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Diffstat (limited to 'source/blender/draw/engines/gpencil')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_cache_utils.c10
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c8
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c58
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c30
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_shared.h3
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl595
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl27
-rw-r--r--source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh8
8 files changed, 71 insertions, 668 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
index a41918e7e0d..06bf531cded 100644
--- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
@@ -39,9 +39,9 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
tgp_ob->layers.first = tgp_ob->layers.last = NULL;
tgp_ob->vfx.first = tgp_ob->vfx.last = NULL;
- tgp_ob->camera_z = dot_v3v3(pd->camera_z_axis, ob->obmat[3]);
+ tgp_ob->camera_z = dot_v3v3(pd->camera_z_axis, ob->object_to_world[3]);
tgp_ob->is_drawmode3d = (gpd->draw_mode == GP_DRAWMODE_3D) || pd->draw_depth_only;
- tgp_ob->object_scale = mat4_to_scale(ob->obmat);
+ tgp_ob->object_scale = mat4_to_scale(ob->object_to_world);
/* Check if any material with holdout flag enabled. */
tgp_ob->do_mat_holdout = false;
@@ -71,7 +71,7 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
add_v3_fl(size, 1e-8f);
rescale_m4(mat, size);
/* BBox space to World. */
- mul_m4_m4m4(mat, ob->obmat, mat);
+ mul_m4_m4m4(mat, ob->object_to_world, mat);
if (DRW_view_is_persp_get(NULL)) {
/* BBox center to camera vector. */
sub_v3_v3v3(tgp_ob->plane_normal, pd->camera_pos, mat[3]);
@@ -96,9 +96,9 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
unit_m4(tgp_ob->plane_mat);
copy_v3_v3(tgp_ob->plane_mat[2], tgp_ob->plane_normal);
orthogonalize_m4(tgp_ob->plane_mat, 2);
- mul_mat3_m4_v3(ob->obmat, size);
+ mul_mat3_m4_v3(ob->object_to_world, size);
float radius = len_v3(size);
- mul_m4_v3(ob->obmat, center);
+ mul_m4_v3(ob->object_to_world, center);
rescale_m4(tgp_ob->plane_mat, (float[3]){radius, radius, radius});
copy_v3_v3(tgp_ob->plane_mat[3], center);
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index e54ac99a888..1ebf3982a12 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -380,27 +380,27 @@ void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob)
float(*mat)[4] = (float(*)[4])gp_light->right;
if (la->type == LA_SPOT) {
- copy_m4_m4(mat, ob->imat);
+ copy_m4_m4(mat, ob->world_to_object);
gp_light->type = GP_LIGHT_TYPE_SPOT;
gp_light->spot_size = cosf(la->spotsize * 0.5f);
gp_light->spot_blend = (1.0f - gp_light->spot_size) * la->spotblend;
}
else if (la->type == LA_AREA) {
/* Simulate area lights using a spot light. */
- normalize_m4_m4(mat, ob->obmat);
+ normalize_m4_m4(mat, ob->object_to_world);
invert_m4(mat);
gp_light->type = GP_LIGHT_TYPE_SPOT;
gp_light->spot_size = cosf(M_PI_2);
gp_light->spot_blend = (1.0f - gp_light->spot_size) * 1.0f;
}
else if (la->type == LA_SUN) {
- normalize_v3_v3(gp_light->forward, ob->obmat[2]);
+ normalize_v3_v3(gp_light->forward, ob->object_to_world[2]);
gp_light->type = GP_LIGHT_TYPE_SUN;
}
else {
gp_light->type = GP_LIGHT_TYPE_POINT;
}
- copy_v4_v4(gp_light->position, ob->obmat[3]);
+ copy_v4_v4(gp_light->position, ob->object_to_world[3]);
copy_v3_v3(gp_light->color, &la->r);
mul_v3_fl(gp_light->color, la->energy * light_power_get(la));
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index b24e4c605e4..6a4312e572a 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -289,7 +289,7 @@ void GPENCIL_cache_init(void *ved)
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
- Camera *cam = (pd->camera != NULL) ? pd->camera->data : NULL;
+ Camera *cam = (pd->camera != NULL && pd->camera->type == OB_CAMERA) ? pd->camera->data : NULL;
/* Pseudo DOF setup. */
if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
@@ -342,7 +342,6 @@ typedef struct gpIterPopulateData {
int stroke_index_offset;
/* Infos for call batching. */
struct GPUBatch *geom;
- bool instancing;
int vfirst, vcount;
} gpIterPopulateData;
@@ -352,12 +351,7 @@ static void gpencil_drawcall_flush(gpIterPopulateData *iter)
{
#if !DISABLE_BATCHING
if (iter->geom != NULL) {
- if (iter->instancing) {
- DRW_shgroup_call_instance_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
- }
- else {
- DRW_shgroup_call_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
- }
+ DRW_shgroup_call_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
}
#endif
@@ -367,25 +361,22 @@ static void gpencil_drawcall_flush(gpIterPopulateData *iter)
}
/* Group draw-calls that are consecutive and with the same type. Reduces GPU driver overhead. */
-static void gpencil_drawcall_add(
- gpIterPopulateData *iter, struct GPUBatch *geom, bool instancing, int v_first, int v_count)
+static void gpencil_drawcall_add(gpIterPopulateData *iter,
+ struct GPUBatch *geom,
+ int v_first,
+ int v_count)
{
#if DISABLE_BATCHING
- if (instancing) {
- DRW_shgroup_call_instance_range(iter->grp, iter->ob, geom, v_first, v_count);
- }
- else {
- DRW_shgroup_call_range(iter->grp, iter->ob, geom, v_first, v_count);
- }
+ DRW_shgroup_call_range(iter->grp, iter->ob, geom, v_first, v_count);
+ return;
#endif
int last = iter->vfirst + iter->vcount;
/* Interrupt draw-call grouping if the sequence is not consecutive. */
- if ((geom != iter->geom) || (v_first - last > 3)) {
+ if ((geom != iter->geom) || (v_first - last > 0)) {
gpencil_drawcall_flush(iter);
}
iter->geom = geom;
- iter->instancing = instancing;
if (iter->vfirst == -1) {
iter->vfirst = v_first;
}
@@ -516,22 +507,33 @@ static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
bool do_sbuffer = (iter->do_sbuffer_call == DRAW_NOW);
+ GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_get(iter->ob, show_fill) :
+ DRW_cache_gpencil_get(iter->ob, iter->pd->cfra);
+ if (geom != iter->geom) {
+ gpencil_drawcall_flush(iter);
+
+ GPUVertBuf *position_tx = do_sbuffer ?
