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Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl307
1 files changed, 307 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
new file mode 100644
index 00000000000..d9c902697b6
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+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -0,0 +1,307 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+layout(triangles) in;
+
+/* This is not perfect. Only a subset of intel gpus are affected.
+ * This fix have some performance impact.
+ * TODO Refine the range to only affect GPUs. */
+
+#ifdef EDGE_FIX
+/* To fix the edge artifacts, we render
+ * an outline strip around the screenspace
+ * triangle. Order is important.
+ * TODO diagram
+ */
+
+#ifdef VERTEX_SELECTION
+layout(triangle_strip, max_vertices=23) out;
+#else
+layout(triangle_strip, max_vertices=17) out;
+#endif
+#else
+layout(triangle_strip, max_vertices=3) out;
+#endif
+
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec4 vPos[];
+in vec4 pPos[];
+in ivec4 vData[];
+#ifdef VERTEX_FACING
+in float vFacing[];
+#endif
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out vec3 edgesCrease;
+flat out vec3 edgesBweight;
+flat out vec4 faceColor;
+flat out ivec3 flag;
+flat out int clipCase;
+#ifdef VERTEX_SELECTION
+out vec3 vertexColor;
+#endif
+#ifdef VERTEX_FACING
+out float facing;
+#endif
+
+/* See fragment shader */
+noperspective out vec2 eData1;
+flat out vec2 eData2[3];
+
+#define VERTEX_ACTIVE (1 << 0)
+#define VERTEX_SELECTED (1 << 1)
+
+#define FACE_ACTIVE (1 << 2)
+#define FACE_SELECTED (1 << 3)
+
+/* Table 1. Triangle Projection Cases */
+const ivec4 clipPointsIdx[6] = ivec4[6](
+ ivec4(0, 1, 2, 2),
+ ivec4(0, 2, 1, 1),
+ ivec4(0, 0, 1, 2),
+ ivec4(1, 2, 0, 0),
+ ivec4(1, 1, 0, 2),
+ ivec4(2, 2, 0, 1)
+);
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], vec2 vpos, int v)
+{
+ /* endpoints of opposite edge */
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+ /* Edge normalized vector */
+ vec2 dir = normalize(e2 - e1);
+ /* perpendicular to dir */
+ vec2 orthogonal = vec2(-dir.y, dir.x);
+
+ return abs(dot(vpos - e1, orthogonal));
+}
+
+vec3 getVertexColor(int v)
+{
+ if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
+ return colorEdgeSelect.rgb;
+ else
+ return colorWireEdit.rgb;
+}
+
+vec4 getClipData(vec2 pos[3], ivec2 vidx)
+{
+ vec2 A = pos[vidx.x];
+ vec2 Adir = normalize(A - pos[vidx.y]);
+
+ return vec4(A, Adir);
+}
+
+void doVertex(int v)
+{
+#ifdef VERTEX_SELECTION
+ vertexColor = getVertexColor(v);
+#endif
+
+#ifdef VERTEX_FACING
+ facing = vFacing[v];
+#endif
+
+ gl_Position = pPos[v];
+
+ EmitVertex();
+}
+
+void doLoopStrip(int v, vec3 offset)
+{
+ doVertex(v);
+
+ gl_Position.xyz += offset;
+
+ EmitVertex();
+}
+
+#ifdef ANTI_ALIASING
+#define Z_OFFSET 0.008
+#else
+#define Z_OFFSET 0.0
+#endif
+
+void main()
+{
+ /* First we detect which case we are in */
+ clipCase = 0;
+
+ /* if perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* See Table 1. Triangle Projection Cases */
+ clipCase += int(pPos[0].z / pPos[0].w < -1 || vPos[0].z > 0.0) * 4;
+ clipCase += int(pPos[1].z / pPos[1].w < -1 || vPos[1].z > 0.0) * 2;
+ clipCase += int(pPos[2].z / pPos[2].w < -1 || vPos[2].z > 0.0) * 1;
+ }
+
+ /* If triangle is behind nearplane, early out */
+ if (clipCase == 7)
+ return;
+
+ /* Edge */
+ ivec3 eflag; vec3 ecrease, ebweight;
+ for (int v = 0; v < 3; ++v) {
+ flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
+ edgesCrease[v] = ecrease[v] = vData[v].z / 255.0;
+ edgesBweight[v] = ebweight[v] = vData[v].w / 255.0;
+ }
+
+ /* Face */
+ if ((vData[0].x & FACE_ACTIVE) != 0)
+ faceColor = colorEditMeshActive;
+ else if ((vData[0].x & FACE_SELECTED) != 0)
+ faceColor = colorFaceSelect;
+ else
+ faceColor = colorFace;
+
+ /* Vertex */
+ vec2 pos[3] = vec2[3](proj(pPos[0]), proj(pPos[1]), proj(pPos[2]));
+
+ /* Simple case : compute edge distances in geometry shader */
+ if (clipCase == 0) {
+
+ /* Packing screen positions and 2 distances */
+ eData2[0] = pos[2];
+ eData2[1] = pos[1];
+ eData2[2] = pos[0];
+
+ /* Only pass the first 2 distances */
+ for (int v = 0; v < 2; ++v) {
+ eData1[v] = dist(pos, pos[v], v);
+ doVertex(v);
+ eData1[v] = 0.0;
+ }
+
+ /* and the last vertex */
+ doVertex(2);
+
+#ifdef EDGE_FIX
+ vec2 fixvec[6];
+ vec2 fixvecaf[6];
+ vec2 cornervec[3];
+
+ /* This fix the case when 2 vertices are perfectly aligned
+ * and corner vectors have nowhere to go.
