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uniform bool isTransform;
#ifndef USE_GPENCIL
in vec3 pos;
#endif
#ifdef USE_GEOM
out vec3 vPos;
out uint objectId_g;
# define objectId objectId_g
#else
flat out uint objectId;
#endif
uint outline_colorid_get(void)
{
int flag = int(abs(ObjectInfo.w));
bool is_from_dupli = (flag & DRW_BASE_FROM_DUPLI) != 0;
bool is_active = (flag & DRW_BASE_ACTIVE) != 0;
if (is_from_dupli) {
if (isTransform) {
return 0u; /* colorTransform */
}
else {
return 2u; /* colorDupliSelect */
}
}
if (isTransform) {
return 0u; /* colorTransform */
}
else if (is_active) {
return 3u; /* colorActive */
}
else {
return 1u; /* colorSelect */
}
return 0u;
}
/* Replace top 2 bits (of the 16bit output) by outlineId.
* This leaves 16K different IDs to create outlines between objects.
* SHIFT = (32 - (16 - 2)) */
#define SHIFT 18u
void main()
{
#ifdef USE_GPENCIL
gpencil_vertex();
# ifdef USE_WORLD_CLIP_PLANES
vec3 world_pos = point_object_to_world(pos1.xyz);
# endif
#else
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
# ifdef USE_GEOM
vPos = point_world_to_view(world_pos);
# endif
#endif
/* Small bias to always be on top of the geom. */
gl_Position.z -= 1e-3;
/* ID 0 is nothing (background) */
objectId = uint(resource_handle + 1);
/* Should be 2 bits only [0..3]. */
uint outline_id = outline_colorid_get();
/* Combine for 16bit uint target. */
objectId = (outline_id << 14u) | ((objectId << SHIFT) >> SHIFT);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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