+ DRW_cache_gpencil_sbuffer_position_buffer_get(iter->ob,
+ show_fill) :
+ DRW_cache_gpencil_position_buffer_get(iter->ob, iter->pd->cfra);
+ GPUVertBuf *color_tx = do_sbuffer ?
+ DRW_cache_gpencil_sbuffer_color_buffer_get(iter->ob, show_fill) :
+ DRW_cache_gpencil_color_buffer_get(iter->ob, iter->pd->cfra);
+ DRW_shgroup_buffer_texture(iter->grp, "gp_pos_tx", position_tx);
+ DRW_shgroup_buffer_texture(iter->grp, "gp_col_tx", color_tx);
+ }
+
if (show_fill) {
- GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_fill_get(iter->ob) :
- DRW_cache_gpencil_fills_get(iter->ob, iter->pd->cfra);
int vfirst = gps->runtime.fill_start * 3;
int vcount = gps->tot_triangles * 3;
- gpencil_drawcall_add(iter, geom, false, vfirst, vcount);
+ gpencil_drawcall_add(iter, geom, vfirst, vcount);
}
if (show_stroke) {
- GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_stroke_get(iter->ob) :
- DRW_cache_gpencil_strokes_get(iter->ob, iter->pd->cfra);
- /* Start one vert before to have gl_InstanceID > 0 (see shader). */
- int vfirst = gps->runtime.stroke_start - 1;
- /* Include "potential" cyclic vertex and start adj vertex (see shader). */
- int vcount = gps->totpoints + 1 + 1;
- gpencil_drawcall_add(iter, geom, true, vfirst, vcount);
+ int vfirst = gps->runtime.stroke_start * 3;
+ bool is_cyclic = ((gps->flag & GP_STROKE_CYCLIC) != 0) && (gps->totpoints > 2);
+ int vcount = (gps->totpoints + (int)is_cyclic) * 2 * 3;
+ gpencil_drawcall_add(iter, geom, vfirst, vcount);
}
iter->stroke_index_last = gps->runtime.stroke_start + gps->totpoints + 1;
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
index a7d8570dbaa..9b1129e77be 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -96,7 +96,7 @@ static void gpencil_vfx_blur(BlurShaderFxData *fx, Object *ob, gpIterVfxData *it
float winmat[4][4], persmat[4][4];
float blur_size[2] = {fx->radius[0], fx->radius[1]};
DRW_view_persmat_get(NULL, persmat, false);
- const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->obmat[3]));
+ const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->object_to_world[3]));
if (fx->flag & FX_BLUR_DOF_MODE) {
/* Compute circle of confusion size. */
@@ -108,7 +108,7 @@ static void gpencil_vfx_blur(BlurShaderFxData *fx, Object *ob, gpIterVfxData *it
DRW_view_winmat_get(NULL, winmat, false);
const float *vp_size = DRW_viewport_size_get();
float world_pixel_scale = 1.0f / GPENCIL_PIXEL_FACTOR;
- float scale = mat4_to_scale(ob->obmat);
+ float scale = mat4_to_scale(ob->object_to_world);
float distance_factor = world_pixel_scale * scale * winmat[1][1] * vp_size[1] / w;
mul_v2_fl(blur_size, distance_factor);
}
@@ -175,11 +175,11 @@ static void gpencil_vfx_rim(RimShaderFxData *fx, Object *ob, gpIterVfxData *iter
const float *vp_size = DRW_viewport_size_get();
const float *vp_size_inv = DRW_viewport_invert_size_get();
- const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->obmat[3]));
+ const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->object_to_world[3]));
/* Modify by distance to camera and object scale. */
float world_pixel_scale = 1.0f / GPENCIL_PIXEL_FACTOR;
- float scale = mat4_to_scale(ob->obmat);
+ float scale = mat4_to_scale(ob->object_to_world);
float distance_factor = (world_pixel_scale * scale * winmat[1][1] * vp_size[1]) / w;
mul_v2_fl(offset, distance_factor);
mul_v2_v2(offset, vp_size_inv);
@@ -248,8 +248,8 @@ static void gpencil_vfx_pixelize(PixelShaderFxData *fx, Object *ob, gpIterVfxDat
mul_v2_v2(pixel_size, vp_size_inv);
/* Fixed pixelisation center from object center. */
- const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->obmat[3]));
- mul_v3_m4v3(ob_center, persmat, ob->obmat[3]);
+ const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->object_to_world[3]));
+ mul_v3_m4v3(ob_center, persmat, ob->object_to_world[3]);
mul_v3_fl(ob_center, 1.0f / w);
const bool use_antialiasing = ((fx->flag & FX_PIXEL_FILTER_NEAREST) == 0);
@@ -260,7 +260,7 @@ static void gpencil_vfx_pixelize(PixelShaderFxData *fx, Object *ob, gpIterVfxDat
