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-rw-r--r--source/blender/draw/intern/shaders/common_aabb_lib.glsl59
-rw-r--r--source/blender/draw/intern/shaders/common_attribute_lib.glsl1
-rw-r--r--source/blender/draw/intern/shaders/common_debug_draw_lib.glsl215
-rw-r--r--source/blender/draw/intern/shaders/common_debug_print_lib.glsl388
-rw-r--r--source/blender/draw/intern/shaders/common_debug_shape_lib.glsl57
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl35
-rw-r--r--source/blender/draw/intern/shaders/common_intersect_lib.glsl466
-rw-r--r--source/blender/draw/intern/shaders/common_math_geom_lib.glsl144
-rw-r--r--source/blender/draw/intern/shaders/common_math_lib.glsl14
-rw-r--r--source/blender/draw/intern/shaders/common_shape_lib.glsl202
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_lib.glsl4
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl29
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl17
-rw-r--r--source/blender/draw/intern/shaders/draw_command_generate_comp.glsl84
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl9
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl15
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_info.hh56
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl133
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl29
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh20
-rw-r--r--source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl64
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh81
-rw-r--r--source/blender/draw/intern/shaders/draw_visibility_comp.glsl46
26 files changed, 2102 insertions, 72 deletions
diff --git a/source/blender/draw/intern/shaders/common_aabb_lib.glsl b/source/blender/draw/intern/shaders/common_aabb_lib.glsl
new file mode 100644
index 00000000000..b5f664a6779
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_aabb_lib.glsl
@@ -0,0 +1,59 @@
+
+#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Axis Aligned Bound Box
+ * \{ */
+
+struct AABB {
+ vec3 min, max;
+};
+
+AABB aabb_init_min_max()
+{
+ AABB aabb;
+ aabb.min = vec3(1.0e30);
+ aabb.max = vec3(-1.0e30);
+ return aabb;
+}
+
+void aabb_merge(inout AABB aabb, vec3 v)
+{
+ aabb.min = min(aabb.min, v);
+ aabb.max = max(aabb.max, v);
+}
+
+/**
+ * Return true if there is any intersection.
+ */
+bool aabb_intersect(AABB a, AABB b)
+{
+ return all(greaterThanEqual(min(a.max, b.max), max(a.min, b.min)));
+}
+
+/**
+ * Compute intersect intersection volume of \a a and \a b.
+ * Return true if the resulting volume is not empty.
+ */
+bool aabb_clip(AABB a, AABB b, out AABB c)
+{
+ c.min = max(a.min, b.min);
+ c.max = min(a.max, b.max);
+ return all(greaterThanEqual(c.max, c.min));
+}
+
+Box aabb_to_box(AABB aabb)
+{
+ Box box;
+ box.corners[0] = aabb.min;
+ box.corners[1] = vec3(aabb.max.x, aabb.min.y, aabb.min.z);
+ box.corners[2] = vec3(aabb.max.x, aabb.max.y, aabb.min.z);
+ box.corners[3] = vec3(aabb.min.x, aabb.max.y, aabb.min.z);
+ box.corners[4] = vec3(aabb.min.x, aabb.min.y, aabb.max.z);
+ box.corners[5] = vec3(aabb.max.x, aabb.min.y, aabb.max.z);
+ box.corners[6] = aabb.max;
+ box.corners[7] = vec3(aabb.min.x, aabb.max.y, aabb.max.z);
+ return box;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_attribute_lib.glsl b/source/blender/draw/intern/shaders/common_attribute_lib.glsl
index ce5e49c7f63..6b5b6fcc846 100644
--- a/source/blender/draw/intern/shaders/common_attribute_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_attribute_lib.glsl
@@ -25,3 +25,4 @@ float attr_load_float(sampler3D tex);
float attr_load_temperature_post(float attr);
vec4 attr_load_color_post(vec4 attr);
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash);
diff --git a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
new file mode 100644
index 00000000000..3287897e73c
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
@@ -0,0 +1,215 @@
+
+/**
+ * Debugging drawing library
+ *
+ * Quick way to draw debug geometry. All input should be in world space and
+ * will be rendered in the default view. No additional setup required.
+ **/
+
+/** Global switch option. */
+bool drw_debug_draw_enable = true;
+const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
+
+/* -------------------------------------------------------------------- */
+/** \name Internals
+ * \{ */
+
+uint drw_debug_start_draw(uint v_needed)
+{
+ uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed);
+ vertid += drw_debug_draw_offset;
+ return vertid;
+}
+
+uint drw_debug_color_pack(vec4 color)
+{
+ color = clamp(color, 0.0, 1.0);
+ uint result = 0;
+ result |= uint(color.x * 255.0) << 0u;
+ result |= uint(color.y * 255.0) << 8u;
+ result |= uint(color.z * 255.0) << 16u;
+ result |= uint(color.w * 255.0) << 24u;
+ return result;
+}
+
+void drw_debug_line(inout uint vertid, vec3 v1, vec3 v2, uint color)
+{
+ drw_debug_verts_buf[vertid++] = DRWDebugVert(
+ floatBitsToUint(v1.x), floatBitsToUint(v1.y), floatBitsToUint(v1.z), color);
+ drw_debug_verts_buf[vertid++] = DRWDebugVert(
+ floatBitsToUint(v2.x), floatBitsToUint(v2.y), floatBitsToUint(v2.z), color);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name API
+ * \{ */
+
+/**
+ * Draw a line.
+ */
+void drw_debug_line(vec3 v1, vec3 v2, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ const uint v_needed = 2;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ drw_debug_line(vertid, v1, v2, drw_debug_color_pack(color));
+ }
+}
+void drw_debug_line(vec3 v1, vec3 v2)
+{
+ drw_debug_line(v1, v2, drw_debug_default_color);
+}
+
+/**
+ * Draw a quad contour.
+ */
+void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ const uint v_needed = 8;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ uint pcolor = drw_debug_color_pack(color);
+ drw_debug_line(vertid, v1, v2, pcolor);
+ drw_debug_line(vertid, v2, v3, pcolor);
+ drw_debug_line(vertid, v3, v4, pcolor);
+ drw_debug_line(vertid, v4, v1, pcolor);
+ }
+}
+void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4)
+{
+ drw_debug_quad(v1, v2, v3, v4, drw_debug_default_color);
+}
+
+/**
+ * Draw a point as octahedron wireframe.
+ */
+void drw_debug_point(vec3 p, float radius, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ vec3 c = vec3(radius, -radius, 0);
+ vec3 v1 = p + c.xzz;
+ vec3 v2 = p + c.zxz;
+ vec3 v3 = p + c.yzz;
+ vec3 v4 = p + c.zyz;
+ vec3 v5 = p + c.zzx;
+ vec3 v6 = p + c.zzy;
+
+ const uint v_needed = 12 * 2;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ uint pcolor = drw_debug_color_pack(color);
+ drw_debug_line(vertid, v1, v2, pcolor);
+ drw_debug_line(vertid, v2, v3, pcolor);
+ drw_debug_line(vertid, v3, v4, pcolor);
+ drw_debug_line(vertid, v4, v1, pcolor);
+ drw_debug_line(vertid, v1, v5, pcolor);
+ drw_debug_line(vertid, v2, v5, pcolor);
+ drw_debug_line(vertid, v3, v5, pcolor);
+ drw_debug_line(vertid, v4, v5, pcolor);
+ drw_debug_line(vertid, v1, v6, pcolor);
+ drw_debug_line(vertid, v2, v6, pcolor);
+ drw_debug_line(vertid, v3, v6, pcolor);
+ drw_debug_line(vertid, v4, v6, pcolor);
+ }
+}
+void drw_debug_point(vec3 p, float radius)
+{
+ drw_debug_point(p, radius, drw_debug_default_color);
+}
+void drw_debug_point(vec3 p)
+{
+ drw_debug_point(p, 0.01);
+}
+
+/**
+ * Draw a sphere wireframe as 3 axes circle.
+ */
+void drw_debug_sphere(vec3 p, float radius, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ const int circle_resolution = 16;
+ const uint v_needed = circle_resolution * 2 * 3;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ uint pcolor = drw_debug_color_pack(color);
+ for (int axis = 0; axis < 3; axis++) {
+ for (int edge = 0; edge < circle_resolution; edge++) {
+ float angle1 = (2.0 * 3.141592) * float(edge + 0) / float(circle_resolution);
+ vec3 p1 = vec3(cos(angle1), sin(angle1), 0.0) * radius;
+ p1 = vec3(p1[(0 + axis) % 3], p1[(1 + axis) % 3], p1[(2 + axis) % 3]);
+
+ float angle2 = (2.0 * 3.141592) * float(edge + 1) / float(circle_resolution);
+ vec3 p2 = vec3(cos(angle2), sin(angle2), 0.0) * radius;
+ p2 = vec3(p2[(0 + axis) % 3], p2[(1 + axis) % 3], p2[(2 + axis) % 3]);
+
+ drw_debug_line(vertid, p + p1, p + p2, pcolor);
+ }
+ }
+ }
+}
+void drw_debug_sphere(vec3 p, float radius)
+{
+ drw_debug_sphere(p, radius, drw_debug_default_color);
+}
+
+/**
+ * Draw a matrix transformation as 3 colored axes.
+ */
+void drw_debug_matrix(mat4 mat, vec4 color)
+{
+ vec4 p[4] = vec4[4](vec4(0, 0, 0, 1), vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1));
+ for (int i = 0; i < 4; i++) {
+ p[i] = mat * p[i];
+ p[i].xyz /= p[i].w;
+ }
+ drw_debug_line(p[0].xyz, p[0].xyz, vec4(1, 0, 0, 1));
+ drw_debug_line(p[0].xyz, p[1].xyz, vec4(0, 1, 0, 1));
+ drw_debug_line(p[0].xyz, p[2].xyz, vec4(0, 0, 1, 1));
+}
+void drw_debug_matrix(mat4 mat)
+{
+ drw_debug_matrix(mat, drw_debug_default_color);
+}
+
+/**
+ * Draw a matrix as a 2 units length bounding box, centered on origin.
