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Diffstat (limited to 'source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl189
1 files changed, 189 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
new file mode 100644
index 00000000000..fe3c2021b7e
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
@@ -0,0 +1,189 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+uniform vec2 wireStepParam;
+uniform vec2 viewportSize;
+uniform float nearDist;
+
+uniform samplerBuffer vertData;
+uniform usamplerBuffer faceIds;
+
+#ifdef USE_GEOM_SHADER
+out vec2 ssPos;
+out float facingOut; /* abs(facing) > 1.0 if we do edge */
+#else
+flat out vec3 ssVec0;
+flat out vec3 ssVec1;
+flat out vec3 ssVec2;
+out float facing;
+#endif
+
+#ifdef LIGHT_EDGES
+#ifdef USE_GEOM_SHADER
+out vec3 obPos;
+out vec3 vNor;
+out float forceEdge;
+#else
+flat out vec3 edgeSharpness;
+#endif
+#endif
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+vec3 compute_vec(vec2 v0, vec2 v1)
+{
+ vec2 v = normalize(v1 - v0);
+ v = vec2(-v.y, v.x);
+ return vec3(v, -dot(v, v0));
+}
+
+float short_to_unit_float(uint s)
+{
+ int value = int(s) & 0x7FFF;
+ if ((s & 0x8000u) != 0u) {
+ value |= ~0x7FFF;
+ }
+ return float(value) / float(0x7FFF);
+}
+
+vec3 get_vertex_nor(uint id)
+{
+ int v_id = int(id) * 5; /* See vertex format for explanation. */
+ /* Fetch compressed normal as float and unpack them. */
+ vec2 data;
+ data.x = texelFetch(vertData, v_id + 3).r;
+ data.y = texelFetch(vertData, v_id + 4).r;
+
+ uvec2 udata = floatBitsToUint(data);
+
+ vec3 nor;
+ nor.x = short_to_unit_float(udata.x & 0xFFFFu);
+ nor.y = short_to_unit_float(udata.x >> 16u);
+ nor.z = short_to_unit_float(udata.y & 0xFFFFu);
+ return nor;
+}
+
+vec3 get_vertex_pos(uint id)
+{
+ int v_id = int(id) * 5; /* See vertex format for explanation. */
+ vec3 pos;
+ pos.x = texelFetch(vertData, v_id).r;
+ pos.y = texelFetch(vertData, v_id + 1).r;
+ pos.z = texelFetch(vertData, v_id + 2).r;
+ return pos;
+}
+
+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);
+}
+
+#define NO_EDGE vec3(10000.0);
+
+void main()
+{
+#ifdef USE_GEOM_SHADER
+ uint v_id = texelFetch(faceIds, gl_VertexID).r;
+
+ bool do_edge = (v_id & (1u << 30u)) != 0u;
+ bool force_edge = (v_id & (1u << 31u)) != 0u;
+ v_id = (v_id << 2u) >> 2u;
+
+ vec3 pos = get_vertex_pos(v_id);
+ vec3 nor = get_vertex_nor(v_id);
+ facingOut = normalize(NormalMatrix * nor).z;
+ facingOut += (do_edge) ? ((facingOut > 0.0) ? 2.0 : -2.0) : 0.0;
+
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ ssPos = proj(gl_Position);
+
+# ifdef LIGHT_EDGES
+ obPos = pos;
+ vNor = nor;
+ forceEdge = float(force_edge); /* meh, could try to also encode it in facingOut */
+# endif
+
+#else
+ int v_0 = (gl_VertexID / 3) * 3;
+ int v_n = gl_VertexID % 3;
+
+ /* Getting the same positions for each of the 3 verts. */
+ uvec3 v_id;
+ v_id.x = texelFetch(faceIds, v_0).r;
+ v_id.y = texelFetch(faceIds, v_0 + 1).r;
+ v_id.z = texelFetch(faceIds, v_0 + 2).r;
+
+ bvec3 do_edge, force_edge;
+ do_edge.x = (v_id.x & (1u << 30u)) != 0u;
+ do_edge.y = (v_id.y & (1u << 30u)) != 0u;
+ do_edge.z = (v_id.z & (1u << 30u)) != 0u;
+ force_edge.x = (v_id.x & (1u << 31u)) != 0u;
+ force_edge.y = (v_id.y & (1u << 31u)) != 0u;
+ force_edge.z = (v_id.z & (1u << 31u)) != 0u;
+ v_id = (v_id << 2u) >> 2u;
+
+ vec3 pos[3];
+ pos[0] = get_vertex_pos(v_id.x);
+ pos[1] = get_vertex_pos(v_id.y);
+ pos[2] = get_vertex_pos(v_id.z);
+
+ vec4 p_pos[3];
+ p_pos[0] = ModelViewProjectionMatrix * vec4(pos[0], 1.0);
+ p_pos[1] = ModelViewProjectionMatrix * vec4(pos[1], 1.0);
+ p_pos[2] = ModelViewProjectionMatrix * vec4(pos[2], 1.0);
+
+ vec2 ss_pos[3];
+ ss_pos[0] = proj(p_pos[0]);
+ ss_pos[1] = proj(p_pos[1]);
+ ss_pos[2] = proj(p_pos[2]);
+
+ /* Compute the edges screen vectors */
+ ssVec0 = do_edge.x ? compute_vec(ss_pos[0], ss_pos[1]) : NO_EDGE;
+ ssVec1 = do_edge.y ? compute_vec(ss_pos[1], ss_pos[2]) : NO_EDGE;
+ ssVec2 = do_edge.z ? compute_vec(ss_pos[2], ss_pos[0]) : NO_EDGE;
+
+ gl_Position = p_pos[v_n];
+
+# ifndef LIGHT_EDGES
+ vec3 nor = get_vertex_nor(v_id[v_n]);
+# else
+ vec3 edges[3];
+ edges[0] = pos[1] - pos[0];
+ edges[1] = pos[2] - pos[1];
+ edges[2] = pos[0] - pos[2];
+ vec3 fnor = normalize(cross(edges[0], -edges[2]));
+
+ vec3 nors[3];
+ nors[0] = get_vertex_nor(v_id.x);
+ nors[1] = get_vertex_nor(v_id.y);
+ nors[2] = get_vertex_nor(v_id.z);
+ edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(nors[0], nors[1], edges[0]));
+ edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(nors[1], nors[2], edges[1]));
+ edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(nors[2], nors[0], edges[2]));
+ edgeSharpness.x = force_edge.x ? 1.0 : edgeSharpness.x;
+ edgeSharpness.y = force_edge.y ? 1.0 : edgeSharpness.y;
+ edgeSharpness.z = force_edge.z ? 1.0 : edgeSharpness.z;
+
+ vec3 nor = nors[v_n];
+# endif
+
+ facing = normalize(NormalMatrix * nor).z;
+
+#endif
+}