/* Modify by distance to camera and object scale. */
float world_pixel_scale = 1.0f / GPENCIL_PIXEL_FACTOR;
- float scale = mat4_to_scale(ob->obmat);
+ float scale = mat4_to_scale(ob->object_to_world);
mul_v2_fl(pixel_size, (world_pixel_scale * scale * winmat[1][1] * vp_size[1]) / w);
/* Center to texel */
@@ -310,7 +310,9 @@ static void gpencil_vfx_shadow(ShadowShaderFxData *fx, Object *ob, gpIterVfxData
const float *vp_size_inv = DRW_viewport_invert_size_get();
const float ratio = vp_size_inv[1] / vp_size_inv[0];
- copy_v3_v3(rot_center, (use_obj_pivot && fx->object) ? fx->object->obmat[3] : ob->obmat[3]);
+ copy_v3_v3(rot_center,
+ (use_obj_pivot && fx->object) ? fx->object->object_to_world[3] :
+ ob->object_to_world[3]);
const float w = fabsf(mul_project_m4_v3_zfac(persmat, rot_center));
mul_v3_m4v3(rot_center, persmat, rot_center);
@@ -318,7 +320,7 @@ static void gpencil_vfx_shadow(ShadowShaderFxData *fx, Object *ob, gpIterVfxData
/* Modify by distance to camera and object scale. */
float world_pixel_scale = 1.0f / GPENCIL_PIXEL_FACTOR;
- float scale = mat4_to_scale(ob->obmat);
+ float scale = mat4_to_scale(ob->object_to_world);
float distance_factor = (world_pixel_scale * scale * winmat[1][1] * vp_size[1]) / w;
mul_v2_fl(offset, distance_factor);
mul_v2_v2(offset, vp_size_inv);
@@ -485,13 +487,13 @@ static void gpencil_vfx_wave(WaveShaderFxData *fx, Object *ob, gpIterVfxData *it
const float *vp_size = DRW_viewport_size_get();
const float *vp_size_inv = DRW_viewport_invert_size_get();
- const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->obmat[3]));
- mul_v3_m4v3(wave_center, persmat, ob->obmat[3]);
+ const float w = fabsf(mul_project_m4_v3_zfac(persmat, ob->object_to_world[3]));
+ mul_v3_m4v3(wave_center, persmat, ob->object_to_world[3]);
mul_v3_fl(wave_center, 1.0f / w);
/* Modify by distance to camera and object scale. */
float world_pixel_scale = 1.0f / GPENCIL_PIXEL_FACTOR;
- float scale = mat4_to_scale(ob->obmat);
+ float scale = mat4_to_scale(ob->object_to_world);
float distance_factor = (world_pixel_scale * scale * winmat[1][1] * vp_size[1]) / w;
wave_center[0] = wave_center[0] * 0.5f + 0.5f;
@@ -542,7 +544,7 @@ static void gpencil_vfx_swirl(SwirlShaderFxData *fx, Object *UNUSED(ob), gpIterV
DRW_view_persmat_get(NULL, persmat, false);
const float *vp_size = DRW_viewport_size_get();
- copy_v3_v3(swirl_center, fx->object->obmat[3]);
+ copy_v3_v3(swirl_center, fx->object->object_to_world[3]);
const float w = fabsf(mul_project_m4_v3_zfac(persmat, swirl_center));
mul_v3_m4v3(swirl_center, persmat, swirl_center);
@@ -550,7 +552,7 @@ static void gpencil_vfx_swirl(SwirlShaderFxData *fx, Object *UNUSED(ob), gpIterV
/* Modify by distance to camera and object scale. */
float world_pixel_scale = 1.0f / GPENCIL_PIXEL_FACTOR;
- float scale = mat4_to_scale(fx->object->obmat);
+ float scale = mat4_to_scale(fx->object->object_to_world);
float distance_factor = (world_pixel_scale * scale * winmat[1][1] * vp_size[1]) / w;
mul_v2_fl(swirl_center, 0.5f);
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_shared.h b/source/blender/draw/engines/gpencil/gpencil_shader_shared.h
index 4c621e955b9..3f0f73e7c13 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_shared.h
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_shared.h
@@ -41,6 +41,9 @@ enum gpLightType {
GP_LIGHT_TYPE_AMBIENT = 3u,
};
+#define GP_IS_STROKE_VERTEX_BIT (1 << 30)
+#define GP_VERTEX_ID_SHIFT 2
+
/* Avoid compiler funkiness with enum types not being strongly typed in C. */
#ifndef GPU_SHADER
# define gpMaterialFlag uint
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index 7ddfdc5f65c..642939136c8 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -1,92 +1,4 @@
-/* Must match C declaration. */
-struct gpMaterial {
- vec4 stroke_color;
- vec4 fill_color;
- vec4 fill_mix_color;
- vec4 fill_uv_rot_scale;
- vec4 fill_uv_offset;
- /* Put float/int at the end to avoid padding error */
- /* Some drivers are completely messing the alignment or the fetches here.
