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#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(64, Type::INT, "drw_ResourceID");
/**
* Declare a resource handle that identify a unique object.
* Requires draw_resource_id[_constant].
*/
GPU_SHADER_CREATE_INFO(draw_resource_handle)
.define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
.push_constant(63, 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(38, Type::MAT4, "ModelMatrix")
.push_constant(54, Type::MAT4, "ModelMatrixInverse")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
.push_constant(0, Type::MAT4, "ModelMatrix")
.push_constant(16, 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 thoses into one UBO. */
.push_constant(9, Type::INT, "hairStrandsRes")
.push_constant(10, Type::INT, "hairThicknessRes")
.push_constant(11, Type::FLOAT, "hairRadRoot")
.push_constant(12, Type::FLOAT, "hairRadTip")
.push_constant(13, Type::FLOAT, "hairRadShape")
.push_constant(14, Type::BOOL, "hairCloseTip")
.push_constant(15, Type::INT, "hairStrandOffset")
.push_constant(16, 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");
/** \} */
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