diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-01-28 16:13:42 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-01-28 16:27:43 +0300 |
commit | 9bc43223c109c413601eded1309963f3f4ec2568 (patch) | |
tree | e43076e55a9a5e673c6830e447afdd47f32f5b8b /source/blender | |
parent | 20acf3ded27671c9f564cbfe00ad36a313a51f3e (diff) |
DRW: support clipping for object & lamp centers
Diffstat (limited to 'source/blender')
8 files changed, 85 insertions, 28 deletions
diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c index 5606d31f73f..0b3fc45f5e7 100644 --- a/source/blender/draw/intern/draw_builtin_shader.c +++ b/source/blender/draw/intern/draw_builtin_shader.c @@ -46,7 +46,11 @@ extern char datatoc_common_world_clip_lib_glsl[]; GPU_SHADER_3D_DEPTH_ONLY, \ GPU_SHADER_CAMERA, \ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \ - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE) + GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \ + GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \ + GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \ + GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \ + GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED) /* cache of built-in shaders (each is created on first use) */ static struct { diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 45cfca4e7d5..e54ad6cdffc 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -343,15 +343,18 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa return grp; } -DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, const float color[4], const float *size) +DRWShadingGroup *shgroup_dynpoints_uniform_color( + DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot) { - GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA); + GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); - + if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); + } return grp; } @@ -376,9 +379,10 @@ DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float c return grp; } -DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *geom, const float *size) +DRWShadingGroup *shgroup_instance_screenspace( + DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot) { - GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR); + GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot); DRW_shgroup_instance_format(g_formats.instance_screenspace, { {"world_pos", DRW_ATTRIB_FLOAT, 3}, @@ -389,7 +393,9 @@ DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *ge DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - + if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); + } return grp; } @@ -423,9 +429,10 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom) return grp; } -DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch *geom) +DRWShadingGroup *shgroup_instance_screen_aligned( + DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { - GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED); + GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot); DRW_shgroup_instance_format(g_formats.instance_screen_aligned, { {"color", DRW_ATTRIB_FLOAT, 3}, @@ -435,7 +442,9 @@ DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - + if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); + } return grp; } diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 644e81e2f13..39a895632bd 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -142,13 +142,13 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass); struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]); -struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size); +struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot); struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4]); struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4]); -struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size); +struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot); struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom); struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom); -struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 8b5c5e9406c..4c96a5d5575 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -1210,13 +1210,13 @@ static void OBJECT_cache_init(void *vedata) sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_field_force_get(); - sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom); + sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_field_vortex_get(); sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_screenspace_circle_get(); - sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom); + sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Grease Pencil */ geom = DRW_cache_gpencil_axes_get(); @@ -1229,14 +1229,14 @@ static void OBJECT_cache_init(void *vedata) /* Probe */ static float probeSize = 14.0f; geom = DRW_cache_lightprobe_cube_get(); - sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize); + sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot); geom = DRW_cache_lightprobe_grid_get(); - sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize); + sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot); static float probePlanarSize = 20.0f; geom = DRW_cache_lightprobe_planar_get(); - sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize); + sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->shader_slot); /* Camera */ geom = DRW_cache_camera_get(); @@ -1312,21 +1312,21 @@ static void OBJECT_cache_init(void *vedata) geom = DRW_cache_single_line_get(); sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom); - sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter); + sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_slot); geom = DRW_cache_lamp_get(); - sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle); + sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot); geom = DRW_cache_lamp_shadows_get(); - sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow); + sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->shader_slot); geom = DRW_cache_lamp_sunrays_get(); - sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle); + sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot); sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp); sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp); geom = DRW_cache_screenspace_circle_get(); - sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom); + sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_area_square_get(); sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); @@ -1364,7 +1364,7 @@ static void OBJECT_cache_init(void *vedata) /* Force Field Curve Guide End (here because of stipple) */ /* TODO port to shader stipple */ geom = DRW_cache_screenspace_circle_get(); - sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom); + sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Force Field Limits */ /* TODO port to shader stipple */ @@ -1407,7 +1407,8 @@ static void OBJECT_cache_init(void *vedata) outlineWidth = 1.0f * U.pixelsize; size = U.obcenter_dia * U.pixelsize + outlineWidth; - GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); + GPUShader *sh = DRW_shader_get_builtin_shader( + GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->shader_slot); /* Active */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); @@ -1415,26 +1416,41 @@ static void OBJECT_cache_init(void *vedata) DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1); DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1); DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1); + if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); + } stl->g_data->center_active = grp; /* Select */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1); + if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); + } stl->g_data->center_selected = grp; /* Deselect */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1); + if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); + } stl->g_data->center_deselected = grp; /* Select (library) */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1); + if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); + } stl->g_data->center_selected_lib = grp; /* Deselect (library) */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1); + if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); + } stl->g_data->center_deselected_lib = grp; } diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl index ebc945fcf35..f39c10e8310 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl @@ -1,12 +1,16 @@ uniform mat4 ModelViewProjectionMatrix; +#ifdef USE_WORLD_CLIP_PLANES +uniform mat4 ModelMatrix; +#endif uniform float size; in vec3 pos; out vec2 radii; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + vec4 pos_4d = vec4(pos, 1.0); + gl_Position = ModelViewProjectionMatrix * pos_4d; gl_PointSize = size; // calculate concentric radii in pixels @@ -18,4 +22,8 @@ void main() { // convert to PointCoord units radii /= size; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); +#endif } diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl index 0d6b90cfba4..e14032a9694 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl @@ -1,5 +1,8 @@ uniform mat4 ModelViewProjectionMatrix; +#ifdef USE_WORLD_CLIP_PLANES +uniform mat4 ModelMatrix; +#endif uniform float size; uniform float outlineWidth; @@ -7,7 +10,8 @@ in vec3 pos; out vec4 radii; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + vec4 pos_4d = vec4(pos, 1.0); + gl_Position = ModelViewProjectionMatrix * pos_4d; gl_PointSize = size; // calculate concentric radii in pixels @@ -21,4 +25,8 @@ void main() { // convert to PointCoord units radii /= size; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); +#endif } diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl index 429b648ca53..f4f5b269b96 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl @@ -1,5 +1,8 @@ uniform mat4 ViewProjectionMatrix; +#ifdef USE_WORLD_CLIP_PLANES +uniform mat4 ModelMatrix; +#endif uniform vec3 screen_vecs[2]; /* ---- Instantiated Attribs ---- */ @@ -27,6 +30,11 @@ void main() #endif vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; - gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0)); + vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0); + gl_Position = ViewProjectionMatrix * pos_4d; finalColor = vec4(color, 1.0); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); +#endif } diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl index 2a4675ce2c9..3baea763790 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl @@ -26,4 +26,8 @@ void main() vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0); finalColor = vec4(color, 1.0); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif } |