DRW: support clipping for all lamp types
This commit is contained in:
@@ -50,7 +50,11 @@ extern char datatoc_common_world_clip_lib_glsl[];
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \
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GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED)
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, \
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GPU_SHADER_3D_GROUNDLINE, \
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GPU_SHADER_3D_GROUNDPOINT, \
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GPU_SHADER_DISTANCE_LINES, \
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GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR)
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/* cache of built-in shaders (each is created on first use) */
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static struct {
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@@ -70,9 +74,10 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
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&shader_code.geom,
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&shader_code.defs);
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/* In rare cases geometry shaders calculate clipping themselves. */
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return DRW_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib, shader_code.vert, NULL},
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.geom = (const char *[]){shader_code.geom, NULL},
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.geom = (const char *[]){shader_code.geom ? world_clip_lib : NULL, shader_code.geom, NULL},
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.frag = (const char *[]){shader_code.frag, NULL},
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.defs = (const char *[]){world_clip_def, shader_code.defs, NULL}});
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}
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@@ -358,24 +358,28 @@ DRWShadingGroup *shgroup_dynpoints_uniform_color(
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return grp;
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}
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DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4])
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DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
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GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE, shader_slot);
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DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
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DRW_shgroup_uniform_vec4(grp, "color", color, 1);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4])
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DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
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GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT, shader_slot);
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DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
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DRW_shgroup_uniform_vec4(grp, "color", color, 1);
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DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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@@ -561,9 +565,9 @@ DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, e
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return grp;
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}
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DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom)
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DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES);
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GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES, shader_slot);
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static float point_size = 4.0f;
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DRW_shgroup_instance_format(g_formats.instance_distance_lines, {
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@@ -575,13 +579,15 @@ DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch
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DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines);
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DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom)
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DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR);
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GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, shader_slot);
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static const int True = true;
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static const int False = false;
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@@ -594,7 +600,9 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom)
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DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
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DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
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DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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@@ -143,8 +143,8 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons
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struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
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@@ -155,8 +155,8 @@ struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *
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struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
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struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
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@@ -1252,12 +1252,12 @@ static void OBJECT_cache_init(void *vedata)
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sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_single_line_get();
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sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_single_line_endpoints_get();
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sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_quad_get();
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sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_slot);
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@@ -1310,7 +1310,7 @@ static void OBJECT_cache_init(void *vedata)
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/* start with buflimit because we don't want stipples */
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geom = DRW_cache_single_line_get();
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sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_slot);
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@@ -1322,8 +1322,8 @@ static void OBJECT_cache_init(void *vedata)
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geom = DRW_cache_lamp_sunrays_get();
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sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot);
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sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp);
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sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp);
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sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_slot);
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sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_slot);
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geom = DRW_cache_screenspace_circle_get();
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sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
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@@ -1338,13 +1338,13 @@ static void OBJECT_cache_init(void *vedata)
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sgl->lamp_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_single_line_get();
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sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_single_line_endpoints_get();
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sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_lamp_spot_get();
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sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom);
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sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_circle_get();
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sgl->lamp_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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@@ -1,5 +1,5 @@
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#ifdef USE_WORLD_CLIP_PLANES
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#ifdef GPU_VERTEX_SHADER
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#if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
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uniform vec4 WorldClipPlanes[6];
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void world_clip_planes_calc_clip_distance(vec3 wpos)
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{
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@@ -8,9 +8,18 @@ layout(line_strip, max_vertices = 2) out;
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void main()
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{
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vec3 vert = gl_in[0].gl_Position.xyz;
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gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
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#endif
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EmitVertex();
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gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(vec3(vert.xy, 0.0));
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#endif
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EmitVertex();
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EndPrimitive();
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}
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@@ -6,6 +6,11 @@ in vec3 pos;
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void main()
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{
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gl_Position = ViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
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vec4 pos_4d = vec4(pos.xy, 0.0, 1.0);
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gl_Position = ViewProjectionMatrix * pos_4d;
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gl_PointSize = 2.0;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(pos_4d.xyz);
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#endif
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}
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@@ -1,8 +1,16 @@
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#ifdef USE_WORLD_CLIP_PLANES
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uniform mat4 ModelMatrix;
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#endif
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/* Does Nothing */
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in vec3 pos;
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void main()
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{
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gl_Position = vec4(pos, 1.0);
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vec4 pos_4d = vec4(pos, 1.0);
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gl_Position = pos_4d;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
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#endif
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}
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@@ -18,8 +18,13 @@ void main()
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{
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float len = end - start;
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vec3 sta = vec3(0.0, 0.0, -start);
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vec4 pos_4d = vec4(pos * -len + sta, 1.0);
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gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos * -len + sta, 1.0);
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gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
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gl_PointSize = size;
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finalColor = vec4(color, 1.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((InstanceModelMatrix * pos_4d).xyz);
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#endif
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}
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@@ -28,10 +28,18 @@ flat out vec4 finalColor;
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void emitLine(vec4 color)
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{
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gl_Position = ProjectionMatrix * MV_pos[0];
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
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#endif
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EmitVertex();
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gl_Position = ProjectionMatrix * MV_pos[1];
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
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#endif
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finalColor = color;
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EmitVertex();
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EndPrimitive();
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}
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@@ -37,7 +37,8 @@ void main()
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mat4 ModelViewMatrix = ViewMatrix * InstanceModelMatrix;
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MV_pos = ModelViewMatrix * vec4(pos, 1.0);
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vec4 pos_4d = vec4(pos, 1.0);
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MV_pos = ModelViewMatrix * pos_4d;
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mat3 NormalMatrix = transpose(inverse(mat3(ModelViewMatrix)));
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@@ -60,4 +61,8 @@ void main()
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edgeClass = -1.0; // back-facing edge
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fCol = color;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((InstanceModelMatrix * vec4(pos, 1.0)).xyz);
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#endif
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}
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