+ */
+void drw_debug_matrix_as_bbox(mat4 mat, vec4 color)
+{
+ vec4 p[8] = vec4[8](vec4(-1, -1, -1, 1),
+ vec4(1, -1, -1, 1),
+ vec4(1, 1, -1, 1),
+ vec4(-1, 1, -1, 1),
+ vec4(-1, -1, 1, 1),
+ vec4(1, -1, 1, 1),
+ vec4(1, 1, 1, 1),
+ vec4(-1, 1, 1, 1));
+ for (int i = 0; i < 8; i++) {
+ p[i] = mat * p[i];
+ p[i].xyz /= p[i].w;
+ }
+ drw_debug_quad(p[0].xyz, p[1].xyz, p[2].xyz, p[3].xyz, color);
+ drw_debug_line(p[0].xyz, p[4].xyz, color);
+ drw_debug_line(p[1].xyz, p[5].xyz, color);
+ drw_debug_line(p[2].xyz, p[6].xyz, color);
+ drw_debug_line(p[3].xyz, p[7].xyz, color);
+ drw_debug_quad(p[4].xyz, p[5].xyz, p[6].xyz, p[7].xyz, color);
+}
+void drw_debug_matrix_as_bbox(mat4 mat)
+{
+ drw_debug_matrix_as_bbox(mat, drw_debug_default_color);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
new file mode 100644
index 00000000000..89d1729b52d
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
@@ -0,0 +1,388 @@
+
+/**
+ * Debug print implementation for shaders.
+ *
+ * `print()`:
+ * Log variable or strings inside the viewport.
+ * Using a unique non string argument will print the variable name with it.
+ * Concatenate by using multiple arguments. i.e: `print("Looped ", n, "times.")`.
+ * `drw_print_no_endl()`:
+ * Same as `print()` but does not finish the line.
+ * `drw_print_value()`:
+ * Display only the value of a variable. Does not finish the line.
+ * `drw_print_value_hex()`:
+ * Display only the hex representation of a variable. Does not finish the line.
+ * `drw_print_value_binary()`: Display only the binary representation of a
+ * variable. Does not finish the line.
+ *
+ * IMPORTANT: As it is now, it is not yet thread safe. Only print from one thread. You can use the
+ * IS_DEBUG_MOUSE_FRAGMENT macro in fragment shader to filter using mouse position or
+ * IS_FIRST_INVOCATION in compute shaders.
+ *
+ * NOTE: Floating point representation might not be very precise (see drw_print_value(float)).
+ *
+ * IMPORTANT: Multipler drawcalls can write to the buffer in sequence (if they are from different
+ * shgroups). However, we add barriers to support this case and it might change the application
+ * behavior. Uncomment DISABLE_DEBUG_SHADER_drw_print_BARRIER to remove the barriers if that
+ * happens. But then you are limited to a single invocation output.
+ *
+ * IMPORTANT: All of these are copied to the CPU debug libs (draw_debug.cc). They need to be kept
+ * in sync to write the same data.
+ */
+
+/** Global switch option when you want to silence all prints from all shaders at once. */
+bool drw_debug_print_enable = true;
+
+/* Set drw_print_col to max value so we will start by creating a new line and get the correct
+ * threadsafe row. */
+uint drw_print_col = DRW_DEBUG_PRINT_WORD_WRAP_COLUMN;
+uint drw_print_row = 0u;
+
+void drw_print_newline()
+{
+ if (!drw_debug_print_enable) {
+ return;
+ }
+ drw_print_col = 0u;
+ drw_print_row = atomicAdd(drw_debug_print_row_shared, 1u) + 1u;
+}
+
+void drw_print_string_start(uint len)
+{
+ if (!drw_debug_print_enable) {
+ return;
+ }
+ /* Break before word. */
+ if (drw_print_col + len > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) {
+ drw_print_newline();
+ }
+}
+
+void drw_print_char4(uint data)
+{
+ if (!drw_debug_print_enable) {
+ return;
+ }
+ /* Convert into char stream. */
+ for (; data != 0u; data >>= 8u) {
+ uint char1 = data & 0xFFu;
+ /* Check for null terminator. */
+ if (char1 == 0x00) {
+ break;
+ }
+ uint cursor = atomicAdd(drw_debug_print_cursor, 1u);
+ cursor += drw_debug_print_offset;
+ if (cursor < DRW_DEBUG_PRINT_MAX) {
+ /* For future usage. (i.e: Color) */
+ uint flags = 0u;
+ uint col = drw_print_col++;
+ uint drw_print_header = (flags << 24u) | (drw_print_row << 16u) | (col << 8u);
+ drw_debug_print_buf[cursor] = drw_print_header | char1;
+ /* Break word. */
+ if (drw_print_col > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) {
+ drw_print_newline();
+ }
+ }
+ }
+}
+
+/**
+ * NOTE(fclem): Strange behavior emerge when trying to increment the digit
+ * counter inside the append function. It looks like the compiler does not see
+ * it is referenced as an index for char4 and thus do not capture the right
+ * reference. I do not know if this is undefined behavior. As a matter of
+ * precaution, we implement all the append function separately. This behavior
+ * was observed on both Mesa & amdgpu-pro.
+ */
+/* Using ascii char code. Expect char1 to be less or equal to 0xFF. Appends chars to the right. */
+void drw_print_append_char(uint char1, inout uint char4)
+{
+ char4 = (char4 << 8u) | char1;
+}
+
+void drw_print_append_digit(uint digit, inout uint char4)
+{
+ const uint char_A = 0x41u;
+ const uint char_0 = 0x30u;
+ bool is_hexadecimal = digit > 9u;
+ char4 = (char4 << 8u) | (is_hexadecimal ? (char_A + digit - 10u) : (char_0 + digit));
+}
+
+void drw_print_append_space(inout uint char4)
+{
+ char4 = (char4 << 8u) | 0x20u;
+}
+
+void drw_print_value_binary(uint value)
+{
+ drw_print_no_endl("0b");
+ drw_print_string_start(10u * 4u);
+ uint digits[10] = uint[10](0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u);
+ uint digit = 0u;
+ for (uint i = 0u; i < 32u; i++) {
+ drw_print_append_digit(((value >> i) & 1u), digits[digit / 4u]);
+ digit++;
+ if ((i % 4u) == 3u) {
+ drw_print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 9; j >= 0; j--) {
+ drw_print_char4(digits[j]);
+ }
+}
+
+void drw_print_value_binary(int value)
+{
+ drw_print_value_binary(uint(value));
+}
+
+void drw_print_value_binary(float value)
+{
+ drw_print_value_binary(floatBitsToUint(value));
+}
+
+void drw_print_value_uint(uint value, const bool hex, bool is_negative, const bool is_unsigned)
+{
+ drw_print_string_start(3u * 4u);
+ const uint blank_value = hex ? 0x30303030u : 0x20202020u;
+ const uint prefix = hex ? 0x78302020u : 0x20202020u;
+ uint digits[3] = uint[3](blank_value, blank_value, prefix);
+ const uint base = hex ? 16u : 10u;
+ uint digit = 0u;
+ /* Add `u` suffix. */
+ if (is_unsigned) {
+ drw_print_append_char('u', digits[digit / 4u]);
+ digit++;
+ }
+ /* Number's digits. */
+ for (; value != 0u || digit == uint(is_unsigned); value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Add negative sign. */
+ if (is_negative) {
+ drw_print_append_char('-', digits[digit / 4u]);
+ digit++;
+ }
+ /* Need to pad to uint alignment because we are issuing chars in "reverse". */
+ for (uint i = digit % 4u; i < 4u && i > 0u; i++) {
+ drw_print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 2; j >= 0; j--) {
+ drw_print_char4(digits[j]);
+ }
+}
+
+void drw_print_value_hex(uint value)
+{
+ drw_print_value_uint(value, true, false, false);
+}
+
+void drw_print_value_hex(int value)
+{
+ drw_print_value_uint(uint(value), true, false, false);
+}
+
+void drw_print_value_hex(float value)
+{
+ drw_print_value_uint(floatBitsToUint(value), true, false, false);
+}
+
+void drw_print_value(uint value)
+{
+ drw_print_value_uint(value, false, false, true);
+}
+
+void drw_print_value(int value)
+{
+ drw_print_value_uint(uint(abs(value)), false, (value < 0), false);
+}
+
+void drw_print_value(bool value)
+{
+ if (value) {
+ drw_print_no_endl("true ");
+ }
+ else {
+ drw_print_no_endl("false");
+ }
+}
+
+/* NOTE(@fclem): This is homebrew and might not be 100% accurate (accuracy has
+ * not been tested and might dependent on compiler implementation). If unsure,
+ * use drw_print_value_hex and transcribe the value manually with another tool. */
+void drw_print_value(float val)
+{
+ /* We pad the string to match normal float values length. */
+ if (isnan(val)) {
+ drw_print_no_endl(" NaN");
+ return;
+ }
+ if (isinf(val)) {
+ if (sign(val) < 0.0) {
+ drw_print_no_endl(" -Inf");
+ }
+ else {
+ drw_print_no_endl(" Inf");
+ }
+ return;
+ }
+
+ /* Adjusted for significant digits (6) with sign (1), decimal separator (1)
+ * and exponent (4). */
+ const float significant_digits = 6.0;
+ drw_print_string_start(3u * 4u);
+ uint digits[3] = uint[3](0x20202020u, 0x20202020u, 0x20202020u);
+
