diff options
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.glsl | 127 |
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 +} |