/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2019 Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "GPU_shader.h" #include "UI_resources.h" #include "overlay_private.hh" typedef struct OVERLAY_Shaders { GPUShader *antialiasing; GPUShader *armature_dof_wire; GPUShader *armature_dof_solid; GPUShader *armature_envelope_outline; GPUShader *armature_envelope_solid; GPUShader *armature_shape_outline; GPUShader *armature_shape_solid; GPUShader *armature_shape_wire; GPUShader *armature_sphere_outline; GPUShader *armature_sphere_solid; GPUShader *armature_stick; GPUShader *armature_wire; GPUShader *background; GPUShader *clipbound; GPUShader *depth_only; GPUShader *edit_curve_handle; GPUShader *edit_curve_point; GPUShader *edit_curve_wire; GPUShader *edit_gpencil_guide_point; GPUShader *edit_gpencil_point; GPUShader *edit_gpencil_wire; GPUShader *edit_lattice_point; GPUShader *edit_lattice_wire; GPUShader *edit_mesh_vert; GPUShader *edit_mesh_edge; GPUShader *edit_mesh_edge_flat; GPUShader *edit_mesh_face; GPUShader *edit_mesh_facedot; GPUShader *edit_mesh_skin_root; GPUShader *edit_mesh_vnormals; GPUShader *edit_mesh_normals; GPUShader *edit_mesh_fnormals; GPUShader *edit_mesh_analysis; GPUShader *edit_particle_strand; GPUShader *edit_particle_point; GPUShader *edit_uv_verts; GPUShader *edit_uv_faces; GPUShader *edit_uv_edges; GPUShader *edit_uv_edges_for_edge_select; GPUShader *edit_uv_face_dots; GPUShader *edit_uv_stretching_angle; GPUShader *edit_uv_stretching_area; GPUShader *edit_uv_tiled_image_borders; GPUShader *edit_uv_stencil_image; GPUShader *edit_uv_mask_image; GPUShader *extra; GPUShader *extra_select; GPUShader *extra_groundline; GPUShader *extra_wire[2]; GPUShader *extra_wire_select; GPUShader *extra_point; GPUShader *extra_lightprobe_grid; GPUShader *extra_loose_point; GPUShader *facing; GPUShader *gpencil_canvas; GPUShader *grid; GPUShader *grid_background; GPUShader *grid_image; GPUShader *image; GPUShader *motion_path_line; GPUShader *motion_path_vert; GPUShader *outline_prepass; GPUShader *outline_prepass_curves; GPUShader *outline_prepass_gpencil; GPUShader *outline_prepass_pointcloud; GPUShader *outline_prepass_wire; GPUShader *outline_detect; GPUShader *paint_face; GPUShader *paint_point; GPUShader *paint_texture; GPUShader *paint_vertcol; GPUShader *paint_weight[2]; GPUShader *paint_wire; GPUShader *particle_dot; GPUShader *particle_shape; GPUShader *pointcloud_dot; GPUShader *sculpt_mask; GPUShader *sculpt_curves_selection; GPUShader *uniform_color; GPUShader *volume_velocity_needle_sh; GPUShader *volume_velocity_mac_sh; GPUShader *volume_velocity_sh; GPUShader *volume_gridlines_sh; GPUShader *volume_gridlines_flags_sh; GPUShader *volume_gridlines_range_sh; GPUShader *wireframe_select; GPUShader *wireframe[2]; GPUShader *xray_fade; } OVERLAY_Shaders; static struct { OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN]; } e_data = {{{nullptr}}}; GPUShader *OVERLAY_shader_antialiasing(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->antialiasing) { sh_data->antialiasing = GPU_shader_create_from_info_name("overlay_antialiasing"); } return sh_data->antialiasing; } GPUShader *OVERLAY_shader_background(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->background) { sh_data->background = GPU_shader_create_from_info_name("overlay_background"); } return sh_data->background; } GPUShader *OVERLAY_shader_clipbound(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->clipbound) { sh_data->clipbound = GPU_shader_create_from_info_name("overlay_clipbound"); } return sh_data->clipbound; } GPUShader *OVERLAY_shader_depth_only(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->depth_only) { sh_data->depth_only = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_depth_only_clipped" : "overlay_depth_only"); } return sh_data->depth_only; } GPUShader *OVERLAY_shader_edit_mesh_vert(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_mesh_vert) { sh_data->edit_mesh_vert = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_mesh_vert_clipped" : "overlay_edit_mesh_vert"); } return sh_data->edit_mesh_vert; } GPUShader *OVERLAY_shader_edit_mesh_edge(bool use_flat_interp) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; GPUShader **sh = use_flat_interp ? &sh_data->edit_mesh_edge_flat : &sh_data->edit_mesh_edge; if (*sh == nullptr) { *sh = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? (use_flat_interp ? "overlay_edit_mesh_edge_flat_clipped" : "overlay_edit_mesh_edge_clipped") : (use_flat_interp ? "overlay_edit_mesh_edge_flat" : "overlay_edit_mesh_edge")); } return *sh; } GPUShader *OVERLAY_shader_armature_sphere(bool use_outline) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (use_outline && !sh_data->armature_sphere_outline) { sh_data->armature_sphere_outline = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_sphere_outline_clipped" : "overlay_armature_sphere_outline"); } else if (!sh_data->armature_sphere_solid) { sh_data->armature_sphere_solid = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_sphere_solid_clipped" : "overlay_armature_sphere_solid"); } return use_outline ? sh_data->armature_sphere_outline : sh_data->armature_sphere_solid; } GPUShader *OVERLAY_shader_armature_shape(bool use_outline) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (use_outline && !sh_data->armature_shape_outline) { sh_data->armature_shape_outline = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_shape_outline_clipped" : "overlay_armature_shape_outline"); } else if (!sh_data->armature_shape_solid) { sh_data->armature_shape_solid = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_shape_solid_clipped" : "overlay_armature_shape_solid"); } return use_outline ? sh_data->armature_shape_outline : sh_data->armature_shape_solid; } GPUShader *OVERLAY_shader_armature_shape_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->armature_shape_wire) { sh_data->armature_shape_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_shape_wire_clipped" : "overlay_armature_shape_wire"); } return sh_data->armature_shape_wire; } GPUShader *OVERLAY_shader_armature_envelope(bool use_outline) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (use_outline && !sh_data->armature_envelope_outline) { sh_data->armature_envelope_outline = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_envelope_outline_clipped" : "overlay_armature_envelope_outline"); } else if (!sh_data->armature_envelope_solid) { sh_data->armature_envelope_solid = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_envelope_solid_clipped" : "overlay_armature_envelope_solid"); } return use_outline ? sh_data->armature_envelope_outline : sh_data->armature_envelope_solid; } GPUShader *OVERLAY_shader_armature_stick(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->armature_stick) { sh_data->armature_stick = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_stick_clipped" : "overlay_armature_stick"); } return sh_data->armature_stick; } GPUShader *OVERLAY_shader_armature_degrees_of_freedom_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->armature_dof_wire) { sh_data->armature_dof_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_dof_wire_clipped" : "overlay_armature_dof_wire"); } return sh_data->armature_dof_wire; } GPUShader *OVERLAY_shader_armature_degrees_of_freedom_solid(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->armature_dof_solid) { sh_data->armature_dof_solid = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_dof_solid_clipped" : "overlay_armature_dof_solid"); } return sh_data->armature_dof_solid; } GPUShader *OVERLAY_shader_armature_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->armature_wire) { sh_data->armature_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_armature_wire_clipped" : "overlay_armature_wire"); } return sh_data->armature_wire; } GPUShader *OVERLAY_shader_edit_curve_handle(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_curve_handle) { sh_data->edit_curve_handle = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_curve_handle_clipped" : "overlay_edit_curve_handle"); } return sh_data->edit_curve_handle; } GPUShader *OVERLAY_shader_edit_curve_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_curve_point) { sh_data->edit_curve_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_curve_point_clipped" : "overlay_edit_curve_point"); } return sh_data->edit_curve_point; } GPUShader *OVERLAY_shader_edit_curve_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_curve_wire) { sh_data->edit_curve_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_curve_wire_clipped" : "overlay_edit_curve_wire"); } return sh_data->edit_curve_wire; } GPUShader *OVERLAY_shader_edit_gpencil_guide_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_gpencil_guide_point) { sh_data->edit_gpencil_guide_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_gpencil_guide_point_clipped" : "overlay_edit_gpencil_guide_point"); } return sh_data->edit_gpencil_guide_point; } GPUShader *OVERLAY_shader_edit_gpencil_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_gpencil_point) { sh_data->edit_gpencil_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_gpencil_point_clipped" : "overlay_edit_gpencil_point"); } return sh_data->edit_gpencil_point; } GPUShader *OVERLAY_shader_edit_gpencil_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_gpencil_wire) { sh_data->edit_gpencil_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_gpencil_wire_clipped" : "overlay_edit_gpencil_wire"); } return sh_data->edit_gpencil_wire; } GPUShader *OVERLAY_shader_edit_lattice_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_lattice_point) { sh_data->edit_lattice_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_lattice_point_clipped" : "overlay_edit_lattice_point"); } return sh_data->edit_lattice_point; } GPUShader *OVERLAY_shader_edit_lattice_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_lattice_wire) { sh_data->edit_lattice_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_lattice_wire_clipped" : "overlay_edit_lattice_wire"); } return sh_data->edit_lattice_wire; } GPUShader *OVERLAY_shader_edit_mesh_face(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_mesh_face) { sh_data->edit_mesh_face = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_mesh_face_clipped" : "overlay_edit_mesh_face"); } return sh_data->edit_mesh_face; } GPUShader *OVERLAY_shader_edit_mesh_facedot(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_mesh_facedot) { sh_data->edit_mesh_facedot = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_mesh_facedot_clipped" : "overlay_edit_mesh_facedot"); } return sh_data->edit_mesh_facedot; } GPUShader *OVERLAY_shader_edit_mesh_normal(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_mesh_normals) { sh_data->edit_mesh_normals = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_mesh_normal_clipped" : "overlay_edit_mesh_normal"); } return sh_data->edit_mesh_normals; } GPUShader *OVERLAY_shader_edit_mesh_analysis(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_mesh_analysis) { sh_data->edit_mesh_analysis = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_mesh_analysis_clipped" : "overlay_edit_mesh_analysis"); } return sh_data->edit_mesh_analysis; } GPUShader *OVERLAY_shader_edit_mesh_skin_root(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_mesh_skin_root) { sh_data->edit_mesh_skin_root = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_mesh_skin_root_clipped" : "overlay_edit_mesh_skin_root"); } return sh_data->edit_mesh_skin_root; } GPUShader *OVERLAY_shader_edit_particle_strand(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_particle_strand) { sh_data->edit_particle_strand = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_particle_strand_clipped" : "overlay_edit_particle_strand"); } return sh_data->edit_particle_strand; } GPUShader *OVERLAY_shader_edit_particle_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->edit_particle_point) { sh_data->edit_particle_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_edit_particle_point_clipped" : "overlay_edit_particle_point"); } return sh_data->edit_particle_point; } GPUShader *OVERLAY_shader_extra(bool is_select) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; GPUShader **sh = (is_select) ? &sh_data->extra_select : &sh_data->extra; if (!