+ float exponent = floor(log(abs(val)) / log(10.0));
+ bool display_exponent = exponent >= (significant_digits) ||
+ exponent <= (-significant_digits + 1.0);
+
+ float int_significant_digits = min(exponent + 1.0, significant_digits);
+ float dec_significant_digits = max(0.0, significant_digits - int_significant_digits);
+ /* Power to get to the rounding point. */
+ float rounding_power = dec_significant_digits;
+
+ if (val == 0.0 || isinf(exponent)) {
+ display_exponent = false;
+ int_significant_digits = dec_significant_digits = 1.0;
+ }
+ /* Remap to keep significant numbers count. */
+ if (display_exponent) {
+ int_significant_digits = 1.0;
+ dec_significant_digits = significant_digits - int_significant_digits;
+ rounding_power = -exponent + dec_significant_digits;
+ }
+ /* Round at the last significant digit. */
+ val = round(val * pow(10.0, rounding_power));
+ /* Get back to final exponent. */
+ val *= pow(10.0, -dec_significant_digits);
+
+ float int_part;
+ float dec_part = modf(val, int_part);
+
+ dec_part *= pow(10.0, dec_significant_digits);
+
+ const uint base = 10u;
+ uint digit = 0u;
+ /* Exponent */
+ uint value = uint(abs(exponent));
+ if (display_exponent) {
+ for (int i = 0; value != 0u || i == 0; i++, value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Exponent sign. */
+ uint sign_char = (exponent < 0.0) ? '-' : '+';
+ drw_print_append_char(sign_char, digits[digit / 4u]);
+ digit++;
+ /* Exponent `e` suffix. */
+ drw_print_append_char(0x65u, digits[digit / 4u]);
+ digit++;
+ }
+ /* Decimal part. */
+ value = uint(abs(dec_part));
+#if 0 /* We don't do that because it makes unstable values really hard to \
+ read. */
+ /* Trim trailing zeros. */
+ while ((value % base) == 0u) {
+ value /= base;
+ if (value == 0u) {
+ break;
+ }
+ }
+#endif
+ if (value != 0u) {
+ for (int i = 0; value != 0u || i == 0; i++, value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Point separator. */
+ drw_print_append_char('.', digits[digit / 4u]);
+ digit++;
+ }
+ /* Integer part. */
+ value = uint(abs(int_part));
+ for (int i = 0; value != 0u || i == 0; i++, value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Negative sign. */
+ if (val < 0.0) {
+ drw_print_append_char('-', digits[digit / 4u]);
+ digit++;
+ }
+ /* Need to pad to uint alignment because we are issuing chars in "reverse". */
+ for (uint i = digit % 4u; i < 4u && i > 0u; i++) {
+ drw_print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 2; j >= 0; j--) {
+ drw_print_char4(digits[j]);
+ }
+}
+
+void drw_print_value(vec2 value)
+{
+ drw_print_no_endl("vec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(vec3 value)
+{
+ drw_print_no_endl("vec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(vec4 value)
+{
+ drw_print_no_endl("vec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+void drw_print_value(ivec2 value)
+{
+ drw_print_no_endl("ivec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(ivec3 value)
+{
+ drw_print_no_endl("ivec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(ivec4 value)
+{
+ drw_print_no_endl("ivec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+void drw_print_value(uvec2 value)
+{
+ drw_print_no_endl("uvec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(uvec3 value)
+{
+ drw_print_no_endl("uvec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(uvec4 value)
+{
+ drw_print_no_endl("uvec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+void drw_print_value(bvec2 value)
+{
+ drw_print_no_endl("bvec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(bvec3 value)
+{
+ drw_print_no_endl("bvec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(bvec4 value)
+{
+ drw_print_no_endl("bvec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
diff --git a/source/blender/draw/intern/shaders/common_debug_shape_lib.glsl b/source/blender/draw/intern/shaders/common_debug_shape_lib.glsl
new file mode 100644
index 00000000000..538c55ce544
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_debug_shape_lib.glsl
@@ -0,0 +1,57 @@
+
+/**
+ * Debug drawing of shapes.
+ */
+
+#pragma BLENDER_REQUIRE(common_debug_draw_lib.glsl)
+#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
+
+void drw_debug(Box shape, vec4 color)
+{
+ drw_debug_quad(shape.corners[0], shape.corners[1], shape.corners[2], shape.corners[3], color);
+ drw_debug_line(shape.corners[0], shape.corners[4], color);
+ drw_debug_line(shape.corners[1], shape.corners[5], color);
+ drw_debug_line(shape.corners[2], shape.corners[6], color);
+ drw_debug_line(shape.corners[3], shape.corners[7], color);
+ drw_debug_quad(shape.corners[4], shape.corners[5], shape.corners[6], shape.corners[7], color);
+}
+void drw_debug(Box shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
+
+void drw_debug(Frustum shape, vec4 color)
+{
+ drw_debug_quad(shape.corners[0], shape.corners[1], shape.corners[2], shape.corners[3], color);
+ drw_debug_line(shape.corners[0], shape.corners[4], color);
+ drw_debug_line(shape.corners[1], shape.corners[5], color);
+ drw_debug_line(shape.corners[2], shape.corners[6], color);
+ drw_debug_line(shape.corners[3], shape.corners[7], color);
+ drw_debug_quad(shape.corners[4], shape.corners[5], shape.corners[6], shape.corners[7], color);
+}
+void drw_debug(Frustum shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
+
+void drw_debug(Pyramid shape, vec4 color)
+{
+ drw_debug_line(shape.corners[0], shape.corners[1], color);
+ drw_debug_line(shape.corners[0], shape.corners[2], color);
+ drw_debug_line(shape.corners[0], shape.corners[3], color);
+ drw_debug_line(shape.corners[0], shape.corners[4], color);
+ drw_debug_quad(shape.corners[1], shape.corners[2], shape.corners[3], shape.corners[4], color);
+}
+void drw_debug(Pyramid shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
+
+void drw_debug(Sphere shape, vec4 color)
+{
+ drw_debug_sphere(shape.center, shape.radius, color);
+}
+void drw_debug(Sphere shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
index e235da91e8d..b82df4a51dc 100644
--- a/source/blender/draw/intern/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -164,16 +164,15 @@ float hair_shaperadius(float shape, float root, float tip, float time)
in float dummy;
# endif
-void hair_get_pos_tan_binor_time(bool is_persp,
- mat4 invmodel_mat,
- vec3 camera_pos,
- vec3 camera_z,
- out vec3 wpos,
- out vec3 wtan,
- out vec3 wbinor,
- out float time,
- out float thickness,
- out float thick_time)
+void hair_get_center_pos_tan_binor_time(bool is_persp,
+ mat4 invmodel_mat,
+ vec3 camera_pos,
+ vec3 camera_z,
+ out vec3 wpos,
+ out vec3 wtan,
+ out vec3 wbinor,
+ out float time,
+ out float thickness)
{
int id = hair_get_base_id();
vec4 data = texelFetch(hairPointBuffer, id);
@@ -202,15 +201,27 @@ void hair_get_pos_tan_binor_time(bool is_persp,
wbinor = normalize(cross(camera_vec, wtan));
thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
+}
+void hair_get_pos_tan_binor_time(bool is_persp,
+ mat4 invmodel_mat,
+ vec3 camera_pos,
+ vec3 camera_z,
+ out vec3 wpos,
+ out vec3 wtan,
+ out vec3 wbinor,
+ out float time,
+ out float thickness,
+ out float thick_time)
+{
+ hair_get_center_pos_tan_binor_time(
+ is_persp, invmodel_mat, camera_pos, camera_z, wpos, wtan, wbinor, time, thickness);
if (hairThicknessRes > 1) {
thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
thick_time = thickness * (thick_time * 2.0 - 1.0);
-
/* Take object scale into account.
* NOTE: This only works fine with uniform scaling. */
float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
-
wpos += wbinor * thick_time * scale;
}
else {
diff --git a/source/blender/draw/intern/shaders/common_intersect_lib.glsl b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
new file mode 100644
index 00000000000..83223f89277
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
@@ -0,0 +1,466 @@
+
+/**
+ * Intersection library used for culling.
+ * Results are meant to be conservative.
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Plane extraction functions.
