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authorClément Foucault <foucault.clem@gmail.com>2018-09-20 18:41:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-20 18:53:47 +0300
commit667add5fc5b743a324b508e3c5cedfde1df218c0 (patch)
treee3f3d9f7b4f46d0ce6e351959ba669f13382e650 /source
parent5c20161f81c75a4139cb3c865955f53a9880f627 (diff)
Eevee: Implement Wireframe Node
This implementation is a bit hacky but match cycles pretty close. If pixel size is not enabled, it will use the geom shader to compute distances between vertices. This will have a cost. Implementation is a bit hacky in gpu_codegen to make the geom shader works in an optional manner.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl2
-rw-r--r--source/blender/gpu/GPU_material.h1
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c131
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl25
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_wireframe.c12
6 files changed, 163 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
index 3418ea2f4ad..142afa5705b 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
@@ -1,9 +1,9 @@
uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 WorldNormalMatrix;
#ifndef ATTRIB
+uniform mat4 ModelMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ModelMatrixInverse;
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 6b6479089f6..cfd24ae8d65 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -1,10 +1,10 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef MESH_SHADER
-uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 WorldNormalMatrix;
# ifndef ATTRIB
+uniform mat4 ModelMatrix;
uniform mat3 NormalMatrix;
# endif
#endif
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index c8f66e33202..b724299935b 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -114,6 +114,7 @@ typedef enum GPUBuiltin {
GPU_VOLUME_FLAME = (1 << 17),
GPU_VOLUME_TEMPERATURE = (1 << 18),
GPU_BARYCENTRIC_TEXCO = (1 << 19),
+ GPU_BARYCENTRIC_DIST = (1 << 20),
} GPUBuiltin;
typedef enum GPUMatType {
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 2b2bba435b8..2cc83294949 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -507,6 +507,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unftemperature";
else if (builtin == GPU_BARYCENTRIC_TEXCO)
return "unfbarycentrictex";
+ else if (builtin == GPU_BARYCENTRIC_DIST)
+ return "unfbarycentricdist";
else
return "";
}
@@ -715,6 +717,8 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, "viewmat");
else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "camtexfac");
+ else if (input->builtin == GPU_BARYCENTRIC_DIST)
+ BLI_dynstr_append(ds, "barycentricDist");
else if (input->builtin == GPU_BARYCENTRIC_TEXCO)
BLI_dynstr_append(ds, "barytexco");
else if (input->builtin == GPU_OBJECT_MATRIX)
@@ -774,6 +778,9 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
if (builtins & GPU_BARYCENTRIC_TEXCO)
BLI_dynstr_append(ds, "\tin vec2 barycentricTexCo;\n");
+ if (builtins & GPU_BARYCENTRIC_DIST)
+ BLI_dynstr_append(ds, "\tflat in vec3 barycentricDist;\n");
+
BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
if (builtins & GPU_BARYCENTRIC_TEXCO) {
@@ -903,6 +910,11 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
use_geom ? "g" : "");
}
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_appendf(ds, "out vec3 barycentricPosg;\n");
+ }
+
+
BLI_dynstr_append(ds, "\n");
BLI_dynstr_append(
@@ -910,6 +922,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
"#define ATTRIB\n"
"uniform mat3 NormalMatrix;\n"
"uniform mat4 ModelMatrixInverse;\n"
+ "uniform mat4 ModelMatrix;\n"
"vec3 srgb_to_linear_attrib(vec3 c) {\n"
"\tc = max(c, vec3(0.0));\n"
"\tvec3 c1 = c * (1.0 / 12.92);\n"
@@ -947,6 +960,10 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
use_geom ? "g" : "");
}
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_appendf(ds, "\tbarycentricPosg = position;\n");
+ }
+
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
@@ -981,6 +998,10 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
use_geom ? "g" : "");
}
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_appendf(ds, "\tbarycentricPosg = (ModelMatrix * vec4(position, 1.0)).xyz;\n");
+ }
+
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
@@ -1020,7 +1041,27 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_append(ds, "}\n");
- BLI_dynstr_append(ds, vert_code);
+ if (use_geom) {
+ /* XXX HACK: Eevee specific. */
+ char *vert_new, *vert_new2;
+ vert_new = BLI_str_replaceN(vert_code, "worldPosition", "worldPositiong");
+ vert_new2 = vert_new;
+ vert_new = BLI_str_replaceN(vert_new2, "viewPosition", "viewPositiong");
+ MEM_freeN(vert_new2);
+ vert_new2 = vert_new;
+ vert_new = BLI_str_replaceN(vert_new2, "worldNormal", "worldNormalg");
+ MEM_freeN(vert_new2);
+ vert_new2 = vert_new;
+ vert_new = BLI_str_replaceN(vert_new2, "viewNormal", "viewNormalg");
+ MEM_freeN(vert_new2);
+
+ BLI_dynstr_append(ds, vert_new);
+
+ MEM_freeN(vert_new);
+ }
+ else {
+ BLI_dynstr_append(ds, vert_code);
+ }
code = BLI_dynstr_get_cstring(ds);
@@ -1043,10 +1084,9 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
/* Create prototype because attributes cannot be declared before layout. */
BLI_dynstr_appendf(ds, "void pass_attrib(in int vert);\n");
+ BLI_dynstr_appendf(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2);\n");
BLI_dynstr_append(ds, "#define ATTRIB\n");
- BLI_dynstr_append(ds, geom_code);
-
/* Generate varying declarations. */
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
@@ -1068,14 +1108,91 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
if (builtins & GPU_BARYCENTRIC_TEXCO) {
BLI_dynstr_appendf(ds, "in vec2 barycentricTexCog[];\n");
- BLI_dynstr_appendf(ds, "out vec2 barycentricTexCo[];\n");
+ BLI_dynstr_appendf(ds, "out vec2 barycentricTexCo;\n");
+ }
+
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_appendf(ds, "in vec3 barycentricPosg[];\n");
+ BLI_dynstr_appendf(ds, "flat out vec3 barycentricDist;\n");
+ }
+
+ if (geom_code == NULL) {
+ if ((builtins & GPU_BARYCENTRIC_DIST) == 0) {
+ /* Early out */
+ BLI_dynstr_free(ds);
+ return NULL;
+ }
+ else {
+ /* Force geom shader usage */
+ /* TODO put in external file. */
+ BLI_dynstr_appendf(ds, "layout(triangles) in;\n");
+ BLI_dynstr_appendf(ds, "layout(triangle_strip, max_vertices=3) out;\n");
+
+ BLI_dynstr_appendf(ds, "in vec3 worldPositiong[];\n");
+ BLI_dynstr_appendf(ds, "in vec3 viewPositiong[];\n");
+ BLI_dynstr_appendf(ds, "in vec3 worldNormalg[];\n");
+ BLI_dynstr_appendf(ds, "in vec3 viewNormalg[];\n");
+
+ BLI_dynstr_appendf(ds, "out vec3 worldPosition;\n");
+ BLI_dynstr_appendf(ds, "out vec3 viewPosition;\n");
+ BLI_dynstr_appendf(ds, "out vec3 worldNormal;\n");
+ BLI_dynstr_appendf(ds, "out vec3 viewNormal;\n");
+
+ BLI_dynstr_appendf(ds, "void main(){\n");
+
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_appendf(ds, "\tcalc_barycentric_distances(barycentricPosg[0], barycentricPosg[1], barycentricPosg[2]);\n");
+ }
+
+ BLI_dynstr_appendf(ds, "\tgl_Position = gl_in[0].gl_Position;\n");
+ BLI_dynstr_appendf(ds, "\tpass_attrib(0);\n");
+ BLI_dynstr_appendf(ds, "\tEmitVertex();\n");
+
+ BLI_dynstr_appendf(ds, "\tgl_Position = gl_in[1].gl_Position;\n");
+ BLI_dynstr_appendf(ds, "\tpass_attrib(1);\n");
+ BLI_dynstr_appendf(ds, "\tEmitVertex();\n");
+
+ BLI_dynstr_appendf(ds, "\tgl_Position = gl_in[2].gl_Position;\n");
+ BLI_dynstr_appendf(ds, "\tpass_attrib(2);\n");
+ BLI_dynstr_appendf(ds, "\tEmitVertex();\n");
+ BLI_dynstr_appendf(ds, "};\n");
+ }
+ }
+ else {
+ BLI_dynstr_append(ds, geom_code);
+ }
+
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_appendf(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2) {\n");
+ BLI_dynstr_appendf(ds, "\tvec3 edge21 = pos2 - pos1;\n");
+ BLI_dynstr_appendf(ds, "\tvec3 edge10 = pos1 - pos0;\n");
+ BLI_dynstr_appendf(ds, "\tvec3 edge02 = pos0 - pos2;\n");
+ BLI_dynstr_appendf(ds, "\tvec3 d21 = normalize(edge21);\n");
