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
		
			
				
	
	
		
			82 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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flat in vec4 color_flat;
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noperspective in vec2 texCoord_interp;
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out vec4 fragColor;
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uniform sampler2D glyph;
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const vec2 offsets4[4] = vec2[4](
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    vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
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const vec2 offsets16[16] = vec2[16](vec2(-1.5, 1.5),
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                                    vec2(-0.5, 1.5),
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                                    vec2(0.5, 1.5),
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                                    vec2(1.5, 1.5),
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                                    vec2(-1.5, 0.5),
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                                    vec2(-0.5, 0.5),
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                                    vec2(0.5, 0.5),
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                                    vec2(1.5, 0.5),
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                                    vec2(-1.5, -0.5),
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                                    vec2(-0.5, -0.5),
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                                    vec2(0.5, -0.5),
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                                    vec2(1.5, -0.5),
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                                    vec2(-1.5, -1.5),
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                                    vec2(-0.5, -1.5),
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                                    vec2(0.5, -1.5),
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                                    vec2(1.5, -1.5));
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#define sample_glyph_offset(texco, texel, ofs) texture(glyph, texco + ofs * texel).r
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void main()
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{
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  // input color replaces texture color
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  fragColor.rgb = color_flat.rgb;
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  vec2 texel = 1.0 / vec2(textureSize(glyph, 0));
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  vec2 texco = abs(texCoord_interp);
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  // modulate input alpha & texture alpha
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  if (texCoord_interp.x > 0) {
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    fragColor.a = texture(glyph, texco).r;
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  }
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  else {
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    fragColor.a = 0.0;
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    if (texCoord_interp.y > 0) {
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      /* 3x3 blur */
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      /* Manual unroll for perf. (stupid glsl compiler) */
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      fragColor.a += sample_glyph_offset(texco, texel, offsets4[0]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets4[1]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets4[2]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets4[3]);
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      fragColor.a *= (1.0 / 4.0);
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    }
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    else {
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      /* 5x5 blur */
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      /* Manual unroll for perf. (stupid glsl compiler) */
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[0]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[1]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[2]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[3]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[4]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[5]) * 2.0;
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[6]) * 2.0;
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[7]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[8]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[9]) * 2.0;
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[10]) * 2.0;
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[11]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[12]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[13]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[14]);
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      fragColor.a += sample_glyph_offset(texco, texel, offsets16[15]);
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      fragColor.a *= (1.0 / 20.0);
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    }
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  }
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  fragColor.a *= color_flat.a;
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}
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