+ * \{ */
+
+/** \a v1 and \a v2 are vectors on the plane. \a p is a point on the plane. */
+vec4 isect_plane_setup(vec3 p, vec3 v1, vec3 v2)
+{
+ vec3 normal_to_plane = normalize(cross(v1, v2));
+ return vec4(normal_to_plane, -dot(normal_to_plane, p));
+}
+
+struct IsectPyramid {
+ vec3 corners[5];
+ vec4 planes[5];
+};
+
+IsectPyramid isect_data_setup(Pyramid shape)
+{
+ vec3 A1 = shape.corners[1] - shape.corners[0];
+ vec3 A2 = shape.corners[2] - shape.corners[0];
+ vec3 A3 = shape.corners[3] - shape.corners[0];
+ vec3 A4 = shape.corners[4] - shape.corners[0];
+ vec3 S4 = shape.corners[4] - shape.corners[1];
+ vec3 S2 = shape.corners[2] - shape.corners[1];
+
+ IsectPyramid data;
+ data.planes[0] = isect_plane_setup(shape.corners[0], A2, A1);
+ data.planes[1] = isect_plane_setup(shape.corners[0], A3, A2);
+ data.planes[2] = isect_plane_setup(shape.corners[0], A4, A3);
+ data.planes[3] = isect_plane_setup(shape.corners[0], A1, A4);
+ data.planes[4] = isect_plane_setup(shape.corners[1], S2, S4);
+ for (int i = 0; i < 5; i++) {
+ data.corners[i] = shape.corners[i];
+ }
+ return data;
+}
+
+struct IsectBox {
+ vec3 corners[8];
+ vec4 planes[6];
+};
+
+IsectBox isect_data_setup(Box shape)
+{
+ vec3 A1 = shape.corners[1] - shape.corners[0];
+ vec3 A3 = shape.corners[3] - shape.corners[0];
+ vec3 A4 = shape.corners[4] - shape.corners[0];
+
+ IsectBox data;
+ data.planes[0] = isect_plane_setup(shape.corners[0], A3, A1);
+ data.planes[1] = isect_plane_setup(shape.corners[0], A4, A3);
+ data.planes[2] = isect_plane_setup(shape.corners[0], A1, A4);
+ /* Assumes that the box is actually a box! */
+ data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, shape.corners[6]));
+ data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, shape.corners[6]));
+ data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, shape.corners[6]));
+ for (int i = 0; i < 8; i++) {
+ data.corners[i] = shape.corners[i];
+ }
+ return data;
+}
+
+/* Construct box from 1 corner point + 3 side vectors. */
+IsectBox isect_data_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z)
+{
+ IsectBox data;
+ data.corners[0] = origin;
+ data.corners[1] = origin + side_x;
+ data.corners[2] = origin + side_y + side_x;
+ data.corners[3] = origin + side_y;
+ data.corners[4] = data.corners[0] + side_z;
+ data.corners[5] = data.corners[1] + side_z;
+ data.corners[6] = data.corners[2] + side_z;
+ data.corners[7] = data.corners[3] + side_z;
+
+ data.planes[0] = isect_plane_setup(data.corners[0], side_y, side_z);
+ data.planes[1] = isect_plane_setup(data.corners[0], side_x, side_y);
+ data.planes[2] = isect_plane_setup(data.corners[0], side_z, side_x);
+ /* Assumes that the box is actually a box! */
+ data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, data.corners[6]));
+ data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, data.corners[6]));
+ data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, data.corners[6]));
+
+ return data;
+}
+
+struct IsectFrustum {
+ vec3 corners[8];
+ vec4 planes[6];
+};
+
+IsectFrustum isect_data_setup(Frustum shape)
+{
+ vec3 A1 = shape.corners[1] - shape.corners[0];
+ vec3 A3 = shape.corners[3] - shape.corners[0];
+ vec3 A4 = shape.corners[4] - shape.corners[0];
+ vec3 B5 = shape.corners[5] - shape.corners[6];
+ vec3 B7 = shape.corners[7] - shape.corners[6];
+ vec3 B2 = shape.corners[2] - shape.corners[6];
+
+ IsectFrustum data;
+ data.planes[0] = isect_plane_setup(shape.corners[0], A3, A1);
+ data.planes[1] = isect_plane_setup(shape.corners[0], A4, A3);
+ data.planes[2] = isect_plane_setup(shape.corners[0], A1, A4);
+ data.planes[3] = isect_plane_setup(shape.corners[6], B7, B5);
+ data.planes[4] = isect_plane_setup(shape.corners[6], B5, B2);
+ data.planes[5] = isect_plane_setup(shape.corners[6], B2, B7);
+ for (int i = 0; i < 8; i++) {
+ data.corners[i] = shape.corners[i];
+ }
+ return data;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name View Intersection functions.
+ * \{ */
+
+bool intersect_view(Pyramid pyramid)
+{
+ bool intersects = true;
+
+ /* Do Pyramid vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 5; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(pyramid.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Pyramid planes. */
+ IsectPyramid i_pyramid = isect_data_setup(pyramid);
+ for (int p = 0; p < 5; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_pyramid.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect_view(Box box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Box planes. */
+ IsectBox i_box = isect_data_setup(box);
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
+bool intersect_view(IsectBox i_box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(i_box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
+bool intersect_view(Sphere sphere)
+{
+ bool intersects = true;
+
+ for (int p = 0; p < 6 && intersects; ++p) {
+ float dist_to_plane = dot(drw_view.frustum_planes[p], vec4(sphere.center, 1.0));
+ if (dist_to_plane < -sphere.radius) {
+ intersects = false;
+ }
+ }
+ /* TODO reject false positive. */
+ return intersects;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Shape vs. Shape Intersection functions.
+ * \{ */
+
+bool intersect(IsectPyramid i_pyramid, Box box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Pyramid planes. */
+ for (int p = 0; p < 5; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_pyramid.planes[p], vec4(box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Pyramid vertices vs Box planes. */
+ IsectBox i_box = isect_data_setup(box);
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 5; ++v) {
+ float test = dot(i_box.planes[p], vec4(i_pyramid.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect(IsectFrustum i_frustum, Pyramid pyramid)
+{
+ bool intersects = true;
+
+ /* Do Pyramid vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 5; ++v) {
+ float test = dot(i_frustum.planes[p], vec4(pyramid.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Pyramid planes. */
+ IsectPyramid i_pyramid = isect_data_setup(pyramid);
+ for (int p = 0; p < 5; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_pyramid.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect(IsectFrustum i_frustum, Box box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_frustum.planes[p], vec4(box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Box planes. */
+ IsectBox i_box = isect_data_setup(box);
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
+bool intersect(IsectFrustum i_frustum, Sphere sphere)
+{
+ bool intersects = true;
+ for (int p = 0; p < 6; ++p) {
+ float dist_to_plane = dot(i_frustum.planes[p], vec4(sphere.center, 1.0));
+ if (dist_to_plane < -sphere.radius) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect(Cone cone, Sphere sphere)
+{
+ /**
+ * Following "Improve Tile-based Light Culling with Spherical-sliced Cone"
+ * by Eric Zhang
+ * https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html
+ */
+ float sphere_distance = length(sphere.center);
+ float sphere_distance_rcp = safe_rcp(sphere_distance);
+ float sphere_sin = saturate(sphere.radius * sphere_distance_rcp);
+ float sphere_cos = sqrt(1.0 - sphere_sin * sphere_sin);
+ float cone_aperture_sin = sqrt(1.0 - cone.angle_cos * cone.angle_cos);
+
+ float cone_sphere_center_cos = dot(sphere.center * sphere_distance_rcp, cone.direction);
+ /* cos(A+B) = cos(A) * cos(B) - sin(A) * sin(B). */
+ float cone_sphere_angle_sum_cos = (sphere.radius > sphere_distance) ?
+ -1.0 :
+ (cone.angle_cos * sphere_cos -
+ cone_aperture_sin * sphere_sin);
+ /* Comparing cosines instead of angles since we are interested
+ * only in the monotonic region [0 .. M_PI / 2]. This saves costly acos() calls. */
+ bool intersects = (cone_sphere_center_cos >= cone_sphere_angle_sum_cos);
+
+ return intersects;
+}
+
+bool intersect(Circle circle_a, Circle circle_b)
+{
+ return distance_squared(circle_a.center, circle_b.center) <
+ sqr(circle_a.radius + circle_b.radius);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
index 6d4452c18c8..71460c39285 100644
--- a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
@@ -5,63 +5,88 @@
/** \name Math intersection & projection functions.
* \{ */
-float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
+vec4 plane_from_quad(vec3 v0, vec3 v1, vec3 v2, vec3 v3)
{
- return dot(planenormal, planeorigin - lineorigin);
+ vec3 nor = normalize(cross(v2 - v1, v0 - v1) + cross(v0 - v3, v2 - v3));
+ return vec4(nor, -dot(nor, v2));
}
-float line_plane_intersect_dist(vec3 lineorigin,
- vec3 linedirection,
- vec3 planeorigin,
- vec3 planenormal)
+vec4 plane_from_tri(vec3 v0, vec3 v1, vec3 v2)
{
- return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
+ vec3 nor = normalize(cross(v2 - v1, v0 - v1));
+ return vec4(nor, -dot(nor, v2));
}
-float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
+float point_plane_projection_dist(vec3 line_origin, vec3 plane_origin, vec3 plane_normal)
+{
+ return dot(plane_normal, plane_origin - line_origin);
+}
+
+float point_line_projection_dist(vec2 point, vec2 line_origin, vec2 line_normal)
+{
+ return dot(line_normal, line_origin - point);
+}
+
+float line_plane_intersect_dist(vec3 line_origin,
+ vec3 line_direction,
+ vec3 plane_origin,
+ vec3 plane_normal)
+{
+ return dot(plane_normal, plane_origin - line_origin) / dot(plane_normal, line_direction);
+}
+
+float line_plane_intersect_dist(vec3 line_origin, vec3 line_direction, vec4 plane)
{
vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
- vec3 h = lineorigin - plane_co;
- return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
+ vec3 h = line_origin - plane_co;
+ return -dot(plane.xyz, h) / dot(plane.xyz, line_direction);
}
-vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+vec3 line_plane_intersect(vec3 line_origin,
+ vec3 line_direction,
+ vec3 plane_origin,
+ vec3 plane_normal)
{
- float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
- return lineorigin + linedirection * dist;
+ float dist = line_plane_intersect_dist(line_origin, line_direction, plane_origin, plane_normal);
+ return line_origin + line_direction * dist;
}
-vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
+vec3 line_plane_intersect(vec3 line_origin, vec3 line_direction, vec4 plane)
{
- float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
- return lineorigin + linedirection * dist;
+ float dist = line_plane_intersect_dist(line_origin, line_direction, plane);
+ return line_origin + line_direction * dist;
}
-float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+float line_aligned_plane_intersect_dist(vec3 line_origin, vec3 line_direction, vec3 plane_origin)
{
/* aligned plane normal */
- vec3 L = planeorigin - lineorigin;
- float diskdist = length(L);
- vec3 planenormal = -normalize(L);
- return -diskdist / dot(planenormal, linedirection);
+ vec3 L = plane_origin - line_origin;
+ float disk_dist = length(L);
+ vec3 plane_normal = -normalize(L);
+ return -disk_dist / dot(plane_normal, line_direction);
}
-vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+vec3 line_aligned_plane_intersect(vec3 line_origin, vec3 line_direction, vec3 plane_origin)
{
- float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
+ float dist = line_aligned_plane_intersect_dist(line_origin, line_direction, plane_origin);
if (dist < 0) {
/* if intersection is behind we fake the intersection to be
* really far and (hopefully) not inside the radius of interest */
dist = 1e16;
}
- return lineorigin + linedirection * dist;
+ return line_origin + line_direction * dist;
}
-float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
+/**
+ * Returns intersection distance between the unit sphere and the line
+ * with the assumption that \a line_origin is contained in the unit sphere.
