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Diffstat (limited to 'source/blender/draw/intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl97
1 files changed, 97 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl
new file mode 100644
index 00000000000..6c76cd41ca4
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl
@@ -0,0 +1,97 @@
+
+/* To be compile with common_subdiv_lib.glsl */
+
+layout(std430, binding = 0) readonly buffer inputVertexData
+{
+ PosNorLoop pos_nor[];
+};
+
+layout(std430, binding = 1) readonly buffer inputEdgeIndex
+{
+ uint input_edge_index[];
+};
+
+layout(std430, binding = 2) writeonly buffer outputEdgeFactors
+{
+#ifdef GPU_AMD_DRIVER_BYTE_BUG
+ float output_edge_fac[];
+#else
+ uint output_edge_fac[];
+#endif
+};
+
+void write_vec4(uint index, vec4 edge_facs)
+{
+#ifdef GPU_AMD_DRIVER_BYTE_BUG
+ for (uint i = 0; i < 4; i++) {
+ output_edge_fac[index + i] = edge_facs[i];
+ }
+#else
+ /* Use same scaling as in extract_edge_fac_iter_poly_mesh. */
+ uint a = uint(clamp(edge_facs.x * 253.0 + 1.0, 0.0, 255.0));
+ uint b = uint(clamp(edge_facs.y * 253.0 + 1.0, 0.0, 255.0));
+ uint c = uint(clamp(edge_facs.z * 253.0 + 1.0, 0.0, 255.0));
+ uint d = uint(clamp(edge_facs.w * 253.0 + 1.0, 0.0, 255.0));
+ uint packed_edge_fac = a << 24 | b << 16 | c << 8 | d;
+ output_edge_fac[index] = packed_edge_fac;
+#endif
+}
+
+/* From extract_mesh_vbo_edge_fac.cc, keep in sync! */
+float loop_edge_factor_get(vec3 f_no, vec3 v_co, vec3 v_no, vec3 v_next_co)
+{
+ vec3 evec = v_next_co - v_co;
+ vec3 enor = normalize(cross(v_no, evec));
+ float d = abs(dot(enor, f_no));
+ /* Re-scale to the slider range. */
+ d *= (1.0 / 0.065);
+ return clamp(d, 0.0, 1.0);
+}
+
+float compute_line_factor(uint start_loop_index, uint corner_index, vec3 face_normal)
+{
+ uint vertex_index = start_loop_index + corner_index;
+ uint edge_index = input_edge_index[vertex_index];
+
+ if (edge_index == -1 && optimal_display) {
+ return 0.0;
+ }
+
+ /* Mod 4 so we loop back at the first vertex on the last loop index (3), but only the corner
+ * index needs to be wrapped. */
+ uint next_vertex_index = start_loop_index + (corner_index + 1) % 4;
+ vec3 vertex_pos = get_vertex_pos(pos_nor[vertex_index]);
+ vec3 vertex_nor = get_vertex_nor(pos_nor[vertex_index]);
+ vec3 next_vertex_pos = get_vertex_pos(pos_nor[next_vertex_index]);
+ return loop_edge_factor_get(face_normal, vertex_pos, vertex_nor, next_vertex_pos);
+}
+
+void main()
+{
+ /* We execute for each quad. */
+ uint quad_index = get_global_invocation_index();
+ if (quad_index >= total_dispatch_size) {
+ return;
+ }
+
+ /* The start index of the loop is quad_index * 4. */
+ uint start_loop_index = quad_index * 4;
+
+ /* First compute the face normal, we need it to compute the bihedral edge angle. */
+ vec3 v0 = get_vertex_pos(pos_nor[start_loop_index + 0]);
+ vec3 v1 = get_vertex_pos(pos_nor[start_loop_index + 1]);
+ vec3 v2 = get_vertex_pos(pos_nor[start_loop_index + 2]);
+ vec3 face_normal = normalize(cross(v1 - v0, v2 - v0));
+
+ vec4 edge_facs = vec4(0.0);
+ for (int i = 0; i < 4; i++) {
+ edge_facs[i] = compute_line_factor(start_loop_index, i, face_normal);
+ }
+
+#ifdef GPU_AMD_DRIVER_BYTE_BUG
+ write_vec4(start_loop_index, edge_facs);
+#else
+ /* When packed into bytes, the index is the same as for the quad. */
+ write_vec4(quad_index, edge_facs);
+#endif
+}