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Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl42
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl41
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_lib.glsl1
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl13
4 files changed, 79 insertions, 18 deletions
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 3cbb9f980f3..5084dcc0746 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
@@ -1,22 +1,41 @@
/* To be compiled with common_subdiv_lib.glsl */
-layout(std430, binding = 0) readonly buffer inputEdgeOrigIndex
+layout(std430, binding = 1) readonly buffer inputEdgeOrigIndex
{
int input_origindex[];
};
-layout(std430, binding = 1) writeonly buffer outputLinesIndices
+layout(std430, binding = 2) readonly restrict buffer extraCoarseFaceData
+{
+ uint extra_coarse_face_data[];
+};
+
+layout(std430, binding = 3) writeonly buffer outputLinesIndices
{
uint output_lines[];
};
+layout(std430, binding = 4) readonly buffer LinesLooseFlags
+{
+ uint lines_loose_flags[];
+};
+
#ifndef LINES_LOOSE
-void emit_line(uint line_offset, uint start_loop_index, uint corner_index)
+
+bool is_face_hidden(uint coarse_quad_index)
+{
+ return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0;
+}
+
+void emit_line(uint line_offset, uint quad_index, uint start_loop_index, uint corner_index)
{
uint vertex_index = start_loop_index + corner_index;
- if (input_origindex[vertex_index] == ORIGINDEX_NONE && optimal_display) {
+ uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index,
+ coarse_poly_count);
+
+ if (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;
}
@@ -41,8 +60,17 @@ void main()
/* In the loose lines case, we execute for each line, with two vertices per line. */
uint line_offset = edge_loose_offset + index * 2;
uint loop_index = num_subdiv_loops + index * 2;
- output_lines[line_offset] = loop_index;
- output_lines[line_offset + 1] = loop_index + 1;
+
+ if (lines_loose_flags[index] != 0) {
+ /* Line is hidden. */
+ output_lines[line_offset] = 0xffffffff;
+ output_lines[line_offset + 1] = 0xffffffff;
+ }
+ else {
+ output_lines[line_offset] = loop_index;
+ output_lines[line_offset + 1] = loop_index + 1;
+ }
+
#else
/* We execute for each quad, so the start index of the loop is quad_index * 4. */
uint start_loop_index = index * 4;
@@ -51,7 +79,7 @@ void main()
uint start_line_index = index * 8;
for (int i = 0; i < 4; i++) {
- emit_line(start_line_index + i * 2, start_loop_index, i);
+ emit_line(start_line_index + i * 2, index, start_loop_index, i);
}
#endif
}
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 3dccc82541e..f1275b36c34 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
@@ -3,18 +3,28 @@
/* Generate triangles from subdivision quads indices. */
-layout(std430, binding = 1) writeonly buffer outputTriangles
+layout(std430, binding = 1) readonly restrict buffer extraCoarseFaceData
+{
+ uint extra_coarse_face_data[];
+};
+
+layout(std430, binding = 2) writeonly buffer outputTriangles
{
uint output_tris[];
};
#ifndef SINGLE_MATERIAL
-layout(std430, binding = 2) readonly buffer inputPolygonMatOffset
+layout(std430, binding = 3) readonly buffer inputPolygonMatOffset
{
int polygon_mat_offset[];
};
#endif
+bool is_face_hidden(uint coarse_quad_index)
+{
+ return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0;
+}
+
void main()
{
uint quad_index = get_global_invocation_index();
@@ -24,20 +34,31 @@ void main()
uint loop_index = quad_index * 4;
+ uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index,
+ coarse_poly_count);
+
#ifdef SINGLE_MATERIAL
uint triangle_loop_index = quad_index * 6;
#else
- uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index,
- coarse_poly_count);
int mat_offset = polygon_mat_offset[coarse_quad_index];
int triangle_loop_index = (int(quad_index) + mat_offset) * 6;
#endif
- output_tris[triangle_loop_index + 0] = loop_index + 0;
- output_tris[triangle_loop_index + 1] = loop_index + 1;
- output_tris[triangle_loop_index + 2] = loop_index + 2;
- output_tris[triangle_loop_index + 3] = loop_index + 0;
- output_tris[triangle_loop_index + 4] = loop_index + 2;
- output_tris[triangle_loop_index + 5] = loop_index + 3;
+ if (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;
+ output_tris[triangle_loop_index + 3] = 0xffffffff;
+ output_tris[triangle_loop_index + 4] = 0xffffffff;
+ output_tris[triangle_loop_index + 5] = 0xffffffff;
+ }
+ else {
+ output_tris[triangle_loop_index + 0] = loop_index + 0;
+ output_tris[triangle_loop_index + 1] = loop_index + 1;
+ output_tris[triangle_loop_index + 2] = loop_index + 2;
+ output_tris[triangle_loop_index + 3] = loop_index + 0;
+ output_tris[triangle_loop_index + 4] = loop_index + 2;
+ output_tris[triangle_loop_index + 5] = loop_index + 3;
+ }
}
diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
index ce324249446..55e4ac20271 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
@@ -31,6 +31,7 @@ layout(std140) uniform shader_data
uint coarse_face_select_mask;
uint coarse_face_smooth_mask;
uint coarse_face_active_mask;
+ uint coarse_face_hidden_mask;
uint coarse_face_loopstart_mask;
/* Total number of elements to process. */
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 bf1f0f95787..b2860e58b5c 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
@@ -387,6 +387,11 @@ float get_face_flag(uint coarse_quad_index)
return 0.0;
}
+bool is_face_hidden(uint coarse_quad_index)
+{
+ return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0;
+}
+
void main()
{
/* We execute for each coarse quad. */
@@ -417,7 +422,13 @@ void main()
output_verts[coarse_quad_index] = vert;
output_nors[coarse_quad_index] = fnor;
- output_indices[coarse_quad_index] = coarse_quad_index;
+
+ if (is_face_hidden(coarse_quad_index)) {
+ output_indices[coarse_quad_index] = 0xffffffff;
+ }
+ else {
+ output_indices[coarse_quad_index] = coarse_quad_index;
+ }
}
#else
void main()