diff options
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.glsl | 97 |
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 +} |