Fix #105059: Fix Grease pencil fill tool with Metal. #105143

Merged
Clément Foucault merged 2 commits from Jason-Fielder/blender:FixGpencil3DStrokeFill_2 into blender-v3.5-release 2023-02-26 15:22:25 +01:00
5 changed files with 355 additions and 5 deletions

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@ -494,6 +494,7 @@ set(GLSL_SRC
shaders/material/gpu_shader_material_world_normals.glsl
shaders/gpu_shader_gpencil_stroke_vert.glsl
shaders/gpu_shader_gpencil_stroke_vert_no_geom.glsl
shaders/gpu_shader_gpencil_stroke_frag.glsl
shaders/gpu_shader_gpencil_stroke_geom.glsl

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@ -85,8 +85,7 @@ static const char *builtin_shader_create_info_name(eGPUBuiltinShader shader)
case GPU_SHADER_2D_NODELINK_INST:
return "gpu_shader_2D_nodelink_inst";
case GPU_SHADER_GPENCIL_STROKE:
return GPU_geometry_shader_support() ? "gpu_shader_gpencil_stroke_geom" :
"gpu_shader_gpencil_stroke_nogeom";
return "gpu_shader_gpencil_stroke";
default:
BLI_assert_unreachable();
return "";

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@ -379,6 +379,9 @@ void gpu_shader_create_info_init()
/* EEVEE Volumetric Material */
eevee_legacy_material_volumetric_vert = eevee_legacy_material_volumetric_vert_no_geom;
/* GPencil stroke. */
gpu_shader_gpencil_stroke = gpu_shader_gpencil_stroke_no_geom;
}
#endif

