVERLAY_shader_clipbound(void) GPUShader *OVERLAY_shader_depth_only(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); - const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->depth_only) { - sh_data->depth_only = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg->lib, - datatoc_common_view_lib_glsl, - datatoc_depth_only_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg->def, NULL}, - }); + sh_data->depth_only = GPU_shader_create_from_info_name( + draw_ctx->sh_cfg ? "overlay_depth_only_clipped" : "overlay_depth_only"); } return sh_data->depth_only; } @@ -1002,17 +995,10 @@ GPUShader *OVERLAY_shader_sculpt_mask(void) struct GPUShader *OVERLAY_shader_uniform_color(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); - const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->uniform_color) { - sh_data->uniform_color = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg->lib, - datatoc_common_view_lib_glsl, - datatoc_depth_only_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg->def, NULL}, - }); + sh_data->uniform_color = GPU_shader_create_from_info_name( + draw_ctx->sh_cfg ? "overlay_uniform_color_clipped" : "overlay_uniform_color"); } return sh_data->uniform_color; } diff --git a/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl index 7a3af0f3b61..d403890f44e 100644 --- a/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl @@ -1,5 +1,6 @@ -in vec3 pos; +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { @@ -8,7 +9,5 @@ void main() vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif + view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh index 16d5e03b59a..0ef8331da95 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh @@ -466,3 +466,43 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point_clipped) .additional_info("overlay_edit_gpencil_guide_point", "drw_clipped"); /** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Depth Only Shader + * + * Used to occlude edit geometry which might not be rendered by the render engine. + * \{ */ + +GPU_SHADER_CREATE_INFO(overlay_depth_only) + .do_static_compilation(true) + .vertex_in(0, Type::VEC3, "pos") + .vertex_source("depth_only_vert.glsl") + .fragment_source("gpu_shader_depth_only_frag.glsl") + .additional_info("draw_mesh"); + +GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped) + .do_static_compilation(true) + .additional_info("overlay_depth_only", "drw_clipped"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Uniform color + * \{ */ + +GPU_SHADER_CREATE_INFO(overlay_uniform_color) + .do_static_compilation(true) + /* NOTE: Color already in Linear space. Which is what we want. */ + .define("srgbTarget", "false") + .vertex_in(0, Type::VEC3, "pos") + .push_constant(Type::VEC4, "color") + .fragment_out(0, Type::VEC4, "fragColor") + .vertex_source("depth_only_vert.glsl") + .fragment_source("gpu_shader_uniform_color_frag.glsl") + .additional_info("draw_mesh"); + +GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped) + .do_static_compilation(true) + .additional_info("overlay_depth_only", "drw_clipped"); + +/** \} */ |