- * We are forced to pack these into vec4 otherwise we only get 0.0 as value. */
- vec4 gp_mat_packed_1;
- // float stroke_texture_mix;
- // float stroke_u_scale;
- // float fill_texture_mix;
- // int gp_flag;
- /* Please ensure 16 byte alignment (multiple of vec4). */
-};
-
-#define MATERIAL(m) materials[m + gpMaterialOffset]
-
-#define stroke_texture_mix gp_mat_packed_1.x
-#define stroke_u_scale gp_mat_packed_1.y
-#define fill_texture_mix gp_mat_packed_1.z
-#define GP_FLAG(m) floatBitsToInt(MATERIAL(m).gp_mat_packed_1.w)
-
-/* flag */
-#define GP_STROKE_ALIGNMENT_STROKE 1
-#define GP_STROKE_ALIGNMENT_OBJECT 2
-#define GP_STROKE_ALIGNMENT_FIXED 3
-#define GP_STROKE_ALIGNMENT 0x3
-#define GP_STROKE_OVERLAP (1 << 2)
-#define GP_STROKE_TEXTURE_USE (1 << 3)
-#define GP_STROKE_TEXTURE_STENCIL (1 << 4)
-#define GP_STROKE_TEXTURE_PREMUL (1 << 5)
-#define GP_STROKE_DOTS (1 << 6)
-#define GP_STROKE_HOLDOUT (1 << 7)
-#define GP_FILL_HOLDOUT (1 << 8)
-#define GP_FILL_TEXTURE_USE (1 << 10)
-#define GP_FILL_TEXTURE_PREMUL (1 << 11)
-#define GP_FILL_TEXTURE_CLIP (1 << 12)
-#define GP_FILL_GRADIENT_USE (1 << 13)
-#define GP_FILL_GRADIENT_RADIAL (1 << 14)
-/* High bits are used to pass material ID to fragment shader. */
-#define GP_MATID_SHIFT 16
-
-/* Multiline defines can crash blender with certain GPU drivers. */
-/* clang-format off */
-#define GP_FILL_FLAGS (GP_FILL_TEXTURE_USE | GP_FILL_TEXTURE_PREMUL | GP_FILL_TEXTURE_CLIP | GP_FILL_GRADIENT_USE | GP_FILL_GRADIENT_RADIAL | GP_FILL_HOLDOUT)
-/* clang-format on */
-
-#define GP_FLAG_TEST(flag, val) (((flag) & (val)) != 0)
-
-/* Must match C declaration. */
-struct gpLight {
- vec4 color_type;
- vec4 right;
- vec4 up;
- vec4 forward;
- vec4 position;
- /* Please ensure 16 byte alignment (multiple of vec4). */
-};
-
-#define spot_size right.w
-#define spot_blend up.w
-
-#define GP_LIGHT_TYPE_POINT 0.0
-#define GP_LIGHT_TYPE_SPOT 1.0
-#define GP_LIGHT_TYPE_SUN 2.0
-#define GP_LIGHT_TYPE_AMBIENT 3.0
-
-#ifdef GP_MATERIAL_BUFFER_LEN
-
-layout(std140) uniform gpMaterialBlock
-{
- gpMaterial materials[GP_MATERIAL_BUFFER_LEN];
-};
-
-#endif
-
-#ifdef GPENCIL_LIGHT_BUFFER_LEN
-
-layout(std140) uniform gpLightBlock
-{
- gpLight lights[GPENCIL_LIGHT_BUFFER_LEN];
-};
-
-#endif
-
/* Must match eGPLayerBlendModes */
#define MODE_REGULAR 0
#define MODE_HARDLIGHT 1
@@ -149,510 +61,3 @@ void blend_mode_output(
break;
}
}
-
-#ifndef USE_GPU_SHADER_CREATE_INFO
-
-IN_OUT ShaderStageInterface
-{
- vec4 finalColorMul;
- vec4 finalColorAdd;
- vec3 finalPos;
- vec2 finalUvs;
- noperspective float strokeThickness;
- noperspective float unclampedThickness;
- noperspective float strokeHardeness;
- flat vec2 strokeAspect;
- flat vec2 strokePt1;
- flat vec2 strokePt2;
- flat int matFlag;
- flat float depth;
-};
-
-#endif
-
-#ifdef GPU_FRAGMENT_SHADER
-
-# define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0))
-
-float stroke_round_cap_mask(vec2 p1, vec2 p2, vec2 aspect, float thickness, float hardfac)
-{
- /* We create our own uv space to avoid issues with triangulation and linear
- * interpolation artifacts. */
- vec2 line = p2.xy - p1.xy;
- vec2 pos = gl_FragCoord.xy - p1.xy;
- float line_len = length(line);
- float half_line_len = line_len * 0.5;
- /* Normalize */
- line = (line_len > 0.0) ? (line / line_len) : vec2(1.0, 0.0);
- /* Create a uv space that englobe the whole segment into a capsule. */
- vec2 uv_end;
- uv_end.x = max(abs(dot(line, pos) - half_line_len) - half_line_len, 0.0);
- uv_end.y = dot(vec2(-line.y, line.x), pos);
- /* Divide by stroke radius. */
- uv_end /= thickness;
- uv_end *= aspect;
-
- float dist = clamp(1.0 - length(uv_end) * 2.0, 0.0, 1.0);
- if (hardfac > 0.999) {
- return step(1e-8, dist);
- }
- else {
- /* Modulate the falloff profile */
- float hardness = 1.0 - hardfac;
- dist = pow(dist, mix(0.01, 10.0, hardness));
- return smoothstep(0.0, 1.0, dist);
- }
-}
-
-#endif
-
-uniform vec2 sizeViewport;
-uniform vec2 sizeViewportInv;
-
-/* Per Object */
-uniform bool strokeOrder3d;
-uniform int gpMaterialOffset;
-uniform float thicknessScale;
-uniform float thicknessWorldScale;
-#define thicknessIsScreenSpace (thicknessWorldScale < 0.0)
-
-#ifdef GPU_VERTEX_SHADER
-
-/* Per Layer */
-uniform float thicknessOffset;
-uniform float vertexColorOpacity;
-uniform vec4 layerTint;
-uniform float layerOpacity; /* Used for onion skin. */
-uniform float strokeIndexOffset = 0.0;
-
-/* All of these attributes are quad loaded the same way
- * as GL_LINES_ADJACENCY would feed a geometry shader:
- * - ma reference the previous adjacency point.
