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gpu_shader_3D_polyline_info.hh « infos « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2022 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup gpu
 */

#include "gpu_interface_info.hh"
#include "gpu_shader_create_info.hh"

GPU_SHADER_INTERFACE_INFO(gpu_shader_3D_polyline_iface, "interp")
    .smooth(Type::VEC4, "color")
    .smooth(Type::FLOAT, "clip")
    .no_perspective(Type::FLOAT, "smoothline");

GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline)
    .define("SMOOTH_WIDTH", "1.0")
    .push_constant(Type::MAT4, "ModelViewProjectionMatrix")
    .push_constant(Type::VEC2, "viewportSize")
    .push_constant(Type::FLOAT, "lineWidth")
    .push_constant(Type::BOOL, "lineSmooth")
    .vertex_in(0, Type::VEC3, "pos")
    .vertex_out(gpu_shader_3D_polyline_iface)
    .geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
    .geometry_out(gpu_shader_3D_polyline_iface)
    .fragment_out(0, Type::VEC4, "fragColor")
    .vertex_source("gpu_shader_3D_polyline_vert.glsl")
    .geometry_source("gpu_shader_3D_polyline_geom.glsl")
    .fragment_source("gpu_shader_3D_polyline_frag.glsl")
    .additional_info("gpu_srgb_to_framebuffer_space");

GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color)
    .do_static_compilation(true)
    .define("UNIFORM")
    .push_constant(Type::VEC4, "color")
    .additional_info("gpu_shader_3D_polyline");

GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color_clipped)
    .do_static_compilation(true)
    /* TODO(fclem): Put in a UBO to fit the 128byte requirement. */
    .push_constant(Type::MAT4, "ModelMatrix")
    .push_constant(Type::VEC4, "ClipPlane")
    .define("CLIP")
    .additional_info("gpu_shader_3D_polyline_uniform_color");

GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_flat_color)
    .do_static_compilation(true)
    .define("FLAT")
    .vertex_in(1, Type::VEC4, "color")
    .additional_info("gpu_shader_3D_polyline");

GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_smooth_color)
    .do_static_compilation(true)
    .define("SMOOTH")
    .vertex_in(1, Type::VEC4, "color")
    .additional_info("gpu_shader_3D_polyline");