This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
69 lines
1.5 KiB
GLSL
69 lines
1.5 KiB
GLSL
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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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#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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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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float draw_size = color.a;
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vec3 world_pos = part_pos;
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#ifdef USE_DOTS
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gl_Position = point_world_to_ndc(world_pos);
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/* World sized points. */
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gl_PointSize = sizePixel * draw_size * ProjectionMatrix[1][1] * sizeViewport.y / gl_Position.w;
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#else
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if ((vclass & VCLASS_SCREENALIGNED) != 0) {
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/* World sized, camera facing geometry. */
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world_pos += (screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y) * draw_size;
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}
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else {
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world_pos += rotate(pos, part_rot) * draw_size;
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}
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gl_Position = point_world_to_ndc(world_pos);
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#endif
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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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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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finalColor = vec4(color.rgb, 1.0);
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}
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else {
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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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}
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