Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh136
1 files changed, 136 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
new file mode 100644
index 00000000000..1dd706c9460
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
@@ -0,0 +1,136 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Object Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_mesh)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ .vertex_in(2, Type::VEC4, "ac")
+ .vertex_in(3, Type::VEC2, "au")
+ .vertex_source("workbench_prepass_vert.glsl")
+ .additional_info("draw_mesh");
+
+GPU_SHADER_CREATE_INFO(workbench_hair)
+ .sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
+ .sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
+ .vertex_source("workbench_prepass_hair_vert.glsl")
+ .additional_info("draw_hair");
+
+GPU_SHADER_CREATE_INFO(workbench_pointcloud)
+ .vertex_source("workbench_prepass_pointcloud_vert.glsl")
+ .additional_info("draw_pointcloud");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Texture Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
+
+GPU_SHADER_CREATE_INFO(workbench_texture_single)
+ .sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
+ .push_constant(1, Type::BOOL, "imagePremult")
+ .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .define("V3D_SHADING_TEXTURE_COLOR");
+
+GPU_SHADER_CREATE_INFO(workbench_texture_tile)
+ .sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
+ .sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
+ .push_constant(1, Type::BOOL, "imagePremult")
+ .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .define("TEXTURE_IMAGE_ARRAY");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Lighting Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
+GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
+GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Material Interface
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
+ .smooth(Type::VEC3, "normal_interp")
+ .smooth(Type::VEC3, "color_interp")
+ .smooth(Type::FLOAT, "alpha_interp")
+ .smooth(Type::VEC2, "uv_interp")
+ .flat(Type::INT, "object_id")
+ .flat(Type::FLOAT, "roughness")
+ .flat(Type::FLOAT, "metallic");
+
+GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Pipeline Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
+ /* Note: Blending will be skipped on objectId because output is a
+ non-normalized integer buffer. */
+ .fragment_out(0, Type::VEC4, "transparentAccum")
+ .fragment_out(1, Type::VEC4, "revealageAccum")
+ .fragment_out(2, Type::UINT, "objectId")
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .typedef_source("workbench_shader_shared.h")
+ .fragment_source("workbench_transparent_accum_frag.glsl")
+ .additional_info("workbench_material");
+
+GPU_SHADER_CREATE_INFO(workbench_opaque)
+ .fragment_out(0, Type::VEC4, "materialData")
+ .fragment_out(1, Type::VEC2, "normalData")
+ .fragment_out(2, Type::UINT, "objectId")
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .typedef_source("workbench_shader_shared.h")
+ .fragment_source("workbench_prepass_frag.glsl")
+ .additional_info("workbench_material");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Variations Declaration
+ * \{ */
+
+#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
+ GPU_SHADER_CREATE_INFO(prefix##_mesh) \
+ .additional_info("workbench_mesh", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(prefix##_hair) \
+ .additional_info("workbench_hair", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
+ .additional_info("workbench_pointcloud", __VA_ARGS__) \
+ .do_static_compilation(true);
+
+#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_studio", \
+ __VA_ARGS__) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_matcap", \
+ __VA_ARGS__) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_flat", \
+ __VA_ARGS__) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
+
+WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
+WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
+WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")
+
+/** \} */