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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"
/* We leverage hardware interpolation to compute distance along the line. */
GPU_SHADER_INTERFACE_INFO(gpu_shader_line_dashed_interface, "")
.no_perspective(Type::VEC2, "stipple_start") /* In screen space */
.flat(Type::VEC2, "stipple_pos"); /* In screen space */
GPU_SHADER_CREATE_INFO(gpu_shader_line_dashed)
.vertex_out(flat_color_iface)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC2, "viewport_size")
.push_constant(Type::FLOAT, "dash_width")
.push_constant(Type::FLOAT, "dash_factor") /* if > 1.0, solid line. */
/* TODO(fclem): Remove this. And decide to discard if color2 alpha is 0. */
.push_constant(Type::INT, "colors_len") /* Enabled if > 0, 1 for solid line. */
.push_constant(Type::VEC4, "color")
.push_constant(Type::VEC4, "color2")
.vertex_out(gpu_shader_line_dashed_interface)
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("gpu_shader_2D_line_dashed_frag.glsl");
GPU_SHADER_CREATE_INFO(gpu_shader_2D_line_dashed_uniform_color)
.vertex_in(0, Type::VEC2, "pos")
.vertex_source("gpu_shader_2D_line_dashed_uniform_color_vert.glsl")
.additional_info("gpu_shader_line_dashed")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("gpu_shader_3D_line_dashed_uniform_color_vert.glsl")
.additional_info("gpu_shader_line_dashed")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color_clipped)
.push_constant(Type::MAT4, "ModelMatrix")
.additional_info("gpu_shader_3D_line_dashed_uniform_color")
.additional_info("gpu_clip_planes")
.do_static_compilation(true);
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