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@ -0,0 +1,344 @@
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 27)
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
#define GP_XRAY_BACK 2
#define GPENCIL_FLATCAP 1
#define DISCARD_VERTEX \
gl_Position = vec4(0.0); \
return;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 in_vertex)
{
return vec2(in_vertex.xy / in_vertex.w) * gpencil_stroke_data.viewport;
}
/* get zdepth value */
float getZdepth(vec4 point)
{
if (gpencil_stroke_data.xraymode == GP_XRAY_FRONT) {
return 0.0;
}
if (gpencil_stroke_data.xraymode == GP_XRAY_3DSPACE) {
return (point.z / point.w);
}
if (gpencil_stroke_data.xraymode == GP_XRAY_BACK) {
return 1.0;
}
/* in front by default */
return 0.0;
}
/* check equality but with a small tolerance */
bool is_equal(vec4 p1, vec4 p2)
{
float limit = 0.0001;
float x = abs(p1.x - p2.x);
float y = abs(p1.y - p2.y);
float z = abs(p1.z - p2.z);
if ((x < limit) && (y < limit) && (z < limit)) {
return true;
}
return false;
}
/* Vertex emission. */
#define EMIT_VERTEX(vertex_selector, _v0, _v1, _v2) \
{ \
switch (vertex_selector) { \
case 0: { \
_v0 \
} break; \
case 1: { \
_v1 \
} break; \
case 2: { \
_v2 \
} break; \
} \
} \
return;
#define EMIT_VERTEX_COND(vertex_selector, condition, _v0, _v1, _v2) \
{ \
if (condition) { \
switch (vertex_selector) { \
case 0: { \
_v0 \
} break; \
case 1: { \
_v1 \
} break; \
case 2: { \
_v2 \
} break; \
} \
} \
else { \
DISCARD_VERTEX; \
} \
} \
return;
/** All output vertex combinations. */
/* Excessively long mitre gap. */
#define V0_a \
geometry_out.mTexCoord = vec2(0, 0); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4( \
(sp1 + finalThickness[2] * n0) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
#define V1_a \
geometry_out.mTexCoord = vec2(0, 0); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4( \
(sp1 + finalThickness[2] * n1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
#define V2_a \
geometry_out.mTexCoord = vec2(0, 0.5); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
#define V0_b \
geometry_out.mTexCoord = vec2(0, 1); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4( \
(sp1 - finalThickness[2] * n1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
#define V1_b \
geometry_out.mTexCoord = vec2(0, 1); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4( \
(sp1 - finalThickness[2] * n0) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
#define V2_b \
geometry_out.mTexCoord = vec2(0, 0.5); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
/* -- start end cap. -- */
#define V3 \
geometry_out.mTexCoord = vec2(1, 0.5); \
geometry_out.mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0); \
vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0 * extend; \
gl_Position = vec4((sp1 + svn1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
/* V4. */
#define V4 \
geometry_out.mTexCoord = vec2(0, 0); \
geometry_out.mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0); \
gl_Position = vec4( \
(sp1 - (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
/* V5. */
#define V5 \
geometry_out.mTexCoord = vec2(0, 1); \
geometry_out.mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0); \
gl_Position = vec4( \
(sp1 + (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
/* -- Main triangle strip --*/
#define V6 \
geometry_out.mTexCoord = vec2(0, 0); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4( \
(sp1 + length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
/* V7. */
#define V7 \
geometry_out.mTexCoord = vec2(0, 1); \
geometry_out.mColor = finalColor[1]; \
gl_Position = vec4( \
(sp1 - length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
/* V8. */
#define V8 \
geometry_out.mTexCoord = vec2(0, 0); \
geometry_out.mColor = finalColor[2]; \
gl_Position = vec4( \
(sp2 + length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
/* V9. */
#define V9 \
geometry_out.mTexCoord = vec2(0, 1); \
geometry_out.mColor = finalColor[2]; \
gl_Position = vec4( \
(sp2 - length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
/* End end-cap. */
/* V10. */
#define V10 \
geometry_out.mTexCoord = vec2(0, 1); \
geometry_out.mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0); \
gl_Position = vec4( \
(sp2 + (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
/* V11. */
#define V11 \
geometry_out.mTexCoord = vec2(0, 0); \
geometry_out.mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0); \
gl_Position = vec4( \
(sp2 - (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
/* V12. */
#define V12 \
geometry_out.mTexCoord = vec2(1, 0.5); \
geometry_out.mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0); \
vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0 * extend; \
gl_Position = vec4((sp2 + svn2) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
void main(void)
{
/* Determine output geometry IDs. */
uint input_prim_id = gl_VertexID / 27;
uint output_vertex_id = gl_VertexID % 27;
uint output_prim_triangle_id = output_vertex_id / 3;
