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blender-archive/source/blender/gpu/tests/gpu_shader_builtin_test.cc
Shashank Shekhar 90298c24a2 EEVEE & Viewport: Add a built-in shader called 3D_IMAGE, and expose to the python API
Adds an example python script to the documentation for the 3D_IMAGE shader.

The **use-case** is to draw textures with 3D vertex positions, in XR views as well as non-XR views (in a simpler manner).

**Testing**: I've tested that this compiles and works on my Macbook (with the example python script included in this change). I don't have access to a Windows or Linux machine right now, but this change doesn't look platform-specific and no new glsl shaders have been added or edited by this change. I'll try to get access to a Windows machine, but if someone does have one, I'd be really grateful if they could try this change. Thanks!

**Problem addressed**: The existing 2D_IMAGE shader (exposed in the python API) gets near-clipped when drawn in the
XR view, regardless of the near-clip settings. Additionally, the 2D_IMAGE shader only accepts 2D
positions for the image vertices, which means drawing textures in 3D requires providing
2D coordinates and then pushing a transform-rotate-scale matrix to the GPU, even for
non-XR (i.e. WINDOW) views. The 3D_IMAGE shader is simpler: it accepts 3D vertex positions, and doesn't require
any additional work by the scripter.

**Workaround**: The current workaround is to use custom shaders in the python script.

**Non-intrusive change**: No new glsl shaders were added. This change just bundles two existing shaders: the vertex shader used
by the 3D_IMAGE_MODULATE_ALPHA shader, and the fragment shader used by the 2D_IMAGE shader.

Reviewed By: #eevee_viewport, jbakker

Differential Revision: https://developer.blender.org/D14832
2022-05-09 08:07:37 +02:00

76 lines
4.1 KiB
C++

/* SPDX-License-Identifier: Apache-2.0 */
#include "gpu_testing.hh"
#include "GPU_shader.h"
namespace blender::gpu::tests {
static void test_compile_builtin_shader(eGPUBuiltinShader shader_type, eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(shader_type, sh_cfg);
EXPECT_NE(sh, nullptr);
}
static void test_compile_builtin_shader(eGPUBuiltinShader shader_type)
{
test_compile_builtin_shader(shader_type, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(shader_type, GPU_SHADER_CFG_CLIPPED);
}
static void test_shader_builtin()
{
GPU_shader_free_builtin_shaders();
test_compile_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
test_compile_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR);
test_compile_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
test_compile_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
test_compile_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
test_compile_builtin_shader(GPU_SHADER_TEXT, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_FLAT_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_SMOOTH_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_IMAGE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_DESATURATE_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_CHECKER, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_DIAG_STRIPES, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POLYLINE_FLAT_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_AREA_BORDERS, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_BASE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_BASE_INST, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_SHADOW, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_NODELINK, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_NODELINK_INST, GPU_SHADER_CFG_DEFAULT);
}
GPU_TEST(shader_builtin)
} // namespace blender::gpu::tests