+ * It will always returns the farthest intersection.
+ */
+float line_unit_sphere_intersect_dist(vec3 line_origin, vec3 line_direction)
{
- float a = dot(linedirection, linedirection);
- float b = dot(linedirection, lineorigin);
- float c = dot(lineorigin, lineorigin) - 1;
+ float a = dot(line_direction, line_direction);
+ float b = dot(line_direction, line_origin);
+ float c = dot(line_origin, line_origin) - 1;
float dist = 1e15;
float determinant = b * b - a * c;
@@ -72,22 +97,63 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
return dist;
}
-float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
+/**
+ * Returns minimum intersection distance between the unit box and the line
+ * with the assumption that \a line_origin is contained in the unit box.
+ * In other words, it will always returns the farthest intersection.
+ */
+float line_unit_box_intersect_dist(vec3 line_origin, vec3 line_direction)
{
/* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
*/
- vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
- vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
- vec3 furthestplane = max(firstplane, secondplane);
+ vec3 first_plane = (vec3(1.0) - line_origin) / line_direction;
+ vec3 second_plane = (vec3(-1.0) - line_origin) / line_direction;
+ vec3 farthest_plane = max(first_plane, second_plane);
+
+ return min_v3(farthest_plane);
+}
+
+float line_unit_box_intersect_dist_safe(vec3 line_origin, vec3 line_direction)
+{
+ vec3 safe_line_direction = max(vec3(1e-8), abs(line_direction)) *
+ select(vec3(1.0), -vec3(1.0), lessThan(line_direction, vec3(0.0)));
+ return line_unit_box_intersect_dist(line_origin, safe_line_direction);
+}
+
+/**
+ * Same as line_unit_box_intersect_dist but for 2D case.
+ */
+float line_unit_square_intersect_dist(vec2 line_origin, vec2 line_direction)
+{
+ vec2 first_plane = (vec2(1.0) - line_origin) / line_direction;
+ vec2 second_plane = (vec2(-1.0) - line_origin) / line_direction;
+ vec2 farthest_plane = max(first_plane, second_plane);
- return min_v3(furthestplane);
+ return min_v2(farthest_plane);
}
-float line_unit_box_intersect_dist_safe(vec3 lineorigin, vec3 linedirection)
+float line_unit_square_intersect_dist_safe(vec2 line_origin, vec2 line_direction)
{
- vec3 safe_linedirection = max(vec3(1e-8), abs(linedirection)) *
- select(vec3(1.0), -vec3(1.0), lessThan(linedirection, vec3(0.0)));
- return line_unit_box_intersect_dist(lineorigin, safe_linedirection);
+ vec2 safe_line_direction = max(vec2(1e-8), abs(line_direction)) *
+ select(vec2(1.0), -vec2(1.0), lessThan(line_direction, vec2(0.0)));
+ return line_unit_square_intersect_dist(line_origin, safe_line_direction);
+}
+
+/**
+ * Returns clipping distance (intersection with the nearest plane) with the given axis-aligned
+ * bound box along \a line_direction.
+ * Safe even if \a line_direction is degenerate.
+ * It assumes that an intersection exists (i.e: that \a line_direction points towards the AABB).
+ */
+float line_aabb_clipping_dist(vec3 line_origin, vec3 line_direction, vec3 aabb_min, vec3 aabb_max)
+{
+ vec3 safe_dir = select(line_direction, vec3(1e-5), lessThan(abs(line_direction), vec3(1e-5)));
+ vec3 dir_inv = 1.0 / safe_dir;
+
+ vec3 first_plane = (aabb_min - line_origin) * dir_inv;
+ vec3 second_plane = (aabb_max - line_origin) * dir_inv;
+ vec3 nearest_plane = min(first_plane, second_plane);
+ return max_v3(nearest_plane);
}
/** \} */
@@ -98,8 +164,8 @@ float line_unit_box_intersect_dist_safe(vec3 lineorigin, vec3 linedirection)
void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
{
- vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- T = normalize(cross(UpVector, N));
+ vec3 up_vector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ T = normalize(cross(up_vector, N));
B = cross(N, T);
}
diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl
index 51f3c890df8..5842df424be 100644
--- a/source/blender/draw/intern/shaders/common_math_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_lib.glsl
@@ -17,6 +17,7 @@
#define M_SQRT2 1.41421356237309504880 /* sqrt(2) */
#define M_SQRT1_2 0.70710678118654752440 /* 1/sqrt(2) */
#define FLT_MAX 3.402823e+38
+#define FLT_MIN 1.175494e-38
vec3 mul(mat3 m, vec3 v)
{
@@ -116,8 +117,8 @@ bool flag_test(int flag, int val) { return (flag & val) != 0; }
void set_flag_from_test(inout uint value, bool test, uint flag) { if (test) { value |= flag; } else { value &= ~flag; } }
void set_flag_from_test(inout int value, bool test, int flag) { if (test) { value |= flag; } else { value &= ~flag; } }
-#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)));
-#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)));
+#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)))
+#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)))
/* clang-format on */
@@ -130,12 +131,17 @@ void set_flag_from_test(inout int value, bool test, int flag) { if (test) { valu
#define in_texture_range(texel, tex) \
(all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, textureSize(tex, 0).xy)))
-uint divide_ceil_u(uint visible_count, uint divisor)
+uint divide_ceil(uint visible_count, uint divisor)
{
return (visible_count + (divisor - 1u)) / divisor;
}
-int divide_ceil_i(int visible_count, int divisor)
+int divide_ceil(int visible_count, int divisor)
+{
+ return (visible_count + (divisor - 1)) / divisor;
+}
+
+ivec2 divide_ceil(ivec2 visible_count, ivec2 divisor)
{
return (visible_count + (divisor - 1)) / divisor;
}
diff --git a/source/blender/draw/intern/shaders/common_shape_lib.glsl b/source/blender/draw/intern/shaders/common_shape_lib.glsl
new file mode 100644
index 00000000000..f2c8bf0faaf
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_shape_lib.glsl
@@ -0,0 +1,202 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+
+/**
+ * Geometric shape structures.
+ * Some constructors might seems redundant but are here to make the API cleaner and
+ * allow for more than one constructor per type.
+ */
+
+/* ---------------------------------------------------------------------- */
+/** \name Circle
+ * \{ */
+
+struct Circle {
+ vec2 center;
+ float radius;
+};
+
+Circle shape_circle(vec2 center, float radius)
+{
+ return Circle(center, radius);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Sphere
+ * \{ */
+
+struct Sphere {
+ vec3 center;
+ float radius;
+};
+
+Sphere shape_sphere(vec3 center, float radius)
+{
+ return Sphere(center, radius);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Box
+ * \{ */
+
+struct Box {
+ vec3 corners[8];
+};
+
+/* Construct box from 4 basis points. */
+Box shape_box(vec3 v000, vec3 v100, vec3 v010, vec3 v001)
+{
+ v100 -= v000;
+ v010 -= v000;
+ v001 -= v000;
+ Box box;
+ box.corners[0] = v000;
+ box.corners[1] = v000 + v100;
+ box.corners[2] = v000 + v010 + v100;
+ box.corners[3] = v000 + v010;
+ box.corners[4] = box.corners[0] + v001;
+ box.corners[5] = box.corners[1] + v001;
+ box.corners[6] = box.corners[2] + v001;
+ box.corners[7] = box.corners[3] + v001;
+ return box;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Square Pyramid
+ * \{ */
+
+struct Pyramid {
+ /* Apex is the first. Base vertices are in clockwise order from front view. */
+ vec3 corners[5];
+};
+
+/**
+ * Regular Square Pyramid (can be oblique).
+ * Use this corner order.
+ * (Top-Down View of the pyramid)
+ * <pre>
+ *
+ * Y
+ * |
+ * |
+ * .-----X
+ *
+ * 4-----------3
+ * | \ / |
+ * | \ / |
+ * | 0 |
+ * | / \ |
+ * | / \ |
+ * 1-----------2
+ * </pre>
+ * base_corner_00 is vertex 1
+ * base_corner_01 is vertex 2
+ * base_corner_10 is vertex 4
+ */
+Pyramid shape_pyramid(vec3 apex, vec3 base_corner_00, vec3 base_corner_01, vec3 base_corner_10)
+{
+ Pyramid pyramid;
+ pyramid.corners[0] = apex;
+ pyramid.corners[1] = base_corner_00;
+ pyramid.corners[2] = base_corner_01;
+ pyramid.corners[3] = base_corner_10 + (base_corner_01 - base_corner_00);
+ pyramid.corners[4] = base_corner_10;
+ return pyramid;
+}
+
+/**
+ * Regular Square Pyramid.
+ * <pre>
+ *
+ * Y
+ * |
+ * |
+ * .-----X
+ *
+ * 4-----Y-----3
+ * | \ | / |
+ * | \ | / |
+ * | 0-----X
+ * | / \ |
+ * | / \ |
+ * 1-----------2
+ * </pre>
+ * base_center_pos_x is vector from base center to X
+ * base_center_pos_y is vector from base center to Y
+ */
+Pyramid shape_pyramid_non_oblique(vec3 apex,
+ vec3 base_center,
+ vec3 base_center_pos_x,
+ vec3 base_center_pos_y)
+{
+ Pyramid pyramid;
+ pyramid.corners[0] = apex;
+ pyramid.corners[1] = base_center - base_center_pos_x - base_center_pos_y;
+ pyramid.corners[2] = base_center + base_center_pos_x - base_center_pos_y;
+ pyramid.corners[3] = base_center + base_center_pos_x + base_center_pos_y;
+ pyramid.corners[4] = base_center - base_center_pos_x + base_center_pos_y;
+ return pyramid;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Frustum
+ * \{ */
+
+struct Frustum {
+ vec3 corners[8];
+};
+
+/**
+ * Use this corner order.
