From 9516921c05bd9fee5c94942eb8e38f47ba7e4351 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Mon, 2 Dec 2019 01:40:58 +0100 Subject: Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296 --- .../engines/overlay/shaders/extra_point_vert.glsl | 30 ++++++++++++++++++++++ 1 file changed, 30 insertions(+) create mode 100644 source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl (limited to 'source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl') diff --git a/source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl new file mode 100644 index 00000000000..14c03248981 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl @@ -0,0 +1,30 @@ + +uniform vec4 color; + +in vec3 pos; + +out vec4 radii; +out vec4 fillColor; +out vec4 outlineColor; + +void main() +{ + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + gl_PointSize = sizeObjectCenter; + float radius = 0.5 * sizeObjectCenter; + float outline_width = sizePixel; + radii[0] = radius; + radii[1] = radius - 1.0; + radii[2] = radius - outline_width; + radii[3] = radius - outline_width - 1.0; + radii /= sizeObjectCenter; + + fillColor = color; + outlineColor = colorOutline; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} \ No newline at end of file -- cgit v1.2.3