- * - ma1 reference the current line first point.
- * - ma2 reference the current line second point.
- * - ma3 reference the next adjacency point.
- * Note that we are rendering quad instances and not using any index buffer (except for fills).
- */
-/* x is material index, y is stroke_id, z is point_id, w is aspect & rotation & hardness packed. */
-in ivec4 ma;
-in ivec4 ma1;
-in ivec4 ma2;
-in ivec4 ma3;
-/* Position contains thickness in 4th component. */
-in vec4 pos; /* Prev adj vert */
-in vec4 pos1; /* Current edge */
-in vec4 pos2; /* Current edge */
-in vec4 pos3; /* Next adj vert */
-/* xy is UV for fills, z is U of stroke, w is strength. */
-in vec4 uv1;
-in vec4 uv2;
-in vec4 col1;
-in vec4 col2;
-in vec4 fcol1;
-/* WARNING: Max attribute count is actually 14 because OSX OpenGL implementation
- * considers gl_VertexID and gl_InstanceID as vertex attribute. (see T74536) */
-# define stroke_id1 ma1.y
-# define point_id1 ma1.z
-# define thickness1 pos1.w
-# define thickness2 pos2.w
-# define strength1 uv1.w
-# define strength2 uv2.w
-/* Packed! need to be decoded. */
-# define hardness1 ma1.w
-# define hardness2 ma2.w
-# define uvrot1 ma1.w
-# define aspect1 ma1.w
-
-vec2 decode_aspect(int packed_data)
-{
- float asp = float(uint(packed_data) & 0x1FFu) * (1.0 / 255.0);
- return (asp > 1.0) ? vec2(1.0, (asp - 1.0)) : vec2(asp, 1.0);
-}
-
-float decode_uvrot(int packed_data)
-{
- uint udata = uint(packed_data);
- float uvrot = 1e-8 + float((udata & 0x1FE00u) >> 9u) * (1.0 / 255.0);
- return ((udata & 0x20000u) != 0u) ? -uvrot : uvrot;
-}
-
-float decode_hardness(int packed_data)
-{
- return float((uint(packed_data) & 0x3FC0000u) >> 18u) * (1.0 / 255.0);
-}
-
-void discard_vert()
-{
- /* We set the vertex at the camera origin to generate 0 fragments. */
- gl_Position = vec4(0.0, 0.0, -3e36, 0.0);
-}
-
-vec2 project_to_screenspace(vec4 v)
-{
- return ((v.xy / v.w) * 0.5 + 0.5) * sizeViewport;
-}
-
-vec2 rotate_90deg(vec2 v)
-{
- /* Counter Clock-Wise. */
- return vec2(-v.y, v.x);
-}
-
-mat4 model_matrix_get()
-{
- return ModelMatrix;
-}
-
-vec3 transform_point(mat4 m, vec3 v)
-{
- return (m * vec4(v, 1.0)).xyz;
-}
-
-vec2 safe_normalize(vec2 v)
-{
- float len_sqr = dot(v, v);
- if (len_sqr > 0.0) {
- return v / sqrt(len_sqr);
- }
- else {
- return vec2(1.0, 0.0);
- }
-}
-
-vec2 safe_normalize_len(vec2 v, out float len)
-{
- len = sqrt(dot(v, v));
- if (len > 0.0) {
- return v / len;
- }
- else {
- return vec2(1.0, 0.0);
- }
-}
-
-float stroke_thickness_modulate(float thickness)
-{
- /* Modify stroke thickness by object and layer factors. */
- thickness *= thicknessScale;
- thickness += thicknessOffset;
- thickness = max(1.0, thickness);
-
- if (thicknessIsScreenSpace) {
- /* Multiply offset by view Z so that offset is constant in screenspace.
- * (e.i: does not change with the distance to camera) */
- thickness *= gl_Position.w;
- }
- else {
- /* World space point size. */
- thickness *= thicknessWorldScale * drw_view.winmat[1][1] * sizeViewport.y;
- }
- return thickness;
-}
-
-float clamp_small_stroke_thickness(float thickness)
-{
- /* To avoid aliasing artifacts, we clamp the line thickness and
- * reduce its opacity in the fragment shader. */
- float min_thickness = gl_Position.w * 1.3;
- thickness = max(min_thickness, thickness);
-
- return thickness;
-}
-
-# ifdef GP_MATERIAL_BUFFER_LEN
-void color_output(vec4 stroke_col, vec4 vert_col, float vert_strength, float mix_tex)
-{
- /* Mix stroke with other colors. */
- vec4 mixed_col = stroke_col;
- mixed_col.rgb = mix(mixed_col.rgb, vert_col.rgb, vert_col.a * vertexColorOpacity);
- mixed_col.rgb = mix(mixed_col.rgb, layerTint.rgb, layerTint.a);
- mixed_col.a *= vert_strength * layerOpacity;
- /**
- * This is what the fragment shader looks like.
