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blender-archive/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
Charlie Jolly 2ba233a31f Nodes: Support for socket shapes other than circle
Previously there was already "draw_shape" property,
but it was doing nothing. This commit renames the
property to "display_shape". Furthermore, different
shapes like SQUARE and DIAMOND are supported now.

Currently, the shapes are drawn using the shader that also
draws keyframes. In the future we might want to separate
this.

The new shapes are not used anywhere yet, but they can
be used by addon developers and will probably be useful
when we want to support different kinds node systems later.
For example, different shapes can be used to distinguish
between data and control flow.

Differential Revision: https://developer.blender.org/D2829
2019-08-22 11:10:11 +02:00

87 lines
2.0 KiB
GLSL

uniform mat4 ModelViewProjectionMatrix;
uniform vec2 ViewportSize = vec2(-1, -1);
uniform float outline_scale = 1.0;
const float line_falloff = 1.0;
const float circle_scale = sqrt(2.0 / 3.1416);
const float square_scale = sqrt(0.5);
const float diagonal_scale = sqrt(0.5);
in vec2 pos;
in float size;
in vec4 color;
in vec4 outlineColor;
in int flags;
flat out vec4 finalColor;
flat out vec4 finalOutlineColor;
flat out int finalFlags;
flat out vec4 radii;
flat out vec4 thresholds;
bool test(int bit)
{
return (flags & bit) != 0;
}
vec2 line_thresholds(float width)
{
return vec2(max(0, width - line_falloff), width);
}
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
/* Align to pixel grid if the viewport size is known. */
if (ViewportSize.x > 0) {
vec2 scale = ViewportSize * 0.5;
vec2 px_pos = (gl_Position.xy + 1) * scale;
vec2 adj_pos = round(px_pos - 0.5) + 0.5;
gl_Position.xy = adj_pos / scale - 1;
}
/* Pass through parameters. */
finalColor = color;
finalOutlineColor = outlineColor;
finalFlags = flags;
if (!test(0xF)) {
finalFlags |= 1;
}
/* Size-dependent line thickness. */
float half_width = (0.06 + (size - 10) * 0.04);
float line_width = half_width + line_falloff;
/* Outline thresholds. */
thresholds.xy = line_thresholds(line_width * outline_scale);
/* Inner dot thresholds. */
thresholds.zw = line_thresholds(line_width * 1.6);
/* Extend the primitive size by half line width on either side; odd for symmetry. */
float ext_radius = round(0.5 * size) + thresholds.x;
gl_PointSize = ceil(ext_radius + thresholds.y) * 2 + 1;
/* Diamond radius. */
radii[0] = ext_radius * diagonal_scale;
/* Circle radius. */
radii[1] = ext_radius * circle_scale;
/* Square radius. */
radii[2] = round(ext_radius * square_scale);
/* Min/max cutout offset. */
radii[3] = -line_falloff;
/* Convert to PointCoord units. */
radii /= gl_PointSize;
thresholds /= gl_PointSize;
}