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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh111
1 files changed, 111 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh
new file mode 100644
index 00000000000..288fb3b3cbd
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh
@@ -0,0 +1,111 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Outline Prepass
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_iface, "interp").flat(Type::UINT, "ob_id");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass)
+ .push_constant(Type::BOOL, "isTransform")
+ .vertex_out(overlay_outline_prepass_iface)
+ /* Using uint because 16bit uint can contain more ids than int. */
+ .fragment_out(0, Type::UINT, "out_object_id")
+ .fragment_source("overlay_outline_prepass_frag.glsl")
+ .additional_info("draw_resource_handle");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_source("overlay_outline_prepass_vert.glsl")
+ .additional_info("draw_mesh", "overlay_outline_prepass")
+ .additional_info("draw_object_infos");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_outline_prepass_mesh", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_wire_iface, "vert").flat(Type::VEC3, "pos");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_curves)
+ .do_static_compilation(true)
+ .vertex_source("overlay_outline_prepass_curves_vert.glsl")
+ .additional_info("draw_hair", "overlay_outline_prepass")
+ .additional_info("draw_object_infos");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_curves_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_outline_prepass_curves", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire)
+ .do_static_compilation(true)
+ .define("USE_GEOM")
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_out(overlay_outline_prepass_wire_iface)
+ .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::LINE_STRIP, 2)
+ .geometry_out(overlay_outline_prepass_iface)
+ .vertex_source("overlay_outline_prepass_vert.glsl")
+ .geometry_source("overlay_outline_prepass_geom.glsl")
+ .additional_info("draw_mesh", "overlay_outline_prepass")
+ .additional_info("draw_object_infos");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_outline_prepass_wire", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_gpencil_iface, "gp_interp")
+ .no_perspective(Type::VEC2, "thickness")
+ .no_perspective(Type::FLOAT, "hardness")
+ .flat(Type::VEC2, "aspect")
+ .flat(Type::VEC4, "sspos");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil)
+ .do_static_compilation(true)
+ .push_constant(Type::BOOL, "isTransform")
+ .vertex_out(overlay_outline_prepass_iface)
+ .vertex_out(overlay_outline_prepass_gpencil_iface)
+ .vertex_source("overlay_outline_prepass_gpencil_vert.glsl")
+ .push_constant(Type::BOOL, "gpStrokeOrder3d") /* TODO(fclem): Move to a GPencil object UBO. */
+ .push_constant(Type::VEC4, "gpDepthPlane") /* TODO(fclem): Move to a GPencil object UBO. */
+ /* Using uint because 16bit uint can contain more ids than int. */
+ .fragment_out(0, Type::UINT, "out_object_id")
+ .fragment_source("overlay_outline_prepass_gpencil_frag.glsl")
+ .additional_info("draw_gpencil", "draw_resource_handle");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_outline_prepass_gpencil", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_pointcloud)
+ .do_static_compilation(true)
+ .vertex_source("overlay_outline_prepass_pointcloud_vert.glsl")
+ .additional_info("draw_pointcloud", "overlay_outline_prepass")
+ .additional_info("draw_object_infos");
+
+GPU_SHADER_CREATE_INFO(overlay_outline_prepass_pointcloud_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_outline_prepass_pointcloud", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Outline Rendering
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_outline_detect)
+ .do_static_compilation(true)
+ .push_constant(Type::FLOAT, "alphaOcclu")
+ .push_constant(Type::BOOL, "isXrayWires")
+ .push_constant(Type::BOOL, "doAntiAliasing")
+ .push_constant(Type::BOOL, "doThickOutlines")
+ .sampler(0, ImageType::UINT_2D, "outlineId")
+ .sampler(1, ImageType::DEPTH_2D, "outlineDepth")
+ .sampler(2, ImageType::DEPTH_2D, "sceneDepth")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_out(1, Type::VEC4, "lineOutput")
+ .fragment_source("overlay_outline_detect_frag.glsl")
+ .additional_info("draw_fullscreen", "draw_view", "draw_globals");
+
+/** \} */