*sh) { *sh = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? (is_select ? "overlay_extra_select_clipped" : "overlay_extra_clipped") : (is_select ? "overlay_extra_select" : "overlay_extra")); } return *sh; } GPUShader *OVERLAY_shader_extra_grid(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->extra_lightprobe_grid) { sh_data->extra_lightprobe_grid = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_extra_grid_clipped" : "overlay_extra_grid"); } return sh_data->extra_lightprobe_grid; } GPUShader *OVERLAY_shader_extra_groundline(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->extra_groundline) { sh_data->extra_groundline = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_extra_groundline_clipped" : "overlay_extra_groundline"); } return sh_data->extra_groundline; } GPUShader *OVERLAY_shader_extra_wire(bool use_object, bool is_select) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; GPUShader **sh = (is_select) ? &sh_data->extra_wire_select : &sh_data->extra_wire[use_object]; if (!*sh) { const char *info_name = nullptr; if (draw_ctx->sh_cfg) { if (is_select) { info_name = "overlay_extra_wire_select_clipped"; } else { info_name = use_object ? "overlay_extra_wire_object_clipped" : "overlay_extra_wire_clipped"; } } else { if (is_select) { info_name = "overlay_extra_wire_select"; } else { info_name = use_object ? "overlay_extra_wire_object" : "overlay_extra_wire"; } } *sh = GPU_shader_create_from_info_name(info_name); } return *sh; } GPUShader *OVERLAY_shader_extra_loose_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->extra_loose_point) { sh_data->extra_loose_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_extra_loose_point_clipped" : "overlay_extra_loose_point"); } return sh_data->extra_loose_point; } GPUShader *OVERLAY_shader_extra_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->extra_point) { sh_data->extra_point = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_extra_point_clipped" : "overlay_extra_point"); } return sh_data->extra_point; } GPUShader *OVERLAY_shader_facing(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->facing) { sh_data->facing = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_facing_clipped" : "overlay_facing"); } return sh_data->facing; } GPUShader *OVERLAY_shader_gpencil_canvas(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->gpencil_canvas) { /* TODO(fclem): Support Clipping? Everything is already setup but don't want to change behavior * without agreement of all gpencil module. */ sh_data->gpencil_canvas = GPU_shader_create_from_info_name( 0 ? "overlay_gpencil_canvas_clipped" : "overlay_gpencil_canvas"); } return sh_data->gpencil_canvas; } GPUShader *OVERLAY_shader_grid(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->grid) { sh_data->grid = GPU_shader_create_from_info_name("overlay_grid"); } return sh_data->grid; } GPUShader *OVERLAY_shader_grid_background(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->grid_background) { sh_data->grid_background = GPU_shader_create_from_info_name("overlay_grid_background"); } return sh_data->grid_background; } GPUShader *OVERLAY_shader_grid_image(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->grid_image) { sh_data->grid_image = GPU_shader_create_from_info_name("overlay_grid_image"); } return sh_data->grid_image; } GPUShader *OVERLAY_shader_edit_uv_stencil_image(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_stencil_image) { sh_data->edit_uv_stencil_image = GPU_shader_create_from_info_name( "overlay_edit_uv_stencil_image"); } return sh_data->edit_uv_stencil_image; } GPUShader *OVERLAY_shader_edit_uv_mask_image(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_mask_image) { sh_data->edit_uv_mask_image = GPU_shader_create_from_info_name("overlay_edit_uv_mask_image"); } return sh_data->edit_uv_mask_image; } GPUShader *OVERLAY_shader_image(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->image) { /* TODO(fclem): Do we want to allow clipping reference images? */ sh_data->image = GPU_shader_create_from_info_name(0 ? "overlay_image_clipped" : "overlay_image"); } return sh_data->image; } GPUShader *OVERLAY_shader_motion_path_line(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->motion_path_line) { sh_data->motion_path_line = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_motion_path_line_clipped" : "overlay_motion_path_line"); } return sh_data->motion_path_line; } GPUShader *OVERLAY_shader_motion_path_vert(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->motion_path_vert) { sh_data->motion_path_vert = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_motion_path_point_clipped" : "overlay_motion_path_point"); } return sh_data->motion_path_vert; } GPUShader *OVERLAY_shader_outline_prepass(bool use_wire) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (use_wire && !sh_data->outline_prepass_wire) { sh_data->outline_prepass_wire = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_outline_prepass_wire_clipped" : "overlay_outline_prepass_wire"); } else if (!sh_data->outline_prepass) { sh_data->outline_prepass = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_outline_prepass_mesh_clipped" : "overlay_outline_prepass_mesh"); } return use_wire ? sh_data->outline_prepass_wire : sh_data->outline_prepass; } GPUShader *OVERLAY_shader_outline_prepass_curves() { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->outline_prepass_curves) { sh_data->outline_prepass_curves = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_outline_prepass_curves_clipped" : "overlay_outline_prepass_curves"); } return sh_data->outline_prepass_curves; } GPUShader *OVERLAY_shader_outline_prepass_gpencil(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->outline_prepass_gpencil) { sh_data->outline_prepass_gpencil = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_outline_prepass_gpencil_clipped" : "overlay_outline_prepass_gpencil"); } return sh_data->outline_prepass_gpencil; } GPUShader *OVERLAY_shader_outline_prepass_pointcloud(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->outline_prepass_pointcloud) { sh_data->outline_prepass_pointcloud = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_outline_prepass_pointcloud_clipped" : "overlay_outline_prepass_pointcloud"); } return sh_data->outline_prepass_pointcloud; } GPUShader *OVERLAY_shader_outline_detect(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->outline_detect) { sh_data->outline_detect = GPU_shader_create_from_info_name("overlay_outline_detect"); } return sh_data->outline_detect; } GPUShader *OVERLAY_shader_paint_face(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg; OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg]; if (!sh_data->paint_face) { sh_data->paint_face = GPU_shader_create_from_info_name( sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_paint_face_clipped" : "overlay_paint_face"); } return sh_data->paint_face; } GPUShader *OVERLAY_shader_paint_point(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg; OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg]; if (!sh_data->paint_point) { sh_data->paint_point = GPU_shader_create_from_info_name( sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_paint_point_clipped" : "overlay_paint_point"); } return sh_data->paint_point; } GPUShader *OVERLAY_shader_paint_texture(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg; OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg]; if (!sh_data->paint_texture) { sh_data->paint_texture = GPU_shader_create_from_info_name( sh_cfg ? "overlay_paint_texture_clipped" : "overlay_paint_texture"); } return sh_data->paint_texture; } GPUShader *OVERLAY_shader_paint_vertcol(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg; OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg]; if (!sh_data->paint_vertcol) { sh_data->paint_vertcol = GPU_shader_create_from_info_name( sh_cfg ? "overlay_paint_vertcol_clipped" : "overlay_paint_vertcol"); } return sh_data->paint_vertcol; } GPUShader *OVERLAY_shader_paint_weight(const bool shading) { const char *info_name[2][2] = { {"overlay_paint_weight", "overlay_paint_weight_fake_shading"}, {"overlay_paint_weight_clipped", "overlay_paint_weight_fake_shading_clipped"}, }; int index = shading ? 