Welcome to mirror list, hosted at ThFree Co, Russian Federation.

overlay_edit_mesh_vert_no_geom.glsl « shaders « overlay « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 81ca7480beee999e448ecc1fe2fc553ca825c918 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236

#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)

#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(overlay_edit_mesh_common_lib.glsl)

#define DISCARD_VERTEX \
  gl_Position = geometry_out.finalColorOuter = geometry_out.finalColor = vec4(0.0); \
  geometry_out.edgeCoord = 0.0; \
  return;

bool test_occlusion(vec4 pos)
{
  vec3 ndc = (pos.xyz / pos.w) * 0.5 + 0.5;
  return ndc.z > texture(depthTex, ndc.xy).r;
}

vec3 non_linear_blend_color(vec3 col1, vec3 col2, float fac)
{
  col1 = pow(col1, vec3(1.0 / 2.2));
  col2 = pow(col2, vec3(1.0 / 2.2));
  vec3 col = mix(col1, col2, fac);
  return pow(col, vec3(2.2));
}

vec3 vec3_1010102_Inorm_to_vec3(vec3 data)
{
  return data;
}

vec3 vec3_1010102_Inorm_to_vec3(int data)
{
  vec3 out_vec;
  out_vec.x = float(clamp(data, -512, 511)) / 511.0f;
  out_vec.y = float(clamp(data >> 10, -512, 511)) / 511.0f;
  out_vec.z = float(clamp(data >> 20, -512, 511)) / 511.0f;
  return out_vec;
}

void do_vertex(vec4 color, vec4 pos, float coord, vec2 offset)
{
  geometry_out.finalColor = color;
  geometry_out.edgeCoord = coord;
  gl_Position = pos;
  /* Multiply offset by 2 because gl_Position range is [-1..1]. */
  gl_Position.xy += offset * 2.0 * pos.w;
}

void main()
{
  /* Index of the quad primitive -- corresponds to one line prim. */
  int quad_id = gl_VertexID / 6;

  /* Determine vertex within the output 2-triangle quad (A, B, C)(A, C, D). */
  int quad_vertex_id = gl_VertexID % 6;

  /* Base index of the line primitive:
   * IF PrimType == LineList:  base_vertex_id = quad_id*2
   * IF PrimType == LineStrip: base_vertex_id = quad_id
   *
   * Note: This is currently used as LineList.
   *
   * Note: Primitive Restart Will not work with this setup as-is. We should avoid using
   * input primitive types which use restart indices. */
  int base_vertex_id = quad_id * 2;

  /* Fetch attribute values for self and neighbouring vertex. */
  vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3);
  vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3);
  uchar4 in_data0 = vertex_fetch_attribute(base_vertex_id, data, uchar4);
  uchar4 in_data1 = vertex_fetch_attribute(base_vertex_id + 1, data, uchar4);
  vec3 in_vnor0 = vec3_1010102_Inorm_to_vec3(
      vertex_fetch_attribute(base_vertex_id, vnor, vec3_1010102_Inorm));
  vec3 in_vnor1 = vec3_1010102_Inorm_to_vec3(
      vertex_fetch_attribute(base_vertex_id + 1, vnor, vec3_1010102_Inorm));

  /* Calculate values for self and neighbouring vertex. */
  vec4 out_finalColor[2];
  vec4 out_finalColorOuter[2];
  int selectOveride[2];

  vec3 world_pos0 = point_object_to_world(in_pos0);
  vec3 world_pos1 = point_object_to_world(in_pos1);
  vec4 out_pos0 = point_world_to_ndc(world_pos0);
  vec4 out_pos1 = point_world_to_ndc(world_pos1);
  ivec4 m_data0 = ivec4(in_data0) & dataMask;
  ivec4 m_data1 = ivec4(in_data1) & dataMask;

#if defined(EDGE)
#  ifdef FLAT
  out_finalColor[0] = EDIT_MESH_edge_color_inner(m_data0.y);
  out_finalColor[1] = EDIT_MESH_edge_color_inner(m_data1.y);
  selectOveride[0] = 1;
  selectOveride[1] = 1;
#  else
  out_finalColor[0] = EDIT_MESH_edge_vertex_color(m_data0.y);
  out_finalColor[1] = EDIT_MESH_edge_vertex_color(m_data1.y);
  selectOveride[0] = (m_data0.y & EDGE_SELECTED);
  selectOveride[1] = (m_data1.y & EDGE_SELECTED);
#  endif

  float crease0 = float(m_data0.z) / 255.0;
  float crease1 = float(m_data1.z) / 255.0;
  float bweight0 = float(m_data0.w) / 255.0;
  float bweight1 = float(m_data1.w) / 255.0;
  out_finalColorOuter[0] = EDIT_MESH_edge_color_outer(m_data0.y, m_data0.x, crease0, bweight0);
  out_finalColorOuter[1] = EDIT_MESH_edge_color_outer(m_data1.y, m_data1.x, crease1, bweight1);

  if (out_finalColorOuter[0].a > 0.0) {
    out_pos0.z -= 5e-7 * abs(out_pos0.w);
  }
  if (out_finalColorOuter[1].a > 0.0) {
    out_pos1.z -= 5e-7 * abs(out_pos1.w);
  }

  /* Occlusion done in fragment shader. */
  bool occluded0 = false;
  bool occluded1 = false;
#endif

  out_finalColor[0].a *= (occluded0) ? alpha : 1.0;
  out_finalColor[1].a *= (occluded1) ? alpha : 1.0;

