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 | 86 |
1 files changed, 86 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..eb69af92435 --- /dev/null +++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl @@ -0,0 +1,86 @@ + +/* 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; +layout(triangle_strip, max_vertices = 3) out; + +uniform vec2 wireStepParam; + +in vec2 ssPos[]; +in float facingOut[]; + +flat out vec3 ssVec0; +flat out vec3 ssVec1; +flat out vec3 ssVec2; +out float facing; + +#ifdef LIGHT_EDGES +in vec3 obPos[]; +in vec3 vNor[]; +in float forceEdge[]; + +flat out vec3 edgeSharpness; +#endif + +#define NO_EDGE vec3(10000.0); + +/* TODO(fclem) remove code duplication. */ +vec3 compute_vec(vec2 v0, vec2 v1) +{ + vec2 v = normalize(v1 - v0); + v = vec2(-v.y, v.x); + return vec3(v, -dot(v, v0)); +} + +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); +} + +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); + + ssVec0 = do_edge.x ? compute_vec(ssPos[0], ssPos[1]) : NO_EDGE; + ssVec1 = do_edge.y ? compute_vec(ssPos[1], ssPos[2]) : NO_EDGE; + ssVec2 = do_edge.z ? compute_vec(ssPos[2], ssPos[0]) : NO_EDGE; + +#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 + gl_Position = gl_in[0].gl_Position; + facing = facings.x; + EmitVertex(); + + gl_Position = gl_in[1].gl_Position; + facing = facings.y; + EmitVertex(); + + gl_Position = gl_in[2].gl_Position; + facing = facings.z; + EmitVertex(); + EndPrimitive(); +} |