1 : 0; const DRWContextState *draw_ctx = DRW_context_state_get(); eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg; OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg]; if (!sh_data->paint_weight[index]) { sh_data->paint_weight[index] = GPU_shader_create_from_info_name(info_name[sh_cfg][index]); } return sh_data->paint_weight[index]; } GPUShader *OVERLAY_shader_paint_wire(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg; OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg]; if (!sh_data->paint_wire) { sh_data->paint_wire = GPU_shader_create_from_info_name(sh_cfg ? "overlay_paint_wire_clipped" : "overlay_paint_wire"); } return sh_data->paint_wire; } GPUShader *OVERLAY_shader_particle_dot(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->particle_dot) { sh_data->particle_dot = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_particle_dot_clipped" : "overlay_particle_dot"); } return sh_data->particle_dot; } GPUShader *OVERLAY_shader_particle_shape(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->particle_shape) { sh_data->particle_shape = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_particle_shape_clipped" : "overlay_particle_shape"); } return sh_data->particle_shape; } GPUShader *OVERLAY_shader_sculpt_mask(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->sculpt_mask) { sh_data->sculpt_mask = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_sculpt_mask_clipped" : "overlay_sculpt_mask"); } return sh_data->sculpt_mask; } GPUShader *OVERLAY_shader_sculpt_curves_selection(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->sculpt_curves_selection) { sh_data->sculpt_curves_selection = GPU_shader_create_from_info_name( draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_sculpt_curves_selection_clipped" : "overlay_sculpt_curves_selection"); } return sh_data->sculpt_curves_selection; } struct GPUShader *OVERLAY_shader_uniform_color(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->uniform_color) { sh_data->uniform_color = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_uniform_color_clipped" : "overlay_uniform_color"); } return sh_data->uniform_color; } struct GPUShader *OVERLAY_shader_volume_velocity(bool use_needle, bool use_mac) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (use_needle && !sh_data->volume_velocity_needle_sh) { sh_data->volume_velocity_needle_sh = GPU_shader_create_from_info_name( "overlay_volume_velocity_needle"); } else if (use_mac && !sh_data->volume_velocity_mac_sh) { sh_data->volume_velocity_mac_sh = GPU_shader_create_from_info_name( "overlay_volume_velocity_mac"); } else if (!sh_data->volume_velocity_sh) { sh_data->volume_velocity_sh = GPU_shader_create_from_info_name("overlay_volume_velocity"); } if (use_needle) { return sh_data->volume_velocity_needle_sh; } if (use_mac) { return sh_data->volume_velocity_mac_sh; } return sh_data->volume_velocity_sh; } struct GPUShader *OVERLAY_shader_volume_gridlines(bool color_with_flags, bool color_range) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->volume_gridlines_flags_sh && color_with_flags) { sh_data->volume_gridlines_flags_sh = GPU_shader_create_from_info_name( "overlay_volume_gridlines_flags"); } else if (!sh_data->volume_gridlines_range_sh && color_range) { sh_data->volume_gridlines_range_sh = GPU_shader_create_from_info_name( "overlay_volume_gridlines_range"); } else if (!sh_data->volume_gridlines_sh) { sh_data->volume_gridlines_sh = GPU_shader_create_from_info_name("overlay_volume_gridlines"); } if (color_with_flags) { return sh_data->volume_gridlines_flags_sh; } if (color_range) { return sh_data->volume_gridlines_range_sh; } return sh_data->volume_gridlines_sh; } GPUShader *OVERLAY_shader_wireframe_select(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->wireframe_select) { sh_data->wireframe_select = GPU_shader_create_from_info_name( draw_ctx->sh_cfg ? "overlay_wireframe_select_clipped" : "overlay_wireframe_select"); } return sh_data->wireframe_select; } GPUShader *OVERLAY_shader_wireframe(bool custom_bias) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->wireframe[custom_bias]) { sh_data->wireframe[custom_bias] = GPU_shader_create_from_info_name( custom_bias ? (draw_ctx->sh_cfg ? "overlay_wireframe_custom_depth_clipped" : "overlay_wireframe_custom_depth") : (draw_ctx->sh_cfg ? "overlay_wireframe_clipped" : "overlay_wireframe")); } return sh_data->wireframe[custom_bias]; } GPUShader *OVERLAY_shader_xray_fade(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->xray_fade) { sh_data->xray_fade = GPU_shader_create_from_info_name("overlay_xray_fade"); } return sh_data->xray_fade; } /* -------------------------------------------------------------------- */ /** \name Edit UV shaders * \{ */ GPUShader *OVERLAY_shader_edit_uv_edges_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_edges) { sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges"); } return sh_data->edit_uv_edges; } GPUShader *OVERLAY_shader_edit_uv_edges_for_edge_select_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_edges_for_edge_select) { sh_data->edit_uv_edges_for_edge_select = GPU_shader_create_from_info_name( "overlay_edit_uv_edges_select"); } return sh_data->edit_uv_edges_for_edge_select; } GPUShader *OVERLAY_shader_edit_uv_face_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_faces) { sh_data->edit_uv_faces = GPU_shader_create_from_info_name("overlay_edit_uv_faces"); } return sh_data->edit_uv_faces; } GPUShader *OVERLAY_shader_edit_uv_face_dots_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_face_dots) { sh_data->edit_uv_face_dots = GPU_shader_create_from_info_name("overlay_edit_uv_face_dots"); } return sh_data->edit_uv_face_dots; } GPUShader *OVERLAY_shader_edit_uv_verts_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_verts) { sh_data->edit_uv_verts = GPU_shader_create_from_info_name("overlay_edit_uv_verts"); } return sh_data->edit_uv_verts; } GPUShader *OVERLAY_shader_edit_uv_stretching_area_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_stretching_area) { sh_data->edit_uv_stretching_area = GPU_shader_create_from_info_name( "overlay_edit_uv_stretching_area"); } return sh_data->edit_uv_stretching_area; } GPUShader *OVERLAY_shader_edit_uv_stretching_angle_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_stretching_angle) { sh_data->edit_uv_stretching_angle = GPU_shader_create_from_info_name( "overlay_edit_uv_stretching_angle"); } return sh_data->edit_uv_stretching_angle; } GPUShader *OVERLAY_shader_edit_uv_tiled_image_borders_get(void) { OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; if (!sh_data->edit_uv_tiled_image_borders) { sh_data->edit_uv_tiled_image_borders = GPU_shader_create_from_info_name( "overlay_edit_uv_tiled_image_borders"); } return sh_data->edit_uv_tiled_image_borders; } /** \} */ static OVERLAY_InstanceFormats g_formats = {nullptr}; OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void) { DRW_shgroup_instance_format(g_formats.pos, { {"pos", DRW_ATTR_FLOAT, 3}, }); DRW_shgroup_instance_format(g_formats.pos_color, { {"pos", DRW_ATTR_FLOAT, 3}, {"color", DRW_ATTR_FLOAT, 4}, }); DRW_shgroup_instance_format(g_formats.instance_pos, { {"inst_pos", DRW_ATTR_FLOAT, 3}, }); DRW_shgroup_instance_format(g_formats.instance_extra, { {"color", DRW_ATTR_FLOAT, 4}, {"inst_obmat", DRW_ATTR_FLOAT, 16}, }); DRW_shgroup_instance_format(g_formats.wire_extra, { {"pos", DRW_ATTR_FLOAT, 3}, {"colorid", DRW_ATTR_INT, 1}, }); DRW_shgroup_instance_format(g_formats.point_extra, { {"pos", DRW_ATTR_FLOAT, 3}, {"colorid", DRW_ATTR_INT, 1}, }); DRW_shgroup_instance_format(g_formats.instance_bone, { {"inst_obmat", DRW_ATTR_FLOAT, 16}, }); DRW_shgroup_instance_format(g_formats.instance_bone_stick, { {"boneStart", DRW_ATTR_FLOAT, 3}, {"boneEnd", DRW_ATTR_FLOAT, 3}, {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO: uchar color. */ {"boneColor", DRW_ATTR_FLOAT, 4}, {"headColor", DRW_ATTR_FLOAT, 4}, {"tailColor", DRW_ATTR_FLOAT, 4}, }); DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, { {"headSphere", DRW_ATTR_FLOAT, 4}, {"tailSphere", DRW_ATTR_FLOAT, 4}, {"outlineColorSize", DRW_ATTR_FLOAT, 4}, {"xAxis", DRW_ATTR_FLOAT, 3}, }); DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, { {"headSphere", DRW_ATTR_FLOAT, 4}, {"tailSphere", DRW_ATTR_FLOAT, 4}, {"xAxis", DRW_ATTR_FLOAT, 3}, }); DRW_shgroup_instance_format(g_formats.instance_bone_envelope, { {"headSphere", DRW_ATTR_FLOAT, 4}, {"tailSphere", DRW_ATTR_FLOAT, 4}, {"boneColor", DRW_ATTR_FLOAT, 3}, {"stateColor", DRW_ATTR_FLOAT, 3}, {"xAxis", DRW_ATTR_FLOAT, 3}, }); return &g_formats; } void OVERLAY_shader_free(void) { for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index]; GPUShader **sh_data_as_array = (GPUShader **)sh_data; for (int i = 0; i < (sizeof(OVERLAY_Shaders) / sizeof(GPUShader *)); i++) { DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); } } struct GPUVertFormat **format = (struct GPUVertFormat **)&g_formats; for (int i = 0; i < sizeof(g_formats) / sizeof(void *); i++, format++) { MEM_SAFE_FREE(*format); } }