+ * <pre>
+ *
+ * Z Y
+ * | /
+ * |/
+ * .-----X
+ * 2----------6
+ * /| /|
+ * / | / |
+ * 1----------5 |
+ * | | | |
+ * | 3-------|--7
+ * | / | /
+ * |/ |/
+ * 0----------4
+ * </pre>
+ */
+Frustum shape_frustum(vec3 corners[8])
+{
+ Frustum frustum;
+ for (int i = 0; i < 8; i++) {
+ frustum.corners[i] = corners[i];
+ }
+ return frustum;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Cone
+ * \{ */
+
+/* Cone at orign with no height. */
+struct Cone {
+ vec3 direction;
+ float angle_cos;
+};
+
+Cone shape_cone(vec3 direction, float angle_cosine)
+{
+ return Cone(direction, angle_cosine);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl
index 3244b7960d8..eacdf8e6333 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl
@@ -35,7 +35,7 @@ void emit_line(uint line_offset, uint quad_index, uint start_loop_index, uint co
uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index,
coarse_poly_count);
- if (is_face_hidden(coarse_quad_index) ||
+ if (use_hide && is_face_hidden(coarse_quad_index) ||
(input_origindex[vertex_index] == ORIGINDEX_NONE && optimal_display)) {
output_lines[line_offset + 0] = 0xffffffff;
output_lines[line_offset + 1] = 0xffffffff;
diff --git a/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl
index ce3c8478d3f..a46d69eca88 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl
@@ -45,7 +45,7 @@ void main()
int triangle_loop_index = (int(quad_index) + mat_offset) * 6;
#endif
- if (is_face_hidden(coarse_quad_index)) {
+ if (use_hide && is_face_hidden(coarse_quad_index)) {
output_tris[triangle_loop_index + 0] = 0xffffffff;
output_tris[triangle_loop_index + 1] = 0xffffffff;
output_tris[triangle_loop_index + 2] = 0xffffffff;
diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
index d76a7369f79..4183b4a1cd3 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
@@ -36,6 +36,10 @@ layout(std140) uniform shader_data
/* Total number of elements to process. */
uint total_dispatch_size;
+
+ bool is_edit_mode;
+
+ bool use_hide;
};
uint get_global_invocation_index()
diff --git a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl
index e146ccb343a..81e346863c2 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl
@@ -427,7 +427,7 @@ void main()
output_nors[coarse_quad_index] = fnor;
# endif
- if (is_face_hidden(coarse_quad_index)) {
+ if (use_hide && is_face_hidden(coarse_quad_index)) {
output_indices[coarse_quad_index] = 0xffffffff;
}
else {
diff --git a/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl
index f5c4c7895aa..97c07704c06 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl
@@ -26,6 +26,23 @@ bool is_face_selected(uint coarse_quad_index)
return (extra_coarse_face_data[coarse_quad_index] & coarse_face_select_mask) != 0;
}
+bool is_face_hidden(uint coarse_quad_index)
+{
+ return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0;
+}
+
+/* Flag for paint mode overlay and normals drawing in edit-mode. */
+float get_loop_flag(uint coarse_quad_index, int vert_origindex)
+{
+ if (is_face_hidden(coarse_quad_index) || (is_edit_mode && vert_origindex == -1)) {
+ return -1.0;
+ }
+ if (is_face_selected(coarse_quad_index)) {
+ return 1.0;
+ }
+ return 0.0;
+}
+
void main()
{
/* We execute for each quad. */
@@ -44,7 +61,11 @@ void main()
/* Face is smooth, use vertex normals. */
for (int i = 0; i < 4; i++) {
PosNorLoop pos_nor_loop = pos_nor[start_loop_index + i];
- output_lnor[start_loop_index + i] = get_normal_and_flag(pos_nor_loop);
+ int origindex = input_vert_origindex[start_loop_index + i];
+ LoopNormal loop_normal = get_normal_and_flag(pos_nor_loop);
+ loop_normal.flag = get_loop_flag(coarse_quad_index, origindex);
+
+ output_lnor[start_loop_index + i] = loop_normal;
}
}
else {
@@ -68,11 +89,7 @@ void main()
for (int i = 0; i < 4; i++) {
int origindex = input_vert_origindex[start_loop_index + i];
- float flag = 0.0;
- if (origindex == -1) {
- flag = -1.0;
- }
- loop_normal.flag = flag;
+ loop_normal.flag = get_loop_flag(coarse_quad_index, origindex);
output_lnor[start_loop_index + i] = loop_normal;
}
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 8eecaa46b58..6521476c3a7 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -37,6 +37,9 @@ layout(std140) uniform viewBlock
# endif
#endif
+#define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel)
+#define IS_FIRST_INVOCATION (gl_GlobalInvocationID == uvec3(0))
+
#define ViewNear (ViewVecs[0].w)
#define ViewFar (ViewVecs[1].w)
@@ -152,7 +155,11 @@ uniform int drw_ResourceID;
# define PASS_RESOURCE_ID
# elif defined(GPU_VERTEX_SHADER)
-# define resource_id gpu_InstanceIndex
+# if defined(UNIFORM_RESOURCE_ID_NEW)
+# define resource_id drw_ResourceID
+# else
+# define resource_id gpu_InstanceIndex
+# endif
# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
# elif defined(GPU_GEOMETRY_SHADER)
@@ -200,8 +207,8 @@ flat in int resourceIDFrag;
# ifndef DRW_SHADER_SHARED_H
struct ObjectMatrices {
- mat4 drw_modelMatrix;
- mat4 drw_modelMatrixInverse;
+ mat4 model;
+ mat4 model_inverse;
};
# endif /* DRW_SHADER_SHARED_H */
@@ -211,8 +218,8 @@ layout(std140) uniform modelBlock
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
-# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
-# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+# define ModelMatrix (drw_matrices[resource_id].model)
+# define ModelMatrixInverse (drw_matrices[resource_id].model_inverse)
# endif /* USE_GPU_SHADER_CREATE_INFO */
#else /* GPU_INTEL */
diff --git a/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl b/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
new file mode 100644
index 00000000000..3e640540777
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
@@ -0,0 +1,84 @@
+
+/**
+ * Convert DrawPrototype into draw commands.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+#define atomicAddAndGet(dst, val) (atomicAdd(dst, val) + val)
+
+/* This is only called by the last thread executed over the group's prototype draws. */
+void write_draw_call(DrawGroup group, uint group_id)
+{
+ DrawCommand cmd;
+ cmd.vertex_len = group.vertex_len;
+ cmd.vertex_first = group.vertex_first;
+ if (group.base_index != -1) {
+ cmd.base_index = group.base_index;
+ cmd.instance_first_indexed = group.start;
+ }
+ else {
+ cmd._instance_first_array = group.start;
+ }
+ /* Back-facing command. */
+ cmd.instance_len = group_buf[group_id].back_facing_counter;
+ command_buf[group_id * 2 + 0] = cmd;
+ /* Front-facing command. */
+ cmd.instance_len = group_buf[group_id].front_facing_counter;
+ command_buf[group_id * 2 + 1] = cmd;
+
+ /* Reset the counters for a next command gen dispatch. Avoids resending the whole data just
+ * for this purpose. Only the last thread will execute this so it is thread-safe. */
+ group_buf[group_id].front_facing_counter = 0u;
+ group_buf[group_id].back_facing_counter = 0u;
+ group_buf[group_id].total_counter = 0u;
+}
+
+void main()
+{
+ uint proto_id = gl_GlobalInvocationID.x;
+ if (proto_id >= prototype_len) {
+ return;
+ }
+
+ DrawPrototype proto = prototype_buf[proto_id];
+ uint group_id = proto.group_id;
+ bool is_inverted = (proto.resource_handle & 0x80000000u) != 0;
+ uint resource_index = (proto.resource_handle & 0x7FFFFFFFu);
+
+ /* Visibility test result. */
+ bool is_visible = ((visibility_buf[resource_index / 32u] & (1u << (resource_index % 32u)))) != 0;
+
+ DrawGroup group = group_buf[group_id];
+
+ if (!is_visible) {
+ /* Skip the draw but still count towards the completion. */
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ return;
+ }
+
+ uint back_facing_len = group.len - group.front_facing_len;
+ uint front_facing_len = group.front_facing_len;
+ uint dst_index = group.start;
+ if (is_inverted) {
+ uint offset = atomicAdd(group_buf[group_id].back_facing_counter, proto.instance_len);
+ dst_index += offset;
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ }
+ else {
+ uint offset = atomicAdd(group_buf[group_id].front_facing_counter, proto.instance_len);
+ dst_index += back_facing_len + offset;
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ }
+
+ for (uint i = dst_index; i < dst_index + proto.instance_len; i++) {
+ /* Fill resource_id buffer for each instance of this draw */
+ resource_id_buf[i] = resource_index;
+ }
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl
new file mode 100644
index 00000000000..3fc5294b024
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl
@@ -0,0 +1,9 @@
+
+/**
+ * Display debug edge list.
+ **/
+
+void main()
+{
+ out_color = interp.color;
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
new file mode 100644
index 00000000000..4061dda5d1c
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
@@ -0,0 +1,15 @@
+
+/**
+ * Display debug edge list.
