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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Common
* \{ */
GPU_SHADER_INTERFACE_INFO(workbench_shadow_iface, "vData")
.smooth(Type::VEC3, "pos")
.smooth(Type::VEC4, "frontPosition")
.smooth(Type::VEC4, "backPosition");
GPU_SHADER_CREATE_INFO(workbench_shadow_common)
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(workbench_shadow_iface)
.push_constant(Type::FLOAT, "lightDistance")
.push_constant(Type::VEC3, "lightDirection")
.vertex_source("workbench_shadow_vert.glsl")
.additional_info("draw_mesh");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Manifold Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_shadow_manifold)
.geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 1)
.geometry_source("workbench_shadow_geom.glsl");
GPU_SHADER_CREATE_INFO(workbench_shadow_no_manifold)
.geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 2)
.geometry_source("workbench_shadow_geom.glsl");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Caps Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_shadow_caps)
.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3, 2)
.geometry_source("workbench_shadow_caps_geom.glsl");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debug Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_shadow_no_debug)
.fragment_source("gpu_shader_depth_only_frag.glsl");
GPU_SHADER_CREATE_INFO(workbench_shadow_debug)
.fragment_out(0, Type::VEC4, "materialData")
.fragment_out(1, Type::VEC4, "normalData")
.fragment_out(2, Type::UINT, "objectId")
.fragment_source("workbench_shadow_debug_frag.glsl");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Variations Declaration
* \{ */
#define WORKBENCH_SHADOW_VARIATIONS(suffix, ...) \
GPU_SHADER_CREATE_INFO(workbench_shadow_pass_manifold_no_caps##suffix) \
.define("SHADOW_PASS") \
.additional_info("workbench_shadow_common", "workbench_shadow_manifold", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_pass_no_manifold_no_caps##suffix) \
.define("SHADOW_PASS") \
.define("DOUBLE_MANIFOLD") \
.additional_info("workbench_shadow_common", "workbench_shadow_no_manifold", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_manifold_caps##suffix) \
.define("SHADOW_FAIL") \
.additional_info("workbench_shadow_common", "workbench_shadow_caps", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_manifold_no_caps##suffix) \
.define("SHADOW_FAIL") \
.additional_info("workbench_shadow_common", "workbench_shadow_manifold", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_no_manifold_caps##suffix) \
.define("SHADOW_FAIL") \
.define("DOUBLE_MANIFOLD") \
.additional_info("workbench_shadow_common", "workbench_shadow_caps", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_no_manifold_no_caps##suffix) \
.define("SHADOW_FAIL") \
.define("DOUBLE_MANIFOLD") \
.additional_info("workbench_shadow_common", "workbench_shadow_no_manifold", __VA_ARGS__) \
.do_static_compilation(true);
WORKBENCH_SHADOW_VARIATIONS(, "workbench_shadow_no_debug")
WORKBENCH_SHADOW_VARIATIONS(_debug, "workbench_shadow_debug")
/** \} */
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