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Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r--source/blender/draw/intern/shaders/common_gpencil_lib.glsl88
-rw-r--r--source/blender/draw/intern/shaders/common_pointcloud_lib.glsl78
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh21
3 files changed, 99 insertions, 88 deletions
diff --git a/source/blender/draw/intern/shaders/common_gpencil_lib.glsl b/source/blender/draw/intern/shaders/common_gpencil_lib.glsl
index 123c493b572..def841b07aa 100644
--- a/source/blender/draw/intern/shaders/common_gpencil_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_gpencil_lib.glsl
@@ -90,10 +90,15 @@ float gpencil_clamp_small_stroke_thickness(float thickness, vec4 ndc_pos)
#ifdef GPU_VERTEX_SHADER
-/* Trick to detect if a drawcall is stroke or fill.
- * This does mean that we need to draw an empty stroke segment before starting
- * to draw the real stroke segments. */
-# define GPENCIL_IS_STROKE_VERTEX (gl_InstanceID != 0)
+int gpencil_stroke_point_id()
+{
+ return (gl_VertexID & ~GP_IS_STROKE_VERTEX_BIT) >> GP_VERTEX_ID_SHIFT;
+}
+
+bool gpencil_is_stroke_vertex()
+{
+ return flag_test(gl_VertexID, GP_IS_STROKE_VERTEX_BIT);
+}
/**
* Returns value of gl_Position.
@@ -120,20 +125,7 @@ float gpencil_clamp_small_stroke_thickness(float thickness, vec4 ndc_pos)
* WARNING: Max attribute count is actually 14 because OSX OpenGL implementation
* considers gl_VertexID and gl_InstanceID as vertex attribute. (see T74536)
*/
-vec4 gpencil_vertex(ivec4 ma,
- ivec4 ma1,
- ivec4 ma2,
- ivec4 ma3,
- vec4 pos,
- vec4 pos1,
- vec4 pos2,
- vec4 pos3,
- vec4 uv1,
- vec4 uv2,
- vec4 col1,
- vec4 col2,
- vec4 fcol1,
- vec4 viewport_size,
+vec4 gpencil_vertex(vec4 viewport_size,
gpMaterialFlag material_flags,
vec2 alignment_rot,
/* World Position. */
@@ -155,6 +147,24 @@ vec4 gpencil_vertex(ivec4 ma,
/* Stroke hardness. */
out float out_hardness)
{
+ int stroke_point_id = (gl_VertexID & ~GP_IS_STROKE_VERTEX_BIT) >> GP_VERTEX_ID_SHIFT;
+
+ /* Attribute Loading. */
+ vec4 pos = texelFetch(gp_pos_tx, (stroke_point_id - 1) * 3 + 0);
+ vec4 pos1 = texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 0);
+ vec4 pos2 = texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 0);
+ vec4 pos3 = texelFetch(gp_pos_tx, (stroke_point_id + 2) * 3 + 0);
+ ivec4 ma = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id - 1) * 3 + 1));
+ ivec4 ma1 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 1));
+ ivec4 ma2 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 1));
+ ivec4 ma3 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 2) * 3 + 1));
+ vec4 uv1 = texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 2);
+ vec4 uv2 = texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 2);
+
+ vec4 col1 = texelFetch(gp_col_tx, (stroke_point_id + 0) * 2 + 0);
+ vec4 col2 = texelFetch(gp_col_tx, (stroke_point_id + 1) * 2 + 0);
+ vec4 fcol1 = texelFetch(gp_col_tx, (stroke_point_id + 0) * 2 + 1);
+