- * out = col * finalColorMul + col.a * finalColorAdd.
- * finalColorMul is how much of the texture color to keep.
- * finalColorAdd is how much of the mixed color to add.
- * Note that we never add alpha. This is to keep the texture act as a stencil.
- * We do however, modulate the alpha (reduce it).
- */
- /* We add the mixed color. This is 100% mix (no texture visible). */
- finalColorMul = vec4(mixed_col.aaa, mixed_col.a);
- finalColorAdd = vec4(mixed_col.rgb * mixed_col.a, 0.0);
- /* Then we blend according to the texture mix factor.
- * Note that we keep the alpha modulation. */
- finalColorMul.rgb *= mix_tex;
- finalColorAdd.rgb *= 1.0 - mix_tex;
-}
-# endif
-
-void stroke_vertex()
-{
- int m = ma1.x;
- bool is_dot = false;
- bool is_squares = false;
-
-# ifdef GP_MATERIAL_BUFFER_LEN
- if (m != -1) {
- is_dot = GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_ALIGNMENT);
- is_squares = !GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_DOTS);
- }
-# endif
-
- /* Special Case. Stroke with single vert are rendered as dots. Do not discard them. */
- if (!is_dot && ma.x == -1 && ma2.x == -1) {
- is_dot = true;
- is_squares = false;
- }
-
- /* Endpoints, we discard the vertices. */
- if (ma1.x == -1 || (!is_dot && ma2.x == -1)) {
- discard_vert();
- return;
- }
-
- mat4 model_mat = model_matrix_get();
-
- /* Avoid using a vertex attribute for quad positioning. */
- float x = float(gl_VertexID & 1) * 2.0 - 1.0; /* [-1..1] */
- float y = float(gl_VertexID & 2) - 1.0; /* [-1..1] */
-
- bool use_curr = is_dot || (x == -1.0);
-
- vec3 wpos_adj = transform_point(model_mat, (use_curr) ? pos.xyz : pos3.xyz);
- vec3 wpos1 = transform_point(model_mat, pos1.xyz);
- vec3 wpos2 = transform_point(model_mat, pos2.xyz);
-
- vec4 ndc_adj = point_world_to_ndc(wpos_adj);
- vec4 ndc1 = point_world_to_ndc(wpos1);
- vec4 ndc2 = point_world_to_ndc(wpos2);
-
- gl_Position = (use_curr) ? ndc1 : ndc2;
- finalPos = (use_curr) ? wpos1 : wpos2;
-
- vec2 ss_adj = project_to_screenspace(ndc_adj);
- vec2 ss1 = project_to_screenspace(ndc1);
- vec2 ss2 = project_to_screenspace(ndc2);
- /* Screenspace Lines tangents. */
- float line_len;
- vec2 line = safe_normalize_len(ss2 - ss1, line_len);
- vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
-
- float thickness = abs((use_curr) ? thickness1 : thickness2);
- thickness = stroke_thickness_modulate(thickness);
- float clampedThickness = clamp_small_stroke_thickness(thickness);
-
- finalUvs = vec2(x, y) * 0.5 + 0.5;
- strokeHardeness = decode_hardness(use_curr ? hardness1 : hardness2);
-
- if (is_dot) {
-# ifdef GP_MATERIAL_BUFFER_LEN
- int alignement = GP_FLAG(m) & GP_STROKE_ALIGNMENT;
- /* For one point strokes use object alignment. */
- if (ma.x == -1 && ma2.x == -1 && alignement == GP_STROKE_ALIGNMENT_STROKE) {
- alignement = GP_STROKE_ALIGNMENT_OBJECT;
- }
-# endif
-
- vec2 x_axis;
-# ifdef GP_MATERIAL_BUFFER_LEN
- if (alignement == GP_STROKE_ALIGNMENT_STROKE) {
- x_axis = (ma2.x == -1) ? line_adj : line;
- }
- else if (alignement == GP_STROKE_ALIGNMENT_FIXED) {
- /* Default for no-material drawing. */
- x_axis = vec2(1.0, 0.0);
- }
- else
-# endif
- { /* GP_STROKE_ALIGNMENT_OBJECT */
- vec4 ndc_x = point_world_to_ndc(wpos1 + model_mat[0].xyz);
- vec2 ss_x = project_to_screenspace(ndc_x);
- x_axis = safe_normalize(ss_x - ss1);
- }
-
- /* Rotation: Encoded as Cos + Sin sign. */
- float uv_rot = decode_uvrot(uvrot1);
- float rot_sin = sqrt(max(0.0, 1.0 - uv_rot * uv_rot)) * sign(uv_rot);
- float rot_cos = abs(uv_rot);
- x_axis = mat2(rot_cos, -rot_sin, rot_sin, rot_cos) * x_axis;
-
-# ifdef GP_MATERIAL_BUFFER_LEN
- if (is_dot) {
- float alignment_cos = MATERIAL(m).fill_uv_offset.z;
- float alignment_sin = MATERIAL(m).fill_uv_offset.w;
- x_axis = mat2(alignment_cos, -alignment_sin, alignment_sin, alignment_cos) * x_axis;
- }
-# endif
-
- vec2 y_axis = rotate_90deg(x_axis);
-
- strokeAspect = decode_aspect(aspect1);
-
- x *= strokeAspect.x;
- y *= strokeAspect.y;
-
- /* Invert for vertex shader. */
- strokeAspect = 1.0 / strokeAspect;
-
- gl_Position.xy += (x * x_axis + y * y_axis) * sizeViewportInv.xy * clampedThickness;
-
- strokePt1 = ss1;
- strokePt2 = ss1 + x_axis * 0.5;
- strokeThickness = (is_squares) ? 1e18 : (clampedThickness / gl_Position.w);
- unclampedThickness = (is_squares) ? 1e18 : (thickness / gl_Position.w);
- }
- else {
