#include "gpu_shader_create_info.hh" /* -------------------------------------------------------------------- */ /** \name Resource ID * * This is used to fetch per object data in drw_matrices and other object indexed * buffers. There is multiple possibilities depending on how we are drawing the object. * * \{ */ /* Standard way. Use gpu_InstanceIndex to index the object data. */ GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID"); /** * Used if the resource index needs to be passed to the fragment shader. * IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main(). */ GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface") .flat(Type::INT, "resource_index"); GPU_SHADER_CREATE_INFO(draw_resource_id_varying) .vertex_out(draw_resource_id_iface) .geometry_out(draw_resource_id_iface); /* Used if needed. */ /* Variation used when drawing multiple instances for one object. */ GPU_SHADER_CREATE_INFO(draw_resource_id_uniform) .define("UNIFORM_RESOURCE_ID") .push_constant(Type::INT, "drw_ResourceID"); /** * Declare a resource handle that identify a unique object. * Requires draw_resource_id[_uniform]. */ GPU_SHADER_CREATE_INFO(draw_resource_handle) .define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)") .push_constant(Type::INT, "drw_resourceChunk"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw View * \{ */ GPU_SHADER_CREATE_INFO(draw_view) .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS) .typedef_source("draw_shader_shared.h"); GPU_SHADER_CREATE_INFO(draw_modelmat) .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH) .define("ModelMatrix", "(drw_matrices[resource_id].drw_modelMatrix)") .define("ModelMatrixInverse", "(drw_matrices[resource_id].drw_modelMatrixInverse)") .additional_info("draw_view"); GPU_SHADER_CREATE_INFO(draw_modelmat_legacy) .define("DRW_LEGACY_MODEL_MATRIX") .push_constant(Type::MAT4, "ModelMatrix") .push_constant(Type::MAT4, "ModelMatrixInverse") .additional_info("draw_view"); GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr) .push_constant(Type::MAT4, "ModelMatrix") .push_constant(Type::MAT4, "ModelMatrixInverse") .additional_info("draw_view"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw View * \{ */ GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Geometry Type * \{ */ GPU_SHADER_CREATE_INFO(draw_mesh).additional_info("draw_modelmat", "draw_resource_id"); GPU_SHADER_CREATE_INFO(draw_hair) .sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer") .sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer") .sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer") /* TODO(@fclem): Pack these into one UBO. */ .push_constant(Type::INT, "hairStrandsRes") .push_constant(Type::INT, "hairThicknessRes") .push_constant(Type::FLOAT, "hairRadRoot") .push_constant(Type::FLOAT, "hairRadTip") .push_constant(Type::FLOAT, "hairRadShape") .push_constant(Type::BOOL, "hairCloseTip") .push_constant(Type::INT, "hairStrandOffset") .push_constant(Type::VEC4, "hairDupliMatrix", 4) .additional_info("draw_modelmat", "draw_resource_id"); GPU_SHADER_CREATE_INFO(draw_pointcloud) .vertex_in(0, Type::VEC4, "pos") .vertex_in(1, Type::VEC3, "pos_inst") .vertex_in(2, Type::VEC3, "nor") .additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform"); GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform"); /** \} */