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

workbench_prepass_info.hh « shaders « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 1dd706c9460c37311e44981f2d56fd61c7b7bba3 (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

#include "gpu_shader_create_info.hh"

/* -------------------------------------------------------------------- */
/** \name Object Type
 * \{ */

GPU_SHADER_CREATE_INFO(workbench_mesh)
    .vertex_in(0, Type::VEC3, "pos")
    .vertex_in(1, Type::VEC3, "nor")
    .vertex_in(2, Type::VEC4, "ac")
    .vertex_in(3, Type::VEC2, "au")
    .vertex_source("workbench_prepass_vert.glsl")
    .additional_info("draw_mesh");

GPU_SHADER_CREATE_INFO(workbench_hair)
    .sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
    .sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
    .vertex_source("workbench_prepass_hair_vert.glsl")
    .additional_info("draw_hair");

GPU_SHADER_CREATE_INFO(workbench_pointcloud)
    .vertex_source("workbench_prepass_pointcloud_vert.glsl")
    .additional_info("draw_pointcloud");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Texture Type
 * \{ */

GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");

GPU_SHADER_CREATE_INFO(workbench_texture_single)
    .sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
    .push_constant(1, Type::BOOL, "imagePremult")
    .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
    .define("V3D_SHADING_TEXTURE_COLOR");

GPU_SHADER_CREATE_INFO(workbench_texture_tile)
    .sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
    .sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
    .push_constant(1, Type::BOOL, "imagePremult")
    .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
    .define("TEXTURE_IMAGE_ARRAY");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Lighting Type
 * \{ */

GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Material Interface
 * \{ */

GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
    .smooth(Type::VEC3, "normal_interp")
    .smooth(Type::VEC3, "color_interp")
    .smooth(Type::FLOAT, "alpha_interp")
    .smooth(Type::VEC2, "uv_interp")
    .flat(Type::INT, "object_id")
    .flat(Type::FLOAT, "roughness")
    .flat(Type::FLOAT, "metallic");

GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);

/** \} */

/* -------------------------------------------------------------------- */
/** \name Pipeline Type
 * \{ */

GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
    /* Note: Blending will be skipped on objectId because output is a
       non-normalized integer buffer. */
    .fragment_out(0, Type::VEC4, "transparentAccum")
    .fragment_out(1, Type::VEC4, "revealageAccum")
    .fragment_out(2, Type::UINT, "objectId")
    .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
    .typedef_source("workbench_shader_shared.h")
    .fragment_source("workbench_transparent_accum_frag.glsl")
    .additional_info("workbench_material");

GPU_SHADER_CREATE_INFO(workbench_opaque)
    .fragment_out(0, Type::VEC4, "materialData")
    .fragment_out(1, Type::VEC2, "normalData")
    .fragment_out(2, Type::UINT, "objectId")
    .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
    .typedef_source("workbench_shader_shared.h")
    .fragment_source("workbench_prepass_frag.glsl")
    .additional_info("workbench_material");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Variations Declaration
 * \{ */

#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
  GPU_SHADER_CREATE_INFO(prefix##_mesh) \
      .additional_info("workbench_mesh", __VA_ARGS__) \
      .do_static_compilation(true); \
  GPU_SHADER_CREATE_INFO(prefix##_hair) \
      .additional_info("workbench_hair", __VA_ARGS__) \
      .do_static_compilation(true); \
  GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
      .additional_info("workbench_pointcloud", __VA_ARGS__) \
      .do_static_compilation(true);

#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
                                   "workbench_transparent_accum", \
                                   "workbench_lighting_studio", \
                                   __VA_ARGS__) \
  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
                                   "workbench_transparent_accum", \
                                   "workbench_lighting_matcap", \
                                   __VA_ARGS__) \
  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
                                   "workbench_transparent_accum", \
                                   "workbench_lighting_flat", \
                                   __VA_ARGS__) \
  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)

WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")

/** \} */