# define thickness1 pos1.w
# define thickness2 pos2.w
# define strength1 uv1.w
@@ -167,7 +177,7 @@ vec4 gpencil_vertex(ivec4 ma,
vec4 out_ndc;
- if (GPENCIL_IS_STROKE_VERTEX) {
+ if (gpencil_is_stroke_vertex()) {
bool is_dot = flag_test(material_flags, GP_STROKE_ALIGNMENT);
bool is_squares = !flag_test(material_flags, GP_STROKE_DOTS);
@@ -177,13 +187,6 @@ vec4 gpencil_vertex(ivec4 ma,
is_squares = false;
}
- /* Endpoints, we discard the vertices. */
- if (ma1.x == -1 || (!is_dot && ma2.x == -1)) {
- /* We set the vertex at the camera origin to generate 0 fragments. */
- out_ndc = vec4(0.0, 0.0, -3e36, 0.0);
- return out_ndc;
- }
-
/* Avoid using a vertex attribute for quad positioning. */
float x = float(gl_VertexID & 1) * 2.0 - 1.0; /* [-1..1] */
float y = float(gl_VertexID & 2) - 1.0; /* [-1..1] */
@@ -336,8 +339,7 @@ vec4 gpencil_vertex(ivec4 ma,
out_N = safe_normalize(N);
/* Decode fill opacity. */
- out_color = vec4(fcol1.rgb, floor(fcol1.a / 10.0));
- out_color.a /= 10000.0;
+ out_color = vec4(fcol1.rgb, floor(fcol1.a / 10.0) / 10000.0);
/* We still offset the fills a little to avoid overlaps */
out_ndc.z += 0.000002;
@@ -355,20 +357,7 @@ vec4 gpencil_vertex(ivec4 ma,
return out_ndc;
}
-vec4 gpencil_vertex(ivec4 ma,
- ivec4 ma1,
- ivec4 ma2,
- ivec4 ma3,
- vec4 pos,
- vec4 pos1,
- vec4 pos2,
- vec4 pos3,
- vec4 uv1,
- vec4 uv2,
- vec4 col1,
- vec4 col2,
- vec4 fcol1,
- vec4 viewport_size,
+vec4 gpencil_vertex(vec4 viewport_size,
out vec3 out_P,
out vec3 out_N,
out vec4 out_color,
@@ -379,20 +368,7 @@ vec4 gpencil_vertex(ivec4 ma,
out vec2 out_thickness,
out float out_hardness)
{
- return gpencil_vertex(ma,
- ma1,
- ma2,
- ma3,
- pos,
- pos1,
- pos2,
- pos3,
- uv1,
- uv2,
- col1,
- col2,
- fcol1,
- viewport_size,
+ return gpencil_vertex(viewport_size,
0u,
vec2(1.0, 0.0),
out_P,
diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
index dd725ad327f..8725e036435 100644
--- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
@@ -2,16 +2,10 @@
/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#ifndef DRW_SHADER_SHARED_H
-
-in vec4 pos; /* Position and radius. */
-
-/* ---- Instanced attribs ---- */
-
-in vec3 pos_inst;
-in vec3 nor;
-
-#endif
+int pointcloud_get_point_id()
+{
+ return gl_VertexID / 32;
+}
mat3 pointcloud_get_facing_matrix(vec3 p)
{
@@ -25,8 +19,10 @@ mat3 pointcloud_get_facing_matrix(vec3 p)
/* Returns world center position and radius. */
void pointcloud_get_pos_and_radius(out vec3 outpos, out float outradius)
{
- outpos = point_object_to_world(pos.xyz);
- outradius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0));
+ int id = pointcloud_get_point_id();
+ vec4 pos_rad = texelFetch(ptcloud_pos_rad_tx, id);
+ outpos = point_object_to_world(pos_rad.xyz);
+ outradius = dot(abs(mat3(ModelMatrix) * pos_rad.www), vec3(1.0 / 3.0));
}
/* Return world position and normal. */
@@ -38,15 +34,67 @@ void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor)
mat3 facing_mat = pointcloud_get_facing_matrix(p);
+ /** \note: Avoid modulo by non-power-of-two in shader. See Index buffer setup. */
