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Diffstat (limited to 'source/blender/draw/intern/shaders/draw_view_info.hh')
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh105
1 files changed, 105 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
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+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -0,0 +1,105 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Resource ID
+ *
+ * This is used to fetch per object data in drw_matrices and other object indexed
+ * buffers. There is multiple possibilities depending on how we are drawing the object.
+ *
+ * \{ */
+
+/* Standard way. Use gpu_InstanceIndex to index the object data. */
+GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID");
+
+/**
+ * Used if the resource index needs to be passed to the fragment shader.
+ * IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
+ */
+GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface")
+ .flat(Type::INT, "resource_index");
+
+GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
+ .vertex_out(draw_resource_id_iface)
+ .geometry_out(draw_resource_id_iface); /* Used if needed. */
+
+/* Variation used when drawing multiple instances for one object. */
+GPU_SHADER_CREATE_INFO(draw_resource_id_uniform)
+ .define("UNIFORM_RESOURCE_ID")
+ .push_constant(64, Type::INT, "drw_ResourceID");
+
+/**
+ * Declare a resource handle that identify a unique object.
+ * Requires draw_resource_id[_constant].
+ */
+GPU_SHADER_CREATE_INFO(draw_resource_handle)
+ .define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
+ .push_constant(63, Type::INT, "drw_resourceChunk");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw View
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_view)
+ .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
+ .typedef_source("draw_shader_shared.h");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat)
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .define("ModelMatrix", "(drw_matrices[resource_id].drw_modelMatrix)")
+ .define("ModelMatrixInverse", "(drw_matrices[resource_id].drw_modelMatrixInverse)")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
+ .define("DRW_LEGACY_MODEL_MATRIX")
+ .push_constant(38, Type::MAT4, "ModelMatrix")
+ .push_constant(54, Type::MAT4, "ModelMatrixInverse")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
+ .push_constant(0, Type::MAT4, "ModelMatrix")
+ .push_constant(16, Type::MAT4, "ModelMatrixInverse")
+ .additional_info("draw_view");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw View
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Geometry Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_mesh).additional_info("draw_modelmat", "draw_resource_id");
+
+GPU_SHADER_CREATE_INFO(draw_hair)
+ .sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
+ .sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer")
+ .sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
+ /* TODO(fclem) Pack thoses into one UBO. */
+ .push_constant(9, Type::INT, "hairStrandsRes")
+ .push_constant(10, Type::INT, "hairThicknessRes")
+ .push_constant(11, Type::FLOAT, "hairRadRoot")
+ .push_constant(12, Type::FLOAT, "hairRadTip")
+ .push_constant(13, Type::FLOAT, "hairRadShape")
+ .push_constant(14, Type::BOOL, "hairCloseTip")
+ .push_constant(15, Type::INT, "hairStrandOffset")
+ .push_constant(16, Type::VEC4, "hairDupliMatrix", 4)
+ .additional_info("draw_modelmat", "draw_resource_id");
+
+GPU_SHADER_CREATE_INFO(draw_pointcloud)
+ .vertex_in(0, Type::VEC4, "pos")
+ .vertex_in(1, Type::VEC3, "pos_inst")
+ .vertex_in(2, Type::VEC3, "nor")
+ .additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
+
+GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
+
+/** \} */