+ BLI_dynstr_appendf(ds, "\tvec3 d10 = normalize(edge10);\n");
+ BLI_dynstr_appendf(ds, "\tvec3 d02 = normalize(edge02);\n");
+
+ BLI_dynstr_appendf(ds, "\tfloat d = dot(d21, edge02);\n");
+ BLI_dynstr_appendf(ds, "\tbarycentricDist.x = sqrt(dot(edge02, edge02) - d * d);\n");
+ BLI_dynstr_appendf(ds, "\td = dot(d02, edge10);\n");
+ BLI_dynstr_appendf(ds, "\tbarycentricDist.y = sqrt(dot(edge10, edge10) - d * d);\n");
+ BLI_dynstr_appendf(ds, "\td = dot(d10, edge21);\n");
+ BLI_dynstr_appendf(ds, "\tbarycentricDist.z = sqrt(dot(edge21, edge21) - d * d);\n");
+ BLI_dynstr_append(ds, "}\n");
}
/* Generate varying assignments. */
BLI_dynstr_appendf(ds, "void pass_attrib(in int vert) {\n");
+ /* XXX HACK: Eevee specific. */
+ if (geom_code == NULL) {
+ BLI_dynstr_appendf(ds, "\tworldPosition = worldPositiong[vert];\n");
+ BLI_dynstr_appendf(ds, "\tviewPosition = viewPositiong[vert];\n");
+ BLI_dynstr_appendf(ds, "\tworldNormal = worldNormalg[vert];\n");
+ BLI_dynstr_appendf(ds, "\tviewNormal = viewNormalg[vert];\n");
+ }
+
if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_appendf(ds, "\tbarycentricTexCo = barycentricTexCog;\n");
+ BLI_dynstr_appendf(ds, "\tbarycentricTexCo = barycentricTexCog[vert];\n");
}
for (node = nodes->first; node; node = node->next) {
@@ -1710,8 +1827,8 @@ GPUPass *GPU_generate_pass(
* continue generating the shader strings. */
char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
- vertexcode = code_generate_vertex(nodes, vert_code, (geom_code != NULL));
- geometrycode = (geom_code) ? code_generate_geometry(nodes, geom_code) : NULL;
+ geometrycode = code_generate_geometry(nodes, geom_code);
+ vertexcode = code_generate_vertex(nodes, vert_code, (geometrycode != NULL));
fragmentcode = BLI_strdupcat(tmp, fragmentgen);
MEM_freeN(fragmentgen);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 84e4165ac00..8fa1828bd9c 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1,10 +1,10 @@
-uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewMatrixInverse;
uniform mat3 NormalMatrix;
#ifndef ATTRIB
+uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
#endif
@@ -1423,6 +1423,29 @@ void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
#endif
}
+void node_wireframe(float size, vec2 barycentric, vec3 barycentric_dist, out float fac)
+{
+ vec3 barys = barycentric.xyy;
+ barys.z = 1.0 - barycentric.x - barycentric.y;
+
+ size *= 0.5;
+ vec3 s = step(-size, -barys * barycentric_dist);
+
+ fac = max(s.x, max(s.y, s.z));
+}
+
+void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
+{
+ vec3 barys = barycentric.xyy;
+ barys.z = 1.0 - barycentric.x - barycentric.y;
+
+ size *= (1.0 / 3.0);
+ vec3 deltas = fwidth(barys);
+ vec3 s = step(-deltas * size, -barys);
+
+ fac = max(s.x, max(s.y, s.z));
+}
+
/* background */
void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
diff --git a/source/blender/nodes/shader/nodes/node_shader_wireframe.c b/source/blender/nodes/shader/nodes/node_shader_wireframe.c
index 11d889def31..3592f98d81d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_wireframe.c
+++ b/source/blender/nodes/shader/nodes/node_shader_wireframe.c
@@ -38,6 +38,17 @@ static bNodeSocketTemplate sh_node_wireframe_out[] = {
{ -1, 0, "" }
};
+static int node_shader_gpu_wireframe(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ /* node->custom1 is use_pixel_size */
+ if (node->custom1) {
+ return GPU_stack_link(mat, node, "node_wireframe_screenspace", in, out, GPU_builtin(GPU_BARYCENTRIC_TEXCO));
+ }
+ else {
+ return GPU_stack_link(mat, node, "node_wireframe", in, out, GPU_builtin(GPU_BARYCENTRIC_TEXCO), GPU_builtin(GPU_BARYCENTRIC_DIST));
+ }
+}
+
/* node type definition */
void register_node_type_sh_wireframe(void)
{
@@ -47,6 +58,7 @@ void register_node_type_sh_wireframe(void)
node_type_socket_templates(&ntype, sh_node_wireframe_in, sh_node_wireframe_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_wireframe);
nodeRegisterType(&ntype);
}