+ **/
+
+void main()
+{
+ /* Skip the first vertex containing header data. */
+ DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 2];
+ vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2));
+ vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu) / 255.0;
+
+ interp.color = col;
+ gl_Position = persmat * vec4(pos, 1.0);
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_info.hh b/source/blender/draw/intern/shaders/draw_debug_info.hh
new file mode 100644
index 00000000000..ce450bb1210
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_info.hh
@@ -0,0 +1,56 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "draw_defines.h"
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Debug print
+ *
+ * Allows print() function to have logging support inside shaders.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_debug_print)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(DRW_DEBUG_PRINT_SLOT, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
+
+GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface, "").flat(Type::UINT, "char_index");
+
+GPU_SHADER_CREATE_INFO(draw_debug_print_display)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(7, Qualifier::READ, "uint", "drw_debug_print_buf[]")
+ .vertex_out(draw_debug_print_display_iface)
+ .fragment_out(0, Type::VEC4, "out_color")
+ .vertex_source("draw_debug_print_display_vert.glsl")
+ .fragment_source("draw_debug_print_display_frag.glsl")
+ .additional_info("draw_view");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug draw shapes
+ *
+ * Allows to draw lines and points just like the DRW_debug module functions.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_debug_draw)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(DRW_DEBUG_DRAW_SLOT,
+ Qualifier::READ_WRITE,
+ "DRWDebugVert",
+ "drw_debug_verts_buf[]");
+
+GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface, "interp").flat(Type::VEC4, "color");
+
+GPU_SHADER_CREATE_INFO(draw_debug_draw_display)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(6, Qualifier::READ, "DRWDebugVert", "drw_debug_verts_buf[]")
+ .vertex_out(draw_debug_draw_display_iface)
+ .fragment_out(0, Type::VEC4, "out_color")
+ .push_constant(Type::MAT4, "persmat")
+ .vertex_source("draw_debug_draw_display_vert.glsl")
+ .fragment_source("draw_debug_draw_display_frag.glsl")
+ .additional_info("draw_view");
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
new file mode 100644
index 00000000000..4e0d980637f
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
@@ -0,0 +1,133 @@
+
+/**
+ * Display characters using an ascii table.
+ **/
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+bool char_intersect(uvec2 bitmap_position)
+{
+ /* Using 8x8 = 64bits = uvec2. */
+ uvec2 ascii_bitmap[96] = uvec2[96](uvec2(0x00000000u, 0x00000000u),
+ uvec2(0x18001800u, 0x183c3c18u),
+ uvec2(0x00000000u, 0x36360000u),
+ uvec2(0x7f363600u, 0x36367f36u),
+ uvec2(0x301f0c00u, 0x0c3e031eu),
+ uvec2(0x0c666300u, 0x00633318u),
+ uvec2(0x3b336e00u, 0x1c361c6eu),
+ uvec2(0x00000000u, 0x06060300u),
+ uvec2(0x060c1800u, 0x180c0606u),
+ uvec2(0x180c0600u, 0x060c1818u),
+ uvec2(0x3c660000u, 0x00663cffu),
+ uvec2(0x0c0c0000u, 0x000c0c3fu),
+ uvec2(0x000c0c06u, 0x00000000u),
+ uvec2(0x00000000u, 0x0000003fu),
+ uvec2(0x000c0c00u, 0x00000000u),
+ uvec2(0x06030100u, 0x6030180cu),
+ uvec2(0x6f673e00u, 0x3e63737bu),
+ uvec2(0x0c0c3f00u, 0x0c0e0c0cu),
+ uvec2(0x06333f00u, 0x1e33301cu),
+ uvec2(0x30331e00u, 0x1e33301cu),
+ uvec2(0x7f307800u, 0x383c3633u),
+ uvec2(0x30331e00u, 0x3f031f30u),
+ uvec2(0x33331e00u, 0x1c06031fu),
+ uvec2(0x0c0c0c00u, 0x3f333018u),
+ uvec2(0x33331e00u, 0x1e33331eu),
+ uvec2(0x30180e00u, 0x1e33333eu),
+ uvec2(0x000c0c00u, 0x000c0c00u),
+ uvec2(0x000c0c06u, 0x000c0c00u),
+ uvec2(0x060c1800u, 0x180c0603u),
+ uvec2(0x003f0000u, 0x00003f00u),
+ uvec2(0x180c0600u, 0x060c1830u),
+ uvec2(0x0c000c00u, 0x1e333018u),
+ uvec2(0x7b031e00u, 0x3e637b7bu),
+ uvec2(0x3f333300u, 0x0c1e3333u),
+ uvec2(0x66663f00u, 0x3f66663eu),
+ uvec2(0x03663c00u, 0x3c660303u),
+ uvec2(0x66361f00u, 0x1f366666u),
+ uvec2(0x16467f00u, 0x7f46161eu),
+ uvec2(0x16060f00u, 0x7f46161eu),
+ uvec2(0x73667c00u, 0x3c660303u),
+ uvec2(0x33333300u, 0x3333333fu),
+ uvec2(0x0c0c1e00u, 0x1e0c0c0cu),
+ uvec2(0x33331e00u, 0x78303030u),
+ uvec2(0x36666700u, 0x6766361eu),
+ uvec2(0x46667f00u, 0x0f060606u),
+ uvec2(0x6b636300u, 0x63777f7fu),
+ uvec2(0x73636300u, 0x63676f7bu),
+ uvec2(0x63361c00u, 0x1c366363u),
+ uvec2(0x06060f00u, 0x3f66663eu),
+ uvec2(0x3b1e3800u, 0x1e333333u),
+ uvec2(0x36666700u, 0x3f66663eu),
+ uvec2(0x38331e00u, 0x1e33070eu),
+ uvec2(0x0c0c1e00u, 0x3f2d0c0cu),
+ uvec2(0x33333f00u, 0x33333333u),
+ uvec2(0x331e0c00u, 0x33333333u),
+ uvec2(0x7f776300u, 0x6363636bu),
+ uvec2(0x1c366300u, 0x6363361cu),
+ uvec2(0x0c0c1e00u, 0x3333331eu),
+ uvec2(0x4c667f00u, 0x7f633118u),
+ uvec2(0x06061e00u, 0x1e060606u),
+ uvec2(0x30604000u, 0x03060c18u),
+ uvec2(0x18181e00u, 0x1e181818u),
+ uvec2(0x00000000u, 0x081c3663u),
+ uvec2(0x000000ffu, 0x00000000u),
+ uvec2(0x00000000u, 0x0c0c1800u),
+ uvec2(0x3e336e00u, 0x00001e30u),
+ uvec2(0x66663b00u, 0x0706063eu),
+ uvec2(0x03331e00u, 0x00001e33u),
+ uvec2(0x33336e00u, 0x3830303eu),
+ uvec2(0x3f031e00u, 0x00001e33u),
+ uvec2(0x06060f00u, 0x1c36060fu),
+ uvec2(0x333e301fu, 0x00006e33u),
+ uvec2(0x66666700u, 0x0706366eu),
+ uvec2(0x0c0c1e00u, 0x0c000e0cu),
+ uvec2(0x3033331eu, 0x30003030u),
+ uvec2(0x1e366700u, 0x07066636u),
+ uvec2(0x0c0c1e00u, 0x0e0c0c0cu),
+ uvec2(0x7f6b6300u, 0x0000337fu),
+ uvec2(0x33333300u, 0x00001f33u),
+ uvec2(0x33331e00u, 0x00001e33u),
+ uvec2(0x663e060fu, 0x00003b66u),
+ uvec2(0x333e3078u, 0x00006e33u),
+ uvec2(0x66060f00u, 0x00003b6eu),
+ uvec2(0x1e301f00u, 0x00003e03u),
+ uvec2(0x0c2c1800u, 0x080c3e0cu),
+ uvec2(0x33336e00u, 0x00003333u),
+ uvec2(0x331e0c00u, 0x00003333u),
+ uvec2(0x7f7f3600u, 0x0000636bu),
+ uvec2(0x1c366300u, 0x00006336u),
+ uvec2(0x333e301fu, 0x00003333u),
+ uvec2(0x0c263f00u, 0x00003f19u),
+ uvec2(0x0c0c3800u, 0x380c0c07u),
+ uvec2(0x18181800u, 0x18181800u),
+ uvec2(0x0c0c0700u, 0x070c0c38u),
+ uvec2(0x00000000u, 0x6e3b0000u),
+ uvec2(0x00000000u, 0x00000000u));
+
+ if (!in_range_inclusive(bitmap_position, uvec2(0), uvec2(7))) {
+ return false;
+ }
+ uint char_bits = ascii_bitmap[char_index][bitmap_position.y >> 2u & 1u];
+ char_bits = (char_bits >> ((bitmap_position.y & 3u) * 8u + bitmap_position.x));
+ return (char_bits & 1u) != 0u;
+}
+
+void main()
+{
+ uvec2 bitmap_position = uvec2(gl_PointCoord.xy * 8.0);
+ /* Point coord start from top left corner. But layout is from bottom to top. */
+ bitmap_position.y = 7 - bitmap_position.y;
+
+ if (char_intersect(bitmap_position)) {
+ out_color = vec4(1);
+ }
+ else if (char_intersect(bitmap_position + uvec2(0, 1))) {
+ /* Shadow */
+ out_color = vec4(0, 0, 0, 1);
+ }
+ else {
+ /* Transparent Background for ease of read. */
+ out_color = vec4(0, 0, 0, 0.2);
+ }
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
new file mode 100644
index 00000000000..cb379056e2b
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -0,0 +1,29 @@
+
+/**
+ * Display characters using an ascii table. Outputs one point per character.
