This makes is clearer and avoid having to setup worldPosition if shader is not a material shader.
291 lines
9.2 KiB
GLSL
291 lines
9.2 KiB
GLSL
#define COMMON_VIEW_LIB
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#define DRW_RESOURCE_CHUNK_LEN 512
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/* keep in sync with DRWManager.view_data */
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layout(std140) uniform viewBlock
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{
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/* Same order as DRWViewportMatrixType */
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mat4 ViewProjectionMatrix;
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mat4 ViewProjectionMatrixInverse;
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mat4 ViewMatrix;
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mat4 ViewMatrixInverse;
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mat4 ProjectionMatrix;
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mat4 ProjectionMatrixInverse;
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vec4 clipPlanes[6];
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/* View frustum corners [NDC(-1.0, -1.0, -1.0) & NDC(1.0, 1.0, 1.0)].
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* Fourth components are near and far values. */
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vec4 ViewVecs[2];
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/* TODO move it elsewhere. */
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vec4 CameraTexCoFactors;
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};
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#define ViewNear (ViewVecs[0].w)
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#define ViewFar (ViewVecs[1].w)
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#define cameraForward ViewMatrixInverse[2].xyz
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#define cameraPos ViewMatrixInverse[3].xyz
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#define cameraVec(P) ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - P) : cameraForward)
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#define viewCameraVec(vP) ((ProjectionMatrix[3][3] == 0.0) ? normalize(-vP) : vec3(0.0, 0.0, 1.0))
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#ifdef world_clip_planes_calc_clip_distance
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# undef world_clip_planes_calc_clip_distance
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# define world_clip_planes_calc_clip_distance(p) \
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_world_clip_planes_calc_clip_distance(p, clipPlanes)
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#endif
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#ifdef COMMON_GLOBALS_LIB
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float mul_project_m4_v3_zfac(in vec3 co)
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{
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return pixelFac * ((ViewProjectionMatrix[0][3] * co.x) + (ViewProjectionMatrix[1][3] * co.y) +
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(ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3]);
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}
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#endif
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/* Not the right place but need to be common to all overlay's.
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* TODO Split to an overlay lib. */
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mat4 extract_matrix_packed_data(mat4 mat, out vec4 dataA, out vec4 dataB)
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{
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const float div = 1.0 / 255.0;
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int a = int(mat[0][3]);
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int b = int(mat[1][3]);
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int c = int(mat[2][3]);
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int d = int(mat[3][3]);
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dataA = vec4(a & 0xFF, a >> 8, b & 0xFF, b >> 8) * div;
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dataB = vec4(c & 0xFF, c >> 8, d & 0xFF, d >> 8) * div;
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mat[0][3] = mat[1][3] = mat[2][3] = 0.0;
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mat[3][3] = 1.0;
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return mat;
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}
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/* Same here, Not the right place but need to be common to all overlay's.
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* TODO Split to an overlay lib. */
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/* edge_start and edge_pos needs to be in the range [0..sizeViewport]. */
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vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
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{
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vec2 edge = edge_start - edge_pos;
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float len = length(edge);
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if (len > 0.0) {
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edge /= len;
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vec2 perp = vec2(-edge.y, edge.x);
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float dist = dot(perp, frag_co - edge_start);
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/* Add 0.1 to diffenrentiate with cleared pixels. */
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return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 1.0);
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}
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else {
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/* Default line if the origin is perfectly aligned with a pixel. */
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return vec4(1.0, 0.0, 0.5 + 0.1, 1.0);
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}
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}
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uniform int resourceChunk;
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#ifdef GPU_VERTEX_SHADER
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# ifdef GPU_ARB_shader_draw_parameters
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# define baseInstance gl_BaseInstanceARB
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# else /* no ARB_shader_draw_parameters */
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uniform int baseInstance;
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# endif
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# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR)
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/* When drawing instances of an object at the same position. */
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# define instanceId 0
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# elif defined(GPU_DEPRECATED_AMD_DRIVER)
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/* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
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* the gl_InstanceID is incremented by the 2 bit component of the attribute.
