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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh262
1 files changed, 262 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh
new file mode 100644
index 00000000000..9f2acceed97
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh
@@ -0,0 +1,262 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(overlay_frag_output)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_out(1, Type::VEC4, "lineOutput");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_iface, "")
+ .flat(Type::VEC4, "finalColor")
+ .flat(Type::VEC2, "edgeStart")
+ .no_perspective(Type::VEC2, "edgePos");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_common)
+ .push_constant(Type::FLOAT, "alpha")
+ .additional_info("draw_view");
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Sphere
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC2, "pos")
+ /* Per instance. */
+ .vertex_in(1, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("overlay_armature_sphere_outline_vert.glsl")
+ .fragment_source("overlay_armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_sphere_outline", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_sphere_solid_iface, "")
+ .flat(Type::VEC3, "finalStateColor")
+ .flat(Type::VEC3, "finalBoneColor")
+ .flat(Type::MAT4, "sphereMatrix")
+ .smooth(Type::VEC3, "viewPosition");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC2, "pos")
+ /* Per instance. */
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ // .depth_layout(DepthLayout::GREATER) /* TODO */
+ .vertex_out(overlay_armature_sphere_solid_iface)
+ .vertex_source("overlay_armature_sphere_solid_vert.glsl")
+ .fragment_source("overlay_armature_sphere_solid_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_sphere_solid", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Shapes
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_iface, "geom_in")
+ .smooth(Type::VEC4, "pPos")
+ .smooth(Type::VEC3, "vPos")
+ .smooth(Type::VEC2, "ssPos")
+ .smooth(Type::VEC2, "ssNor")
+ .smooth(Type::VEC4, "vColSize")
+ .flat(Type::INT, "inverted");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "snor")
+ /* Per instance. */
+ .vertex_in(2, Type::VEC4, "color")
+ .vertex_in(3, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_shape_outline_iface)
+ .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::LINE_STRIP, 2)
+ .geometry_out(overlay_armature_wire_iface)
+ .vertex_source("overlay_armature_shape_outline_vert.glsl")
+ .geometry_source("overlay_armature_shape_outline_geom.glsl")
+ .fragment_source("overlay_armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_shape_outline", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_solid_iface, "")
+ .smooth(Type::VEC4, "finalColor")
+ .flat(Type::INT, "inverted");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ /* Per instance. */
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ .depth_write(DepthWrite::GREATER)
+ .vertex_out(overlay_armature_shape_solid_iface)
+ .vertex_source("overlay_armature_shape_solid_vert.glsl")
+ .fragment_source("overlay_armature_shape_solid_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_shape_solid", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ /* Per instance. */
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("overlay_armature_shape_wire_vert.glsl")
+ .fragment_source("overlay_armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_shape_wire", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Envelope
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC2, "pos0")
+ .vertex_in(1, Type::VEC2, "pos1")
+ .vertex_in(2, Type::VEC2, "pos2")
+ /* Per instance. */
+ .vertex_in(3, Type::VEC4, "headSphere")
+ .vertex_in(4, Type::VEC4, "tailSphere")
+ .vertex_in(5, Type::VEC4, "outlineColorSize")
+ .vertex_in(6, Type::VEC3, "xAxis")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("overlay_armature_envelope_outline_vert.glsl")
+ .fragment_source("overlay_armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_envelope_outline", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_envelope_solid_iface, "")
+ .flat(Type::VEC3, "finalStateColor")
+ .flat(Type::VEC3, "finalBoneColor")
+ .smooth(Type::VEC3, "normalView");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ /* Per instance. Assumed to be in world coordinate already. */
+ .vertex_in(1, Type::VEC4, "headSphere")
+ .vertex_in(2, Type::VEC4, "tailSphere")
+ .vertex_in(3, Type::VEC3, "xAxis")
+ .vertex_in(4, Type::VEC3, "stateColor")
+ .vertex_in(5, Type::VEC3, "boneColor")
+ .vertex_out(overlay_armature_envelope_solid_iface)
+ .push_constant(Type::BOOL, "isDistance")
+ .vertex_source("overlay_armature_envelope_solid_vert.glsl")
+ .fragment_source("overlay_armature_envelope_solid_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_envelope_solid", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Stick
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_stick_iface, "")
+ .no_perspective(Type::FLOAT, "colorFac")
+ .flat(Type::VEC4, "finalWireColor")
+ .flat(Type::VEC4, "finalInnerColor");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_stick)
+ .do_static_compilation(true)
+ /* Bone aligned screen space. */
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::UINT, "flag")
+ /* Per instance. Assumed to be in world coordinate already. */
+ .vertex_in(2, Type::VEC3, "boneStart")
+ .vertex_in(3, Type::VEC3, "boneEnd")
+ /* alpha encode if we do wire. If 0.0 we don't. */
+ .vertex_in(4, Type::VEC4, "wireColor")
+ .vertex_in(5, Type::VEC4, "boneColor")
+ .vertex_in(6, Type::VEC4, "headColor")
+ .vertex_in(7, Type::VEC4, "tailColor")
+ .define("do_wire", "(wireColor.a > 0.0)")
+ .vertex_out(overlay_armature_stick_iface)
+ .vertex_source("overlay_armature_stick_vert.glsl")
+ .fragment_source("overlay_armature_stick_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_stick_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_stick", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Degrees of Freedom
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof)
+ .vertex_in(0, Type::VEC2, "pos")
+ /* Per instance. Assumed to be in world coordinate already. */
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("overlay_armature_dof_vert.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire)
+ .do_static_compilation(true)
+ .fragment_source("overlay_armature_dof_solid_frag.glsl")
+ .additional_info("overlay_armature_dof");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_dof_wire", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_solid)
+ .do_static_compilation(true)
+ .fragment_source("overlay_armature_dof_solid_frag.glsl")
+ .additional_info("overlay_armature_dof");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_dof_solid", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Wire
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_wire)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .push_constant(Type::FLOAT, "alpha")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("overlay_armature_wire_vert.glsl")
+ .fragment_source("overlay_armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "draw_mesh", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_wire", "drw_clipped");
+
+/** \} */