+ int vert_id = gl_VertexID % 32;
+ vec3 pos_inst = vec3(0.0);
+
+ switch (vert_id) {
+ case 0:
+ pos_inst.z = 1.0;
+ break;
+ case 1:
+ pos_inst.x = 1.0;
+ break;
+ case 2:
+ pos_inst.y = 1.0;
+ break;
+ case 3:
+ pos_inst.x = -1.0;
+ break;
+ case 4:
+ pos_inst.y = -1.0;
+ break;
+ }
+
/* TODO(fclem): remove multiplication here. Here only for keeping the size correct for now. */
radius *= 0.01;
- outpos = p + (facing_mat * pos_inst) * radius;
- outnor = facing_mat * nor;
+ outnor = facing_mat * pos_inst;
+ outpos = p + outnor * radius;
}
-vec3 pointcloud_get_pos(void)
+vec3 pointcloud_get_pos()
{
vec3 outpos, outnor;
pointcloud_get_pos_and_nor(outpos, outnor);
return outpos;
}
+
+float pointcloud_get_customdata_float(const samplerBuffer cd_buf)
+{
+ int id = pointcloud_get_point_id();
+ return texelFetch(cd_buf, id).r;
+}
+
+vec2 pointcloud_get_customdata_vec2(const samplerBuffer cd_buf)
+{
+ int id = pointcloud_get_point_id();
+ return texelFetch(cd_buf, id).rg;
+}
+
+vec3 pointcloud_get_customdata_vec3(const samplerBuffer cd_buf)
+{
+ int id = pointcloud_get_point_id();
+ return texelFetch(cd_buf, id).rgb;
+}
+
+vec4 pointcloud_get_customdata_vec4(const samplerBuffer cd_buf)
+{
+ int id = pointcloud_get_point_id();
+ return texelFetch(cd_buf, id).rgba;
+}
+
+vec2 pointcloud_get_barycentric(void)
+{
+ /* TODO: To be implemented. */
+ return vec2(0.0);
+}
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index 7b500f66a68..23892a39062 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -112,9 +112,7 @@ GPU_SHADER_CREATE_INFO(draw_hair)
.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")
+ .sampler(0, ImageType::FLOAT_BUFFER, "ptcloud_pos_rad_tx", Frequency::BATCH)
.additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
@@ -122,26 +120,15 @@ GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resou
GPU_SHADER_CREATE_INFO(draw_gpencil)
.typedef_source("gpencil_shader_shared.h")
.define("DRW_GPENCIL_INFO")
- .vertex_in(0, Type::IVEC4, "ma")
- .vertex_in(1, Type::IVEC4, "ma1")
- .vertex_in(2, Type::IVEC4, "ma2")
- .vertex_in(3, Type::IVEC4, "ma3")
- .vertex_in(4, Type::VEC4, "pos")
- .vertex_in(5, Type::VEC4, "pos1")
- .vertex_in(6, Type::VEC4, "pos2")
- .vertex_in(7, Type::VEC4, "pos3")
- .vertex_in(8, Type::VEC4, "uv1")
- .vertex_in(9, Type::VEC4, "uv2")
- .vertex_in(10, Type::VEC4, "col1")
- .vertex_in(11, Type::VEC4, "col2")
- .vertex_in(12, Type::VEC4, "fcol1")
+ .sampler(0, ImageType::FLOAT_BUFFER, "gp_pos_tx")
+ .sampler(1, ImageType::FLOAT_BUFFER, "gp_col_tx")
/* Per Object */
.push_constant(Type::FLOAT, "gpThicknessScale") /* TODO(fclem): Replace with object info. */
.push_constant(Type::FLOAT, "gpThicknessWorldScale") /* TODO(fclem): Same as above. */
.define("gpThicknessIsScreenSpace", "(gpThicknessWorldScale < 0.0)")
/* Per Layer */
.push_constant(Type::FLOAT, "gpThicknessOffset")
- .additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_object_infos");
+ .additional_info("draw_modelmat", "draw_object_infos");
/** \} */