Clay Engine: converted Empties to the new instancing method

This commit is contained in:
2017-02-09 20:55:31 +01:00
parent 1abd2f279d
commit e05800d23b
6 changed files with 89 additions and 251 deletions

View File

@@ -38,61 +38,14 @@
/* Store list of shading group for easy access*/
/* Empties */
static DRWShadingGroup *plain_axes_wire;
static DRWShadingGroup *plain_axes_active;
static DRWShadingGroup *plain_axes_select;
static DRWShadingGroup *plain_axes_transform;
static DRWShadingGroup *plain_axes_group;
static DRWShadingGroup *plain_axes_group_active;
static DRWShadingGroup *cube_wire;
static DRWShadingGroup *cube_active;
static DRWShadingGroup *cube_select;
static DRWShadingGroup *cube_transform;
static DRWShadingGroup *cube_group;
static DRWShadingGroup *cube_group_active;
static DRWShadingGroup *circle_wire;
static DRWShadingGroup *circle_active;
static DRWShadingGroup *circle_select;
static DRWShadingGroup *circle_transform;
static DRWShadingGroup *circle_group;
static DRWShadingGroup *circle_group_active;
static DRWShadingGroup *sphere_wire;
static DRWShadingGroup *sphere_active;
static DRWShadingGroup *sphere_select;
static DRWShadingGroup *sphere_transform;
static DRWShadingGroup *sphere_group;
static DRWShadingGroup *sphere_group_active;
static DRWShadingGroup *cone_wire;
static DRWShadingGroup *cone_active;
static DRWShadingGroup *cone_select;
static DRWShadingGroup *cone_transform;
static DRWShadingGroup *cone_group;
static DRWShadingGroup *cone_group_active;
static DRWShadingGroup *single_arrow_wire;
static DRWShadingGroup *single_arrow_active;
static DRWShadingGroup *single_arrow_select;
static DRWShadingGroup *single_arrow_transform;
static DRWShadingGroup *single_arrow_group;
static DRWShadingGroup *single_arrow_group_active;
static DRWShadingGroup *single_arrow_line_wire;
static DRWShadingGroup *single_arrow_line_active;
static DRWShadingGroup *single_arrow_line_select;
static DRWShadingGroup *single_arrow_line_transform;
static DRWShadingGroup *single_arrow_line_group;
static DRWShadingGroup *single_arrow_line_group_active;
static DRWShadingGroup *arrows_wire;
static DRWShadingGroup *arrows_active;
static DRWShadingGroup *arrows_select;
static DRWShadingGroup *arrows_transform;
static DRWShadingGroup *arrows_group;
static DRWShadingGroup *arrows_group_active;
static DRWShadingGroup *plain_axes;
static DRWShadingGroup *cube;
static DRWShadingGroup *circle;
static DRWShadingGroup *sphere;
static DRWShadingGroup *cone;
static DRWShadingGroup *single_arrow;
static DRWShadingGroup *single_arrow_line;
static DRWShadingGroup *arrows;
/* Lamps */
static DRWShadingGroup *lamp_center;
@@ -117,17 +70,6 @@ static float colorActive[4], colorSelect[4], colorTransform[4], colorGroup[4], c
static float colorEmpty[4], colorLamp[4], colorCamera[4], colorSpeaker[4];
static float lampCenterSize, lampCircleRad, lampCircleShadowRad, colorLampNoAlpha[4];
static DRWShadingGroup *shgroup_instance_uniform_color(DRWPass *pass, struct Batch *geom, float color[4])
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
return grp;
}
static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -186,6 +128,18 @@ static DRWShadingGroup *shgroup_lamp(DRWPass *pass, struct Batch *geom, float *s
return grp;
}
static DRWShadingGroup *shgroup_empty(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
return grp;
}
/* This Function setup the passes needed for the mode rendering.
* The passes are populated by the rendering engine using the DRW_shgroup_* functions. */
void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPass **non_meshes, DRWPass **ob_center)
@@ -235,68 +189,28 @@ void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPa
/* Empties */
geom = DRW_cache_plain_axes_get();
plain_axes_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
plain_axes_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
plain_axes_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
plain_axes_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
plain_axes_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
plain_axes_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
plain_axes = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_cube_get();
cube_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
cube_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
cube_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
cube_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
cube_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
cube_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
cube = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_circle_get();
circle_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
circle_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
circle_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
circle_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
circle_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
circle_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