- bool is_stroke_start = (ma.x == -1 && x == -1);
- bool is_stroke_end = (ma3.x == -1 && x == 1);
-
- /* Mitter tangent vector. */
- vec2 miter_tan = safe_normalize(line_adj + line);
- float miter_dot = dot(miter_tan, line_adj);
- /* Break corners after a certain angle to avoid really thick corners. */
- const float miter_limit = 0.5; /* cos(60°) */
- bool miter_break = (miter_dot < miter_limit);
- miter_tan = (miter_break || is_stroke_start || is_stroke_end) ? line : (miter_tan / miter_dot);
-
- vec2 miter = rotate_90deg(miter_tan);
-
- strokePt1.xy = ss1;
- strokePt2.xy = ss2;
- strokeThickness = clampedThickness / gl_Position.w;
- unclampedThickness = thickness / gl_Position.w;
- strokeAspect = vec2(1.0);
-
- vec2 screen_ofs = miter * y;
-
- /* Reminder: we packed the cap flag into the sign of strength and thickness sign. */
- if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) ||
- (miter_break && !is_stroke_start && !is_stroke_end)) {
- screen_ofs += line * x;
- }
-
- gl_Position.xy += screen_ofs * sizeViewportInv.xy * clampedThickness;
-
- finalUvs.x = (use_curr) ? uv1.z : uv2.z;
-# ifdef GP_MATERIAL_BUFFER_LEN
- finalUvs.x *= MATERIAL(m).stroke_u_scale;
-# endif
- }
-
-# ifdef GP_MATERIAL_BUFFER_LEN
- vec4 vert_col = (use_curr) ? col1 : col2;
- float vert_strength = abs((use_curr) ? strength1 : strength2);
- vec4 stroke_col = MATERIAL(m).stroke_color;
- float mix_tex = MATERIAL(m).stroke_texture_mix;
-
- /* Special case: We don't use vertex color if material Holdout. */
- if (GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_HOLDOUT)) {
- vert_col = vec4(0.0);
- }
-
- color_output(stroke_col, vert_col, vert_strength, mix_tex);
-
- matFlag = GP_FLAG(m) & ~GP_FILL_FLAGS;
-# endif
-
- if (strokeOrder3d) {
- /* Use the fragment depth (see fragment shader). */
- depth = -1.0;
- }
-# ifdef GP_MATERIAL_BUFFER_LEN
- else if (GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_OVERLAP)) {
- /* Use the index of the point as depth.
- * This means the stroke can overlap itself. */
- depth = (point_id1 + strokeIndexOffset + 1.0) * 0.0000002;
- }
-# endif
- else {
- /* Use the index of first point of the stroke as depth.
- * We render using a greater depth test this means the stroke
- * cannot overlap itself.
- * We offset by one so that the fill can be overlapped by its stroke.
- * The offset is ok since we pad the strokes data because of adjacency infos. */
- depth = (stroke_id1 + strokeIndexOffset + 1.0) * 0.0000002;
- }
-}
-
-void fill_vertex()
-{
- mat4 model_mat = model_matrix_get();
-
- vec3 wpos = transform_point(model_mat, pos1.xyz);
- gl_Position = point_world_to_ndc(wpos);
- finalPos = wpos;
-
-# ifdef GP_MATERIAL_BUFFER_LEN
- int m = ma1.x;
-
- vec4 fill_col = MATERIAL(m).fill_color;
- float mix_tex = MATERIAL(m).fill_texture_mix;
-
- /* Special case: We don't modulate alpha in gradient mode. */
- if (GP_FLAG_TEST(GP_FLAG(m), GP_FILL_GRADIENT_USE)) {
- fill_col.a = 1.0;
- }
-
- /* Decode fill opacity. */
- vec4 fcol_decode = vec4(fcol1.rgb, floor(fcol1.a / 10.0));
- float fill_opacity = fcol1.a - (fcol_decode.a * 10);
- fcol_decode.a /= 10000.0;
-
- /* Special case: We don't use vertex color if material Holdout. */
- if (GP_FLAG_TEST(GP_FLAG(m), GP_FILL_HOLDOUT)) {
- fcol_decode = vec4(0.0);
- }
-
- /* Apply opacity. */
- fill_col.a *= fill_opacity;
- /* If factor is > 1 force opacity. */
- if (fill_opacity > 1.0) {
- fill_col.a += fill_opacity - 1.0;
- }
-
- fill_col.a = clamp(fill_col.a, 0.0, 1.0);
-
- color_output(fill_col, fcol_decode, 1.0, mix_tex);
-
- matFlag = GP_FLAG(m) & GP_FILL_FLAGS;
- matFlag |= m << GP_MATID_SHIFT;
-
- vec2 loc = MATERIAL(m).fill_uv_offset.xy;
- mat2x2 rot_scale = mat2x2(MATERIAL(m).fill_uv_rot_scale.xy, MATERIAL(m).fill_uv_rot_scale.zw);
- finalUvs = rot_scale * uv1.xy + loc;
-# endif
-
- strokeHardeness = 1.0;
- strokeThickness = 1e18;
- unclampedThickness = 1e20;
- strokeAspect = vec2(1.0);
- strokePt1 = strokePt2 = vec2(0.0);
-
- if (strokeOrder3d) {
- /* Use the fragment depth (see fragment shader). */
- depth = -1.0;
- /* We still offset the fills a little to avoid overlaps */
- gl_Position.z += 0.000002;
- }
- else {
- /* Use the index of first point of the stroke as depth. */
- depth = (stroke_id1 + strokeIndexOffset) * 0.0000002;
- }
-}
-
-void gpencil_vertex()
-{
- /* Trick to detect if a drawcall is stroke or fill.