+ * ie: length(cornervec[i]) == 0 */
+ const float epsilon = 1e-2; /* in pixel so not that much */
+ const vec2 bias[3] = vec2[3](
+ vec2( epsilon, epsilon),
+ vec2(-epsilon, epsilon),
+ vec2( 0.0, -epsilon)
+ );
+
+ for (int i = 0; i < 3; ++i) {
+ int i1 = (i + 1) % 3;
+ int i2 = (i + 2) % 3;
+
+ vec2 v1 = pos[i] + bias[i];
+ vec2 v2 = pos[i1] + bias[i1];
+ vec2 v3 = pos[i2] + bias[i2];
+
+ /* Edge normalized vector */
+ vec2 dir = normalize(v2 - v1);
+ vec2 dir2 = normalize(v3 - v1);
+
+ cornervec[i] = -normalize(dir + dir2);
+
+ /* perpendicular to dir */
+ vec2 perp = vec2(-dir.y, dir.x);
+
+ /* Backface case */
+ if (dot(perp, dir2) > 0) {
+ perp = -perp;
+ }
+
+ /* Make it view independent */
+ perp *= sizeEdgeFix / viewportSize;
+ cornervec[i] *= sizeEdgeFix / viewportSize;
+ fixvec[i] = fixvecaf[i] = perp;
+
+ /* Perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* vPos[i].z is negative and we don't want
+ * our fixvec to be flipped */
+ fixvec[i] *= -vPos[i].z;
+ fixvecaf[i] *= -vPos[i1].z;
+ cornervec[i] *= -vPos[i].z;
+ }
+ }
+
+ /* to not let face color bleed */
+ faceColor.a = 0.0;
+
+ /* we don't want other edges : make them far */
+ eData1 = vec2(1e10);
+ eData2[0] = vec2(1e10);
+
+ /* Start with the same last vertex to create a
+ * degenerate triangle in order to "create"
+ * a new triangle strip */
+ for (int i = 2; i < 5; ++i) {
+ int vbe = (i - 1) % 3;
+ int vaf = (i + 1) % 3;
+ int v = i % 3;
+
+ /* Position of the "hidden" third vertex */
+ eData2[0] = pos[vbe];
+ doLoopStrip(v, vec3(fixvec[v], Z_OFFSET));
+
+ /* Now one triangle only shade one edge
+ * so we use the edge distance calculated
+ * in the fragment shader, the third edge;
+ * we do this because we need flat interp to
+ * draw a continuous triangle strip */
+ eData2[1] = pos[vaf];
+ eData2[2] = pos[v];
+ flag[0] = (vData[v].x << 8);
+ flag[1] = (vData[vaf].x << 8);
+ flag[2] = eflag[vbe];
+ edgesCrease[2] = ecrease[vbe];
+ edgesBweight[2] = ebweight[vbe];
+
+ doLoopStrip(vaf, vec3(fixvecaf[v], Z_OFFSET));
+
+ /* corner vertices should not draw edges but draw point only */
+ flag[2] = (vData[vbe].x << 8);
+#ifdef VERTEX_SELECTION
+ doLoopStrip(vaf, vec3(cornervec[vaf], Z_OFFSET));
+#endif
+ }
+
+ /* finish the loop strip */
+ doLoopStrip(2, vec3(fixvec[2], Z_OFFSET));
+#endif
+ }
+ /* Harder case : compute visible edges vectors */
+ else {
+ ivec4 vindices = clipPointsIdx[clipCase - 1];
+
+ vec4 tmp;
+ tmp = getClipData(pos, vindices.xz);
+ eData1 = tmp.xy;
+ eData2[0] = tmp.zw;
+ tmp = getClipData(pos, vindices.yw);
+ eData2[1] = tmp.xy;
+ eData2[2] = tmp.zw;
+
+ for (int v = 0; v < 3; ++v)
+ doVertex(v);
+ }
+
+ EndPrimitive();
+}