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* Ignore gl_InstanceID then. */
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# define instanceId 0
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# else
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# define instanceId gl_InstanceID
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# endif
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# ifdef UNIFORM_RESOURCE_ID
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/* This is in the case we want to do a special instance drawcall but still want to have the
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* right resourceId and all the correct ubo datas. */
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uniform int resourceId;
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# define resource_id resourceId
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# else
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# define resource_id (baseInstance + instanceId)
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# endif
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/* Use this to declare and pass the value if
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* the fragment shader uses the resource_id. */
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# ifdef USE_GEOMETRY_SHADER
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# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
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# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
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# else
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# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
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# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
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# endif
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#endif
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/* If used in a fragment / geometry shader, we pass
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* resource_id as varying. */
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#ifdef GPU_GEOMETRY_SHADER
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# define RESOURCE_ID_VARYING \
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flat out int resourceIDFrag; \
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flat in int resourceIDGeom[];
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# define resource_id resourceIDGeom
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# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
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#endif
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#ifdef GPU_FRAGMENT_SHADER
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flat in int resourceIDFrag;
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# define resource_id resourceIDFrag
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#endif
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/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
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/* clang-format off */
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#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR)
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/* clang-format on */
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struct ObjectMatrices {
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mat4 drw_modelMatrix;
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mat4 drw_modelMatrixInverse;
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};
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layout(std140) uniform modelBlock
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{
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ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
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};
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# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
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# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
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#else /* GPU_INTEL */
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/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
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* So for now we just force using the legacy path. */
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/* Note that this is also a workaround of a problem on osx (amd or nvidia)
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* and older amd driver on windows. */
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uniform mat4 ModelMatrix;
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uniform mat4 ModelMatrixInverse;
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#endif
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#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
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/** Transform shortcuts. */
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/* Rule of thumb: Try to reuse world positions and normals because converting through viewspace
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* will always be decomposed in at least 2 matrix operation. */
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/**
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* Some clarification:
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* Usually Normal matrix is transpose(inverse(ViewMatrix * ModelMatrix))
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*
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* But since it is slow to multiply matrices we decompose it. Decomposing
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* inversion and transposition both invert the product order leaving us with
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* the same original order:
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* transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
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*
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* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
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* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
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* ViewMatrix * transpose(ModelMatrixInverse)
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*/
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#define NormalMatrix transpose(mat3(ModelMatrixInverse))
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#define NormalMatrixInverse transpose(mat3(ModelMatrix))
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#define normal_object_to_view(n) (mat3(ViewMatrix) * (NormalMatrix * n))
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#define normal_object_to_world(n) (NormalMatrix * n)
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#define normal_world_to_object(n) (NormalMatrixInverse * n)
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#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
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#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
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#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
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#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
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#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
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#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
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#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
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#define point_view_to_world(p) ((ViewMatrixInverse * vec4(p, 1.0)).xyz)
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#define point_world_to_ndc(p) (ViewProjectionMatrix * vec4(p, 1.0))
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#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
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#define point_world_to_view(p) ((ViewMatrix * vec4(p, 1.0)).xyz)
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/* Due to some shader compiler bug, we somewhat need to access gl_VertexID
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* to make vertex shaders work. even if it's actually dead code. */
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#ifdef GPU_INTEL
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# define GPU_INTEL_VERTEX_SHADER_WORKAROUND gl_Position.x = float(gl_VertexID);
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#else
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# define GPU_INTEL_VERTEX_SHADER_WORKAROUND
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#endif
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#define DRW_BASE_SELECTED (1 << 1)
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#define DRW_BASE_FROM_DUPLI (1 << 2)
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#define DRW_BASE_FROM_SET (1 << 3)
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#define DRW_BASE_ACTIVE (1 << 4)
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/* ---- Opengl Depth conversion ---- */
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float linear_depth(bool is_persp, float z, float zf, float zn)
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{
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if (is_persp) {
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return (zn * zf) / (z * (zn - zf) + zf);
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}
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else {
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return (z * 2.0 - 1.0) * zf;
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}
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}
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float buffer_depth(bool is_persp, float z, float zf, float zn)
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{
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if (is_persp) {
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return (zf * (zn - z)) / (z * (zn - zf));
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}
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else {
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return (z / (zf * 2.0)) + 0.5;
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}
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}
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float get_view_z_from_depth(float depth)
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{
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if (ProjectionMatrix[3][3] == 0.0) {
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float d = 2.0 * depth - 1.0;
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return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
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}
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else {
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return ViewVecs[0].z + depth * ViewVecs[1].z;
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}
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}
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float get_depth_from_view_z(float z)
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{
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if (ProjectionMatrix[3][3] == 0.0) {
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float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
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return d * 0.5 + 0.5;
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}
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else {
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return (z - ViewVecs[0].z) / ViewVecs[1].z;
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}
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}
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vec2 get_uvs_from_view(vec3 view)
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{
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vec4 ndc = ProjectionMatrix * vec4(view, 1.0);
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return (ndc.xy / ndc.w) * 0.5 + 0.5;
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}
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vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
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{
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if (ProjectionMatrix[3][3] == 0.0) {
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return vec3(ViewVecs[0].xy + uvcoords * ViewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
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}
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else {
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return ViewVecs[0].xyz + vec3(uvcoords, depth) * ViewVecs[1].xyz;
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}
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}
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vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
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{
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return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
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}
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vec3 get_view_vector_from_screen_uv(vec2 uv)
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{
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if (ProjectionMatrix[3][3] == 0.0) {
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return normalize(vec3(ViewVecs[0].xy + uv * ViewVecs[1].xy, 1.0));
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}
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else {
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return vec3(0.0, 0.0, 1.0);
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}
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}
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