- * This does mean that we need to draw an empty stroke segment before starting
- * to draw the real stroke segments. */
- bool is_fill = (gl_InstanceID == 0);
-
- if (!is_fill) {
- stroke_vertex();
- }
- else {
- fill_vertex();
- }
-}
-
-#endif
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
index 8ed03b23809..2e7544cea29 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
@@ -31,23 +31,11 @@ void main()
vec4 vert_color;
vec3 vert_N;
+ ivec4 ma1 = floatBitsToInt(texelFetch(gp_pos_tx, gpencil_stroke_point_id() * 3 + 1));
gpMaterial gp_mat = materials[ma1.x + gpMaterialOffset];
gpMaterialFlag gp_flag = floatBitsToUint(gp_mat._flag);
- gl_Position = gpencil_vertex(ma,
- ma1,
- ma2,
- ma3,
- pos,
- pos1,
- pos2,
- pos3,
- uv1,
- uv2,
- col1,
- col2,
- fcol1,
- vec4(viewportSize, 1.0 / viewportSize),
+ gl_Position = gpencil_vertex(vec4(viewportSize, 1.0 / viewportSize),
gp_flag,
gp_mat._alignment_rot,
gp_interp.pos,
@@ -60,7 +48,7 @@ void main()
gp_interp.thickness,
gp_interp.hardness);
- if (GPENCIL_IS_STROKE_VERTEX) {
+ if (gpencil_is_stroke_vertex()) {
if (!flag_test(gp_flag, GP_STROKE_ALIGNMENT)) {
gp_interp.uv.x *= gp_mat._stroke_u_scale;
}
@@ -83,7 +71,7 @@ void main()
/* Use the index of the point as depth.
* This means the stroke can overlap itself. */
float point_index = float(ma1.z);
- gp_interp.depth = (point_index + gpStrokeIndexOffset + 1.0) * 0.0000002;
+ gp_interp.depth = (point_index + gpStrokeIndexOffset + 2.0) * 0.0000002;
}
else {
/* Use the index of first point of the stroke as depth.
@@ -92,10 +80,13 @@ void main()
* We offset by one so that the fill can be overlapped by its stroke.
* The offset is ok since we pad the strokes data because of adjacency infos. */
float stroke_index = float(ma1.y);
- gp_interp.depth = (stroke_index + gpStrokeIndexOffset + 1.0) * 0.0000002;
+ gp_interp.depth = (stroke_index + gpStrokeIndexOffset + 2.0) * 0.0000002;
}
}
else {
+ int stroke_point_id = gpencil_stroke_point_id();
+ vec4 uv1 = texelFetch(gp_pos_tx, stroke_point_id * 3 + 2);
+ vec4 fcol1 = texelFetch(gp_col_tx, stroke_point_id * 2 + 1);
vec4 fill_col = gp_mat.fill_color;
/* Special case: We don't modulate alpha in gradient mode. */
@@ -137,7 +128,7 @@ void main()
else {
/* Use the index of first point of the stroke as depth. */
float stroke_index = float(ma1.y);
- gp_interp.depth = (stroke_index + gpStrokeIndexOffset) * 0.0000002;
+ gp_interp.depth = (stroke_index + gpStrokeIndexOffset + 1.0) * 0.0000002;
}
}
}
diff --git a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh
index edd51e71242..da2776254e6 100644
--- a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh
+++ b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh
@@ -22,10 +22,10 @@ GPU_SHADER_CREATE_INFO(gpencil_geometry)
.do_static_compilation(true)
.define("GP_LIGHT")
.typedef_source("gpencil_defines.h")
- .sampler(0, ImageType::FLOAT_2D, "gpFillTexture")
- .sampler(1, ImageType::FLOAT_2D, "gpStrokeTexture")
- .sampler(2, ImageType::DEPTH_2D, "gpSceneDepthTexture")
- .sampler(3, ImageType::FLOAT_2D, "gpMaskTexture")
+ .sampler(2, ImageType::FLOAT_2D, "gpFillTexture")
+ .sampler(3, ImageType::FLOAT_2D, "gpStrokeTexture")
+ .sampler(4, ImageType::DEPTH_2D, "gpSceneDepthTexture")
+ .sampler(5, ImageType::FLOAT_2D, "gpMaskTexture")
.uniform_buf(4, "gpMaterial", "materials[GPENCIL_MATERIAL_BUFFER_LEN]", Frequency::BATCH)
.uniform_buf(3, "gpLight", "lights[GPENCIL_LIGHT_BUFFER_LEN]", Frequency::BATCH)
.push_constant(Type::VEC2, "viewportSize")