Overlay: Port particle display shader to use shaderCreateInfo
This should have no functional changes.
This commit is contained in:
@@ -881,18 +881,10 @@ GPUShader *OVERLAY_shader_paint_wire(void)
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GPUShader *OVERLAY_shader_particle_dot(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->particle_dot) {
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sh_data->particle_dot = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_particle_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_particle_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, "#define USE_DOTS\n", NULL},
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});
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sh_data->particle_dot = GPU_shader_create_from_info_name(
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draw_ctx->sh_cfg ? "overlay_particle_dot_clipped" : "overlay_particle_dot");
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}
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return sh_data->particle_dot;
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}
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@@ -900,18 +892,10 @@ GPUShader *OVERLAY_shader_particle_dot(void)
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GPUShader *OVERLAY_shader_particle_shape(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->particle_shape) {
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sh_data->particle_shape = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_particle_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, "#define INSTANCED_ATTR\n", NULL},
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});
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sh_data->particle_shape = GPU_shader_create_from_info_name(
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draw_ctx->sh_cfg ? "overlay_particle_shape_clipped" : "overlay_particle_shape");
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}
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return sh_data->particle_shape;
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}
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@@ -275,3 +275,50 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas_clipped)
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.additional_info("overlay_gpencil_canvas", "drw_clipped");
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Particle
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalColor");
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GPU_SHADER_CREATE_INFO(overlay_particle)
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.sampler(0, ImageType::FLOAT_1D, "weightTex")
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.push_constant(Type::VEC4, "color") /* Drawsize packed in alpha */
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.vertex_in(0, Type::VEC3, "part_pos")
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.vertex_in(1, Type::VEC4, "part_rot")
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.vertex_in(2, Type::FLOAT, "part_val")
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.vertex_out(overlay_particle_iface)
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.vertex_source("particle_vert.glsl")
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.additional_info("draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_particle_dot)
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.do_static_compilation(true)
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.define("USE_DOTS")
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.define("vclass", "0")
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.define("pos", "vec3(0.0)")
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.fragment_out(0, Type::VEC4, "fragColor")
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.fragment_out(1, Type::VEC4, "lineOutput")
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.fragment_source("particle_frag.glsl")
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.additional_info("overlay_particle", "draw_mesh");
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GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_particle_dot", "drw_clipped");
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GPU_SHADER_CREATE_INFO(overlay_particle_shape)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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/* Instantiated Attrs. */
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.vertex_in(3, Type::VEC3, "pos")
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.vertex_in(4, Type::INT, "vclass")
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.fragment_out(0, Type::VEC4, "fragColor")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.additional_info("overlay_particle", "draw_modelmat", "draw_resource_id_uniform");
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GPU_SHADER_CREATE_INFO(overlay_particle_shape_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_particle_shape", "drw_clipped");
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/** \} */
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@@ -1,8 +1,5 @@
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in vec4 finalColor;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec4 lineOutput;
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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void main()
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{
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@@ -1,34 +1,21 @@
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uniform sampler1D weightTex;
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uniform vec4 color; /* Drawsize packed in alpha */
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/* ---- Instantiated Attrs ---- */
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in vec3 pos;
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in int vclass;
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/* ---- Per instance Attrs ---- */
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in vec3 part_pos;
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in vec4 part_rot;
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in float part_val;
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#ifdef USE_DOTS
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out vec4 finalColor;
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#else
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flat out vec4 finalColor;
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#endif
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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/* TODO(fclem): Share with C code. */
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#define VCLASS_SCREENALIGNED (1 << 9)
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#define VCLASS_EMPTY_AXES (1 << 11)
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vec3 rotate(vec3 vec, vec4 quat)
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{
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/* The quaternion representation here stores the w component in the first index */
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/* The quaternion representation here stores the w component in the first index. */
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return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
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}
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void main()
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{
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/* Drawsize packed in alpha. */
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float draw_size = color.a;
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vec3 world_pos = part_pos;
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@@ -52,7 +39,7 @@ void main()
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/* Coloring */
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if ((vclass & VCLASS_EMPTY_AXES) != 0) {
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/* see VBO construction for explanation. */
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/* See VBO construction for explanation. */
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finalColor = vec4(clamp(pos * 10000.0, 0.0, 1.0), 1.0);
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}
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else if (part_val < 0.0) {
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@@ -62,7 +49,5 @@ void main()
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finalColor = vec4(texture(weightTex, part_val).rgb, 1.0);
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}
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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view_clipping_distances(world_pos);
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}
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