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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl56
1 files changed, 56 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
new file mode 100644
index 00000000000..db4bdf0a9f0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
@@ -0,0 +1,56 @@
+
+/*
+ * Geometry Shader for dashed lines, with uniform multi-color(s), or any single-color, and unary thickness.
+ *
+ * Dashed is performed in screen space.
+ */
+
+
+/* Make to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewport_size;
+
+/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
+uniform float dash_factor; /* if > 1.0, solid line. */
+uniform int num_colors; /* Enabled if > 0, 1 for solid line. */
+
+layout(lines) in;
+
+in vec4 color_vert[];
+
+layout(line_strip, max_vertices = 2) out;
+noperspective out float distance_along_line;
+noperspective out vec4 color_geom;
+
+void main()
+{
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
+
+ gl_Position = v1;
+ color_geom = color_vert[0];
+ distance_along_line = 0.0f;
+ EmitVertex();
+
+ gl_Position = v2;
+ color_geom = color_vert[1];
+ if ((num_colors == 1) || (dash_factor >= 1.0f)) {
+ /* Solid line, optimize out distance computation! */
+ distance_along_line = 0.0f;
+ }
+ else {
+ vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p1 = p1 * viewport_size; // <- 'virtual' screen coordinates.
+
+ vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p2 = p2 * viewport_size; // <- 'virtual' screen coordinates.
+
+ distance_along_line = distance(p1, p2);
+ }
+ EmitVertex();
+
+ EndPrimitive();
+
+ /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored'
+ * to the screen, and not to one end of the line... */
+}