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Diffstat (limited to 'source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl')
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl127
1 files changed, 127 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
new file mode 100644
index 00000000000..8abb6ecc737
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
@@ -0,0 +1,127 @@
+
+/* This shader is only used for intel GPU where the Geom shader is faster
+ * than doing everything thrice in the vertex shader. */
+
+layout(triangles) in;
+#ifdef SELECT_EDGES
+layout(line_strip, max_vertices = 6) out;
+#else
+layout(triangle_strip, max_vertices = 3) out;
+#endif
+
+uniform vec2 wireStepParam;
+
+in vec2 ssPos[];
+in float facingOut[];
+
+#ifndef SELECT_EDGES
+out vec3 barycentric;
+out float facing;
+#endif
+
+#ifdef LIGHT_EDGES
+in vec3 obPos[];
+in vec3 vNor[];
+in float forceEdge[];
+
+# ifndef SELECT_EDGES
+flat out vec3 edgeSharpness;
+# endif
+#endif
+
+#define NO_EDGE vec3(10000.0);
+
+vec3 get_edge_normal(vec3 n1, vec3 n2, vec3 edge)
+{
+ edge = normalize(edge);
+ vec3 n = n1 + n2;
+ float p = dot(edge, n);
+ return normalize(n - p * edge);
+}
+
+float get_edge_sharpness(vec3 fnor, vec3 vnor)
+{
+ float sharpness = abs(dot(fnor, vnor));
+ return smoothstep(wireStepParam.x, wireStepParam.y, sharpness);
+}
+
+vec3 get_barycentric(bvec3 do_edge, const int v)
+{
+ int v_n = v;
+ int v_n1 = (v + 1) % 3;
+ int v_n2 = (v + 2) % 3;
+ vec3 bary;
+ bary[v_n] = do_edge[v_n] ? 0.0 : 1.0;
+ bary[v_n1] = 1.0;
+ bary[v_n2] = do_edge[v_n2] ? 0.0 : 1.0;
+ return bary;
+}
+
+void main(void)
+{
+ vec3 facings = vec3(facingOut[0], facingOut[1], facingOut[2]);
+ bvec3 do_edge = greaterThan(abs(facings), vec3(1.0));
+ facings = fract(facings) - clamp(-sign(facings), 0.0, 1.0);
+
+#ifdef SELECT_EDGES
+ vec3 edgeSharpness;
+#endif
+
+#ifdef LIGHT_EDGES
+ vec3 edges[3];
+ edges[0] = obPos[1] - obPos[0];
+ edges[1] = obPos[2] - obPos[1];
+ edges[2] = obPos[0] - obPos[2];
+ vec3 fnor = normalize(cross(edges[0], -edges[2]));
+
+ edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(vNor[0], vNor[1], edges[0]));
+ edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(vNor[1], vNor[2], edges[1]));
+ edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(vNor[2], vNor[0], edges[2]));
+ edgeSharpness.x = (forceEdge[0] == 1.0) ? 1.0 : edgeSharpness.x;
+ edgeSharpness.y = (forceEdge[1] == 1.0) ? 1.0 : edgeSharpness.y;
+ edgeSharpness.z = (forceEdge[2] == 1.0) ? 1.0 : edgeSharpness.z;
+#endif
+
+#ifdef SELECT_EDGES
+ const float edge_select_threshold = 0.3;
+ if (edgeSharpness.x > edge_select_threshold) {
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+ EndPrimitive();
+ }
+
+ if (edgeSharpness.y > edge_select_threshold) {
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+ EndPrimitive();
+ }
+
+ if (edgeSharpness.z > edge_select_threshold) {
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+ EndPrimitive();
+ }
+#else
+ barycentric = get_barycentric(do_edge, 0);
+ gl_Position = gl_in[0].gl_Position;
+ facing = facings.x;
+ EmitVertex();
+
+ barycentric = get_barycentric(do_edge, 1);
+ gl_Position = gl_in[1].gl_Position;
+ facing = facings.y;
+ EmitVertex();
+
+ barycentric = get_barycentric(do_edge, 2);
+ gl_Position = gl_in[2].gl_Position;
+ facing = facings.z;
+ EmitVertex();
+ EndPrimitive();
+#endif
+}