circle = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_empty_sphere_get();
sphere_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
sphere_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
sphere_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
sphere_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
sphere_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
sphere_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
sphere = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_empty_cone_get();
cone_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
cone_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
cone_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
cone_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
cone_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
cone_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
cone = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_single_arrow_get();
single_arrow_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
single_arrow_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
single_arrow_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
single_arrow_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
single_arrow_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
single_arrow_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
single_arrow = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_single_line_get();
single_arrow_line_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
single_arrow_line_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
single_arrow_line_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
single_arrow_line_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
single_arrow_line_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
single_arrow_line_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
single_arrow_line = shgroup_empty(*non_meshes, geom);
geom = DRW_cache_single_arrow_get();
arrows_wire = shgroup_instance_uniform_color(*non_meshes, geom, colorEmpty);
arrows_active = shgroup_instance_uniform_color(*non_meshes, geom, colorActive);
arrows_select = shgroup_instance_uniform_color(*non_meshes, geom, colorSelect);
arrows_transform = shgroup_instance_uniform_color(*non_meshes, geom, colorTransform);
arrows_group = shgroup_instance_uniform_color(*non_meshes, geom, colorGroup);
arrows_group_active = shgroup_instance_uniform_color(*non_meshes, geom, colorGroupActive);
arrows = shgroup_empty(*non_meshes, geom);
/* Lamps */
lampCenterSize = (U.obcenter_dia + 1.5f) * U.pixelsize;
@@ -374,7 +288,9 @@ void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPa
/* ******************************************** WIRES *********************************************** */
/* TODO FINISH */
static int draw_object_wire_theme(Object *ob)
/* Get the wire color theme_id of an object based on it's state
* **color is a way to get a pointer to the static color var associated */
static int draw_object_wire_theme(Object *ob, float **color)
{
const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
/* confusing logic here, there are 2 methods of setting the color
@@ -419,6 +335,22 @@ static int draw_object_wire_theme(Object *ob)
}
}
if (color != NULL) {
switch (theme_id) {
case TH_WIRE_EDIT: *color = colorTransform; break;
case TH_ACTIVE: *color = colorActive; break;
case TH_SELECT: *color = colorSelect; break;
case TH_GROUP: *color = colorGroup; break;
case TH_GROUP_ACTIVE: *color = colorGroupActive; break;
case TH_TRANSFORM: *color = colorTransform; break;
case OB_SPEAKER: *color = colorSpeaker; break;
case OB_CAMERA: *color = colorCamera; break;
case OB_EMPTY: *color = colorEmpty; break;
case OB_LAMP: *color = colorLamp; break;
default: *color = colorWire; break;
}
}
return theme_id;
}
@@ -517,8 +449,8 @@ void DRW_shgroup_wire_outline(DRWPass *wire_outline, Object *ob,
static void DRW_draw_lamp(Object *ob)
{
Lamp *la = ob->data;
int theme_id = draw_object_wire_theme(ob);
float *color;
int theme_id = draw_object_wire_theme(ob, &color);
/* Don't draw the center if it's selected or active */
if (theme_id == TH_GROUP)
@@ -526,27 +458,6 @@ static void DRW_draw_lamp(Object *ob)
else if (theme_id == TH_LAMP)
DRW_shgroup_dynamic_call_add(lamp_center, ob->obmat[3]);
switch (theme_id) {
case TH_ACTIVE:
color = colorActive;
break;
case TH_SELECT:
color = colorSelect;
break;
case TH_GROUP:
color = colorGroup;
break;
case TH_GROUP_ACTIVE:
color = colorGroupActive;
break;
case TH_TRANSFORM:
color = colorTransform;
break;
default:
color = colorLampNoAlpha;
break;
}
/* First circle */
DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat[3], color);
@@ -557,7 +468,7 @@ static void DRW_draw_lamp(Object *ob)
/* Sunrays */
if (la->type == LA_SUN) {
DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3]);
DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3], color);
}
/* Line and point going to the ground */