uint vertex_in_triangle = output_vertex_id % 3;
/** Run Vertex shader for all input vertices (Lines adjacency). */
vec4 finalPos[4];
vec4 finalColor[4];
float finalThickness[4];
float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);
for (int i = 0; i < 4; i++) {
finalPos[i] = ModelViewProjectionMatrix *
vec4(vertex_fetch_attribute(input_prim_id + i, pos, vec3).xyz, 1.0);
finalColor[i] = vertex_fetch_attribute(input_prim_id + i, color, vec4);
float in_thickness = vertex_fetch_attribute(input_prim_id + i, thickness, float);
if (gpencil_stroke_data.keep_size) {
finalThickness[i] = in_thickness;
}
else {
float size = (ProjectionMatrix[3][3] == 0.0) ?
(in_thickness / (gl_Position.z * defaultpixsize)) :
(in_thickness / defaultpixsize);
finalThickness[i] = max(size * gpencil_stroke_data.objscale, 1.0);
}
}
/** Perform Geometry shader alternative. */
float MiterLimit = 0.75;
/* receive 4 points */
vec4 P0 = finalPos[0];
vec4 P1 = finalPos[1];
vec4 P2 = finalPos[2];
vec4 P3 = finalPos[3];
/* get the four vertices passed to the shader */
vec2 sp0 = toScreenSpace(P0); /* start of previous segment */
vec2 sp1 = toScreenSpace(P1); /* end of previous segment, start of current segment */
vec2 sp2 = toScreenSpace(P2); /* end of current segment, start of next segment */
vec2 sp3 = toScreenSpace(P3); /* end of next segment */
/* culling outside viewport */
vec2 area = gpencil_stroke_data.viewport * 4.0;
if (sp1.x < -area.x || sp1.x > area.x) {
DISCARD_VERTEX;
}
if (sp1.y < -area.y || sp1.y > area.y) {
DISCARD_VERTEX;
}
if (sp2.x < -area.x || sp2.x > area.x) {
DISCARD_VERTEX;
}
if (sp2.y < -area.y || sp2.y > area.y) {
DISCARD_VERTEX;
}
/* determine the direction of each of the 3 segments (previous,
* current, next) */
vec2 v0 = normalize(sp1 - sp0);
vec2 v1 = normalize(sp2 - sp1);
vec2 v2 = normalize(sp3 - sp2);
/* determine the normal of each of the 3 segments (previous,
* current, next) */
vec2 n0 = vec2(-v0.y, v0.x);
vec2 n1 = vec2(-v1.y, v1.x);
vec2 n2 = vec2(-v2.y, v2.x);
/* determine miter lines by averaging the normals of the 2
* segments */
vec2 miter_a = normalize(n0 + n1); /* miter at start of current segment */
vec2 miter_b = normalize(n1 + n2); /* miter at end of current segment */
/* determine the length of the miter by projecting it onto normal
* and then inverse it */
float an1 = dot(miter_a, n1);
float bn1 = dot(miter_b, n2);
if (an1 == 0) {
an1 = 1;
}
if (bn1 == 0) {
bn1 = 1;
}
float length_a = finalThickness[1] / an1;
float length_b = finalThickness[2] / bn1;
if (length_a <= 0.0) {
length_a = 0.01;
}
if (length_b <= 0.0) {
length_b = 0.01;
}
/** Geometry output. */
/* First triangle (T0). prevent excessively long miters at sharp
* corners */
if (output_prim_triangle_id == 0) {
if (dot(v0, v1) < -MiterLimit) {
if (dot(v0, n1) > 0) {
EMIT_VERTEX(vertex_in_triangle, V0_a, V1_a, V2_a)
}
else {
EMIT_VERTEX(vertex_in_triangle, V0_b, V1_b, V2_b)
}
}
else {
DISCARD_VERTEX
}
}
if (dot(v1, v2) < -MiterLimit) {
miter_b = n1;
length_b = finalThickness[2];
}
float extend = gpencil_stroke_data.fill_stroke ? 2 : 1;
bool start_endcap = ((gpencil_stroke_data.caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2));
bool end_endcap = (gpencil_stroke_data.caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3);
switch (output_prim_triangle_id) {
/* -- Start end cap. -*/
case 1:
EMIT_VERTEX_COND(vertex_in_triangle, start_endcap, V3, V4, V5)
case 2:
EMIT_VERTEX_COND(vertex_in_triangle, start_endcap, V4, V5, V6)
case 3:
EMIT_VERTEX_COND(vertex_in_triangle, start_endcap, V5, V6, V7)
/* -- Standard triangle strip. -- */
case 4:
EMIT_VERTEX(vertex_in_triangle, V6, V7, V8)
case 5:
EMIT_VERTEX(vertex_in_triangle, V7, V8, V9)
/* -- End end cap. -- */
case 6:
EMIT_VERTEX_COND(vertex_in_triangle, end_endcap, V8, V9, V10)
case 7:
EMIT_VERTEX_COND(vertex_in_triangle, end_endcap, V9, V10, V11)
case 8:
EMIT_VERTEX_COND(vertex_in_triangle, end_endcap, V10, V11, V12)
default:
DISCARD_VERTEX
}
}

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@ -25,17 +25,20 @@ GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke_base)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::MAT4, "ProjectionMatrix")
.vertex_source("gpu_shader_gpencil_stroke_vert.glsl")
.fragment_source("gpu_shader_gpencil_stroke_frag.glsl")
.typedef_source("GPU_shader_shared.h");
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke_geom)
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke)
.additional_info("gpu_shader_gpencil_stroke_base")
.geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 13)
.geometry_out(gpencil_stroke_geom_iface)
.vertex_source("gpu_shader_gpencil_stroke_vert.glsl")
.geometry_source("gpu_shader_gpencil_stroke_geom.glsl")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke_nogeom)
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke_no_geom)
.metal_backend_only(true)
.additional_info("gpu_shader_gpencil_stroke_base")
.vertex_out(gpencil_stroke_geom_iface)
.vertex_source("gpu_shader_gpencil_stroke_vert_no_geom.glsl")
.do_static_compilation(true);