Cleanup: Remove unused Grease Pencil shader file
This file was completely unused and caused confusion. Pull Request: https://projects.blender.org/blender/blender/pulls/130982
This commit is contained in:
@@ -572,7 +572,6 @@ set(GLSL_SRC
|
||||
intern/shaders/common_fullscreen_vert.glsl
|
||||
intern/shaders/common_fxaa_lib.glsl
|
||||
intern/shaders/common_gpencil_lib.glsl
|
||||
intern/shaders/common_grease_pencil_lib.glsl
|
||||
intern/shaders/common_hair_lib.glsl
|
||||
intern/shaders/common_hair_refine_comp.glsl
|
||||
intern/shaders/common_intersect_lib.glsl
|
||||
|
||||
@@ -1,403 +0,0 @@
|
||||
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common_math_lib.glsl"
|
||||
#include "common_view_lib.glsl"
|
||||
|
||||
#ifndef DRW_GPENCIL_INFO
|
||||
# error Missing additional info draw_gpencil
|
||||
#endif
|
||||
|
||||
#ifdef GPU_FRAGMENT_SHADER
|
||||
float gpencil_stroke_round_cap_mask(vec2 p1, vec2 p2, vec2 aspect, float thickness, float hardfac)
|
||||
{
|
||||
/* We create our own uv space to avoid issues with triangulation and linear
|
||||
* interpolation artifacts. */
|
||||
vec2 line = p2.xy - p1.xy;
|
||||
vec2 pos = gl_FragCoord.xy - p1.xy;
|
||||
float line_len = length(line);
|
||||
float half_line_len = line_len * 0.5;
|
||||
/* Normalize */
|
||||
line = (line_len > 0.0) ? (line / line_len) : vec2(1.0, 0.0);
|
||||
/* Create a uv space that englobe the whole segment into a capsule. */
|
||||
vec2 uv_end;
|
||||
uv_end.x = max(abs(dot(line, pos) - half_line_len) - half_line_len, 0.0);
|
||||
uv_end.y = dot(vec2(-line.y, line.x), pos);
|
||||
/* Divide by stroke radius. */
|
||||
uv_end /= thickness;
|
||||
uv_end *= aspect;
|
||||
|
||||
float dist = clamp(1.0 - length(uv_end) * 2.0, 0.0, 1.0);
|
||||
if (hardfac > 0.999) {
|
||||
return step(1e-8, dist);
|
||||
}
|
||||
else {
|
||||
/* Modulate the falloff profile */
|
||||
float hardness = 1.0 - hardfac;
|
||||
dist = pow(dist, mix(0.01, 10.0, hardness));
|
||||
return smoothstep(0.0, 1.0, dist);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
vec2 gpencil_decode_aspect(int packed_data)
|
||||
{
|
||||
float asp = float(uint(packed_data) & 0x1FFu) * (1.0 / 255.0);
|
||||
return (asp > 1.0) ? vec2(1.0, (asp - 1.0)) : vec2(asp, 1.0);
|
||||
}
|
||||
|
||||
float gpencil_decode_uvrot(int packed_data)
|
||||
{
|
||||
uint udata = uint(packed_data);
|
||||
float uvrot = 1e-8 + float((udata & 0x1FE00u) >> 9u) * (1.0 / 255.0);
|
||||
return ((udata & 0x20000u) != 0u) ? -uvrot : uvrot;
|
||||
}
|
||||
|
||||
float gpencil_decode_hardness(int packed_data)
|
||||
{
|
||||
return float((uint(packed_data) & 0x3FC0000u) >> 18u) * (1.0 / 255.0);
|
||||
}
|
||||
|
||||
vec2 gpencil_project_to_screenspace(vec4 v, vec4 viewport_size)
|
||||
{
|
||||
return ((v.xy / v.w) * 0.5 + 0.5) * viewport_size.xy;
|
||||
}
|
||||
|
||||
float gpencil_stroke_thickness_modulate(float thickness, vec4 ndc_pos, vec4 viewport_size)
|
||||
{
|
||||
/* World space point size. */
|
||||
thickness *= gpThicknessScale * ProjectionMatrix[1][1] * viewport_size.y;
|
||||
return thickness;
|
||||
}
|
||||
|
||||
float gpencil_clamp_small_stroke_thickness(float thickness, vec4 ndc_pos)
|
||||
{
|
||||
/* To avoid aliasing artifacts, we clamp the line thickness and
|
||||
* reduce its opacity in the fragment shader. */
|
||||
float min_thickness = ndc_pos.w * 0.00065;
|
||||
thickness = max(min_thickness, thickness);
|
||||
|
||||
return thickness;
|
||||
}
|
||||
|
||||
#ifdef GPU_VERTEX_SHADER
|
||||
|
||||
int gpencil_stroke_point_id()
|
||||
{
|
||||
return (gl_VertexID & ~GP_IS_STROKE_VERTEX_BIT) >> GP_VERTEX_ID_SHIFT;
|
||||
}
|
||||
|
||||
bool gpencil_is_stroke_vertex()
|
||||
{
|
||||
return flag_test(gl_VertexID, GP_IS_STROKE_VERTEX_BIT);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns value of gl_Position.
|
||||
*
|
||||
* To declare in vertex shader.
|
||||
* in ivec4 ma, ma1, ma2, ma3;
|
||||
* in vec4 pos, pos1, pos2, pos3, uv1, uv2, col1, col2, fcol1;
|
||||
*
|
||||
* All of these attributes are quad loaded the same way
|
||||
* as GL_LINES_ADJACENCY would feed a geometry shader:
|
||||
* - ma reference the previous adjacency point.
|
||||
* - ma1 reference the current line first point.
|
||||
* - ma2 reference the current line second point.
|
||||
* - ma3