@@ -567,134 +478,34 @@ static void DRW_draw_lamp(Object *ob)
static void DRW_draw_empty(Object *ob)
{
DRWShadingGroup *grp, *grp2 = NULL;
int theme_id = draw_object_wire_theme(ob);
float *color;
draw_object_wire_theme(ob, &color);
switch (ob->empty_drawtype) {
case OB_PLAINAXES:
if (theme_id == TH_ACTIVE)
grp = plain_axes_active;
else if (theme_id == TH_SELECT)
grp = plain_axes_select;
else if (theme_id == TH_GROUP_ACTIVE)
grp = plain_axes_group_active;
else if (theme_id == TH_GROUP)
grp = plain_axes_group;
else if (theme_id == TH_TRANSFORM)
grp = plain_axes_transform;
else
grp = plain_axes_wire;
DRW_shgroup_dynamic_call_add(plain_axes, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_SINGLE_ARROW:
if (theme_id == TH_ACTIVE) {
grp = single_arrow_active;
grp2 = single_arrow_line_active;
}
else if (theme_id == TH_SELECT) {
grp = single_arrow_select;
grp2 = single_arrow_line_select;
}
else if (theme_id == TH_GROUP_ACTIVE) {
grp = single_arrow_group_active;
grp2 = single_arrow_line_group_active;
}
else if (theme_id == TH_GROUP) {
grp = single_arrow_group;
grp2 = single_arrow_line_group;
}
else if (theme_id == TH_TRANSFORM) {
grp = single_arrow_transform;
grp2 = single_arrow_line_transform;
}
else {
grp = single_arrow_wire;
grp2 = single_arrow_line_wire;
}
DRW_shgroup_dynamic_call_add(single_arrow, color, &ob->empty_drawsize, ob->obmat);
DRW_shgroup_dynamic_call_add(single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_CUBE:
if (theme_id == TH_ACTIVE)
grp = cube_active;
else if (theme_id == TH_SELECT)
grp = cube_select;
else if (theme_id == TH_GROUP_ACTIVE)
grp = cube_group_active;
else if (theme_id == TH_GROUP)
grp = cube_group;
else if (theme_id == TH_TRANSFORM)
grp = cube_transform;
else
grp = cube_wire;
DRW_shgroup_dynamic_call_add(cube, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_CIRCLE:
if (theme_id == TH_ACTIVE)
grp = circle_active;
else if (theme_id == TH_SELECT)
grp = circle_select;
else if (theme_id == TH_GROUP_ACTIVE)
grp = circle_group_active;
else if (theme_id == TH_GROUP)
grp = circle_group;
else if (theme_id == TH_TRANSFORM)
grp = circle_transform;
else
grp = circle_wire;
DRW_shgroup_dynamic_call_add(circle, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_EMPTY_SPHERE:
if (theme_id == TH_ACTIVE)
grp = sphere_active;
else if (theme_id == TH_SELECT)
grp = sphere_select;
else if (theme_id == TH_GROUP_ACTIVE)
grp = sphere_group_active;
else if (theme_id == TH_GROUP)
grp = sphere_group;
else if (theme_id == TH_TRANSFORM)
grp = sphere_transform;
else
grp = sphere_wire;
DRW_shgroup_dynamic_call_add(sphere, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_EMPTY_CONE:
if (theme_id == TH_ACTIVE)
grp = cone_active;
else if (theme_id == TH_SELECT)
grp = cone_select;
else if (theme_id == TH_GROUP_ACTIVE)
grp = cone_group_active;
else if (theme_id == TH_GROUP)
grp = cone_group;
else if (theme_id == TH_TRANSFORM)
grp = cone_transform;
else
grp = cone_wire;
DRW_shgroup_dynamic_call_add(cone, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_ARROWS:
default:
if (theme_id == TH_ACTIVE)
grp = arrows_active;
else if (theme_id == TH_SELECT)
grp = arrows_select;
else if (theme_id == TH_GROUP_ACTIVE)
grp = arrows_group_active;
else if (theme_id == TH_GROUP)
grp = arrows_group;
else if (theme_id == TH_TRANSFORM)
grp = arrows_transform;
else
grp = arrows_wire;
DRW_shgroup_dynamic_call_add(arrows, color, &ob->empty_drawsize, ob->obmat);
/* TODO Missing axes names */
break;
}
DRW_shgroup_dynamic_call_add(grp, ob->obmat);
if (grp2 != NULL) {
DRW_shgroup_dynamic_call_add(grp2, ob->obmat);
}
}
void DRW_shgroup_non_meshes(DRWPass *UNUSED(non_meshes), Object *ob)

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@@ -150,11 +150,13 @@ data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_instance_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)

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@@ -138,6 +138,9 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_GROUNDPOINT,
GPU_SHADER_3D_GROUNDLINE,
GPU_SHADER_3D_LAMP_COMMON,
/* instance */
GPU_SHADER_INSTANCE_UNIFORM_COLOR,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;

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@@ -67,11 +67,13 @@ extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_instance_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_instance_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
@@ -684,7 +686,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE] = { datatoc_gpu_shader_3D_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
@@ -728,6 +729,11 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
};
if (builtin_shaders[shader] == NULL) {

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@@ -0,0 +1,16 @@
uniform mat4 ViewProjectionMatrix;
in vec3 pos;
/* Instance attrib */
in mat4 InstanceModelMatrix;
in vec3 color;
in float size;
flat out vec4 finalColor;
void main()
{
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos * size, 1.0);
finalColor = vec4(color, 1.0);
}