+ **/
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+void main()
+{
+ /* Skip first 4 chars containing header data. */
+ uint char_data = drw_debug_print_buf[gl_VertexID + 8];
+ char_index = (char_data & 0xFFu) - 0x20u;
+
+ /* Discard invalid chars. */
+ if (char_index >= 96u) {
+ gl_Position = vec4(-1);
+ gl_PointSize = 0.0;
+ return;
+ }
+ uint row = (char_data >> 16u) & 0xFFu;
+ uint col = (char_data >> 8u) & 0xFFu;
+
+ float char_size = 16.0;
+ /* Change anchor point to the top left. */
+ vec2 pos_on_screen = char_size * vec2(col, row) + char_size * 4;
+ gl_Position = vec4(
+ pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1);
+ gl_PointSize = char_size;
+}
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
index 8fd55ea351f..31fee018fbc 100644
--- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -1,10 +1,14 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(draw_object_infos)
.typedef_source("draw_shader_shared.h")
.define("OBINFO_LIB")
+ .define("OrcoTexCoFactors", "(drw_infos[resource_id].orco_mul_bias)")
+ .define("ObjectInfo", "(drw_infos[resource_id].infos)")
+ .define("ObjectColor", "(drw_infos[resource_id].color)")
.uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
GPU_SHADER_CREATE_INFO(draw_volume_infos)
@@ -14,3 +18,19 @@ GPU_SHADER_CREATE_INFO(draw_volume_infos)
GPU_SHADER_CREATE_INFO(draw_curves_infos)
.typedef_source("draw_shader_shared.h")
.uniform_buf(2, "CurvesInfos", "drw_curves", Frequency::BATCH);
+
+GPU_SHADER_CREATE_INFO(draw_object_infos_new)
+ .typedef_source("draw_shader_shared.h")
+ .define("OBINFO_LIB")
+ .define("OrcoTexCoFactors", "(drw_infos[resource_id].orco_mul_bias)")
+ .define("ObjectInfo", "(drw_infos[resource_id].infos)")
+ .define("ObjectColor", "(drw_infos[resource_id].color)")
+ .storage_buf(DRW_OBJ_INFOS_SLOT, Qualifier::READ, "ObjectInfos", "drw_infos[]");
+
+/** \note Requires draw_object_infos_new. */
+GPU_SHADER_CREATE_INFO(draw_object_attribute_new)
+ .define("OBATTR_LIB")
+ .define("ObjectAttributeStart", "(drw_infos[resource_id].orco_mul_bias[0].w)")
+ .define("ObjectAttributeLen", "(drw_infos[resource_id].orco_mul_bias[1].w)")
+ .storage_buf(DRW_OBJ_ATTR_SLOT, Qualifier::READ, "ObjectAttribute", "drw_attrs[]")
+ .additional_info("draw_object_infos_new");
diff --git a/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl b/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl
new file mode 100644
index 00000000000..511d4e49651
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl
@@ -0,0 +1,64 @@
+
+/**
+ * Finish computation of a few draw resource after sync.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+void main()
+{
+ uint resource_id = gl_GlobalInvocationID.x;
+ if (resource_id >= resource_len) {
+ return;
+ }
+
+ mat4 model_mat = matrix_buf[resource_id].model;
+ ObjectInfos infos = infos_buf[resource_id];
+ ObjectBounds bounds = bounds_buf[resource_id];
+
+ if (bounds.bounding_sphere.w != -1.0) {
+ /* Convert corners to origin + sides in world space. */
+ vec3 p0 = bounds.bounding_corners[0].xyz;
+ vec3 p01 = bounds.bounding_corners[1].xyz - p0;
+ vec3 p02 = bounds.bounding_corners[2].xyz - p0;
+ vec3 p03 = bounds.bounding_corners[3].xyz - p0;
+ /* Avoid flat box. */
+ p01.x = max(p01.x, 1e-4);
+ p02.y = max(p02.y, 1e-4);
+ p03.z = max(p03.z, 1e-4);
+ vec3 diagonal = p01 + p02 + p03;
+ vec3 center = p0 + diagonal * 0.5;
+ float min_axis = min_v3(abs(diagonal));
+ bounds_buf[resource_id].bounding_sphere.xyz = transform_point(model_mat, center);
+ /* We have to apply scaling to the diagonal. */
+ bounds_buf[resource_id].bounding_sphere.w = length(transform_direction(model_mat, diagonal)) *
+ 0.5;
+ bounds_buf[resource_id]._inner_sphere_radius = min_axis;
+ bounds_buf[resource_id].bounding_corners[0].xyz = transform_point(model_mat, p0);
+ bounds_buf[resource_id].bounding_corners[1].xyz = transform_direction(model_mat, p01);
+ bounds_buf[resource_id].bounding_corners[2].xyz = transform_direction(model_mat, p02);
+ bounds_buf[resource_id].bounding_corners[3].xyz = transform_direction(model_mat, p03);
+ /* Always have correct handedness in the corners vectors. */
+ if (flag_test(infos.flag, OBJECT_NEGATIVE_SCALE)) {
+ bounds_buf[resource_id].bounding_corners[0].xyz +=
+ bounds_buf[resource_id].bounding_corners[1].xyz;
+ bounds_buf[resource_id].bounding_corners[1].xyz =
+ -bounds_buf[resource_id].bounding_corners[1].xyz;
+ }
+
+ /* TODO: Bypass test for very large objects (see T67319). */
+ if (bounds_buf[resource_id].bounding_sphere.w > 1e12) {
+ bounds_buf[resource_id].bounding_sphere.w = -1.0;
+ }
+ }
+
+ vec3 loc = infos.orco_add; /* Box center. */
+ vec3 size = infos.orco_mul; /* Box half-extent. */
+ /* This is what the original computation looks like.
+ * Simplify to a nice MADD in shading code. */
+ // orco = (pos - loc) / size;
+ // orco = pos * (1.0 / size) + (-loc / size);
+ vec3 size_inv = safe_rcp(size);
+ infos_buf[resource_id].orco_add = -loc * size_inv;
+ infos_buf[resource_id].orco_mul = size_inv;
+}
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index 0400521c53d..c522c607791 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -44,13 +45,13 @@ GPU_SHADER_CREATE_INFO(draw_resource_handle)
* \{ */
GPU_SHADER_CREATE_INFO(draw_view)
- .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
+ .uniform_buf(DRW_VIEW_UBO_SLOT, "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)")
+ .define("ModelMatrix", "(drw_matrices[resource_id].model)")
+ .define("ModelMatrixInverse", "(drw_matrices[resource_id].model_inverse)")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
@@ -136,3 +137,77 @@ GPU_SHADER_CREATE_INFO(draw_gpencil)
.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_object_infos");
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internal Draw Manager usage
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_resource_finalize)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .define("DRAW_FINALIZE_SHADER")
+ .local_group_size(DRW_FINALIZE_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "ObjectMatrices", "matrix_buf[]")
+ .storage_buf(1, Qualifier::READ_WRITE, "ObjectBounds", "bounds_buf[]")
+ .storage_buf(2, Qualifier::READ_WRITE, "ObjectInfos", "infos_buf[]")
+ .push_constant(Type::INT, "resource_len")
+ .compute_source("draw_resource_finalize_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(draw_visibility_compute)
+ .do_static_compilation(true)
+ .local_group_size(DRW_VISIBILITY_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "ObjectBounds", "bounds_buf[]")
+ .storage_buf(1, Qualifier::READ_WRITE, "uint", "visibility_buf[]")
+ .push_constant(Type::INT, "resource_len")
+ .compute_source("draw_visibility_comp.glsl")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_command_generate)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .typedef_source("draw_command_shared.hh")
+ .local_group_size(DRW_COMMAND_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ_WRITE, "DrawGroup", "group_buf[]")
+ .storage_buf(1, Qualifier::READ, "uint", "visibility_buf[]")
+ .storage_buf(2, Qualifier::READ, "DrawPrototype", "prototype_buf[]")
+ .storage_buf(3, Qualifier::WRITE, "DrawCommand", "command_buf[]")
+ .storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::WRITE, "uint", "resource_id_buf[]")
+ .push_constant(Type::INT, "prototype_len")
+ .compute_source("draw_command_generate_comp.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Resource ID
+ * New implementation using gl_BaseInstance and storage buffers.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_resource_id_new)
+ .define("UNIFORM_RESOURCE_ID_NEW")
+ .storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::READ, "int", "resource_id_buf[]")
+ .define("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]");
+
+/**
+ * Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
+ */
+GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
+ .define("UNIFORM_RESOURCE_ID_NEW")
+ .vertex_in(15, Type::INT, "drw_ResourceID");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Object Resources
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_new)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(DRW_OBJ_MAT_SLOT, Qualifier::READ, "ObjectMatrices", "drw_matrix_buf[]")
+ .define("drw_ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
+ .define("drw_ModelMatrix", "drw_matrix_buf[resource_id].model")
+ /* TODO For compatibility with old shaders. To be removed. */
+ .define("ModelMatrixInverse", "drw_ModelMatrixInverse")
+ .define("ModelMatrix", "drw_ModelMatrix")
+ .additional_info("draw_resource_id_new");
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/draw_visibility_comp.glsl b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl
new file mode 100644
index 00000000000..86add2d1fe2
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl
@@ -0,0 +1,46 @@
+
+/**
+ * Compute visibility of each resource bounds for a given view.
+ */
+/* TODO(fclem): This could be augmented by a 2 pass occlusion culling system. */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
+
+shared uint shared_result;
+
+void mask_visibility_bit()
+{
+ uint bit = 1u << gl_LocalInvocationID.x;
+ atomicAnd(visibility_buf[gl_WorkGroupID.x], ~bit);
+}
+
+void main()
+{
+ if (gl_GlobalInvocationID.x >= resource_len) {
+ return;
+ }
+
+ ObjectBounds bounds = bounds_buf[gl_GlobalInvocationID.x];
+
+ if (bounds.bounding_sphere.w != -1.0) {
+ IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz,
+ bounds.bounding_corners[1].xyz,
+ bounds.bounding_corners[2].xyz,
+ bounds.bounding_corners[3].xyz);
+ Sphere bounding_sphere = Sphere(bounds.bounding_sphere.xyz, bounds.bounding_sphere.w);
+ Sphere inscribed_sphere = Sphere(bounds.bounding_sphere.xyz, bounds._inner_sphere_radius);
+
+ if (intersect_view(inscribed_sphere) == true) {
+ /* Visible. */
+ }
+ else if (intersect_view(bounding_sphere) == false) {
+ /* Not visible. */
+ mask_visibility_bit();
+ }
+ else if (intersect_view(box) == false) {
+ /* Not visible. */
+ mask_visibility_bit();
+ }
+ }
+}