#if !defined(FACE)
  /* Facing based color blend */
  vec3 vpos0 = point_world_to_view(world_pos0);
  vec3 view_normal0 = normalize(normal_object_to_view(in_vnor0) + 1e-4);
  vec3 view_vec0 = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos0) : vec3(0.0, 0.0, 1.0);
  float facing0 = dot(view_vec0, view_normal0);
  facing0 = 1.0 - abs(facing0) * 0.2;

  vec3 vpos1 = point_world_to_view(world_pos1);
  vec3 view_normal1 = normalize(normal_object_to_view(in_vnor1) + 1e-4);
  vec3 view_vec1 = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos1) : vec3(0.0, 0.0, 1.0);
  float facing1 = dot(view_vec1, view_normal1);
  facing1 = 1.0 - abs(facing1) * 0.2;

  /* Do interpolation in a non-linear space to have a better visual result. */
  out_finalColor[0].rgb = non_linear_blend_color(
      colorEditMeshMiddle.rgb, out_finalColor[0].rgb, facing0);
  out_finalColor[1].rgb = non_linear_blend_color(
      colorEditMeshMiddle.rgb, out_finalColor[1].rgb, facing1);
#endif

#ifdef USE_WORLD_CLIP_PLANES
  float out_clipdistances0[6];
  float out_clipdistances1[6];
  vec4 clip_pos0 = vec4(world_pos0, 1.0);
  out_clipdistances0[0] = dot(WorldClipPlanes[0], clip_pos0);
  out_clipdistances0[1] = dot(WorldClipPlanes[1], clip_pos0);
  out_clipdistances0[2] = dot(WorldClipPlanes[2], clip_pos0);
  out_clipdistances0[3] = dot(WorldClipPlanes[3], clip_pos0);
  out_clipdistances0[4] = dot(WorldClipPlanes[4], clip_pos0);
  out_clipdistances0[5] = dot(WorldClipPlanes[5], clip_pos0);

  vec4 clip_pos1 = vec4(world_pos1, 1.0);
  out_clipdistances1[0] = dot(WorldClipPlanes[0], clip_pos1);
  out_clipdistances1[1] = dot(WorldClipPlanes[1], clip_pos1);
  out_clipdistances1[2] = dot(WorldClipPlanes[2], clip_pos1);
  out_clipdistances1[3] = dot(WorldClipPlanes[3], clip_pos1);
  out_clipdistances1[4] = dot(WorldClipPlanes[4], clip_pos1);
  out_clipdistances1[5] = dot(WorldClipPlanes[5], clip_pos1);
#endif

  // -------- GEOM SHADER ALTERNATIVE ----------- //
  vec2 ss_pos[2];

  /* Clip line against near plane to avoid deformed lines. */
  vec4 pos0 = out_pos0;
  vec4 pos1 = out_pos1;
  vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
  bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
  if (all(clipped)) {
    /* Totally clipped. */
    DISCARD_VERTEX;
  }

  vec4 pos01 = pos0 - pos1;
  float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
  if (clipped.y) {
    pos1 += pos01 * ofs;
  }
  else if (clipped.x) {
    pos0 -= pos01 * (1.0 - ofs);
  }

  ss_pos[0] = pos0.xy / pos0.w;
  ss_pos[1] = pos1.xy / pos1.w;

  vec2 line = ss_pos[0] - ss_pos[1];
  line = abs(line) * sizeViewport.xy;

  geometry_out.finalColorOuter = out_finalColorOuter[0];
  float half_size = sizeEdge;
  /* Enlarge edge for flag display. */
  half_size += (geometry_out.finalColorOuter.a > 0.0) ? max(sizeEdge, 1.0) : 0.0;

#ifdef USE_SMOOTH_WIRE
  /* Add 1 px for AA */
  half_size += 0.5;
#endif

  vec3 edge_ofs = vec3(half_size * drw_view.viewport_size_inverse, 0.0);

  bool horizontal = line.x > line.y;
  edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;

  vec4 final_color = (selectOveride[0] == 0) ? out_finalColor[1] : out_finalColor[0];

  /* Output specific Vertex data depending on quad_vertex_id. */
  if (quad_vertex_id == 0) {
#ifdef USE_WORLD_CLIP_PLANES
    world_clip_planes_set_clip_distance(out_clipdistances0);
#endif
    do_vertex(out_finalColor[0], pos0, half_size, edge_ofs.xy);
  }
  else if (quad_vertex_id == 1 || quad_vertex_id == 3) {
#ifdef USE_WORLD_CLIP_PLANES
    world_clip_planes_set_clip_distance(out_clipdistances0);
#endif
    do_vertex(out_finalColor[0], pos0, -half_size, -edge_ofs.xy);
  }
  else if (quad_vertex_id == 2 || quad_vertex_id == 5) {
#ifdef USE_WORLD_CLIP_PLANES
    world_clip_planes_set_clip_distance(out_clipdistances1);
#endif
    do_vertex(final_color, pos1, half_size, edge_ofs.xy);
  }
  else if (quad_vertex_id == 4) {
#ifdef USE_WORLD_CLIP_PLANES
    world_clip_planes_set_clip_distance(out_clipdistances1);
#endif
    do_vertex(final_color, pos1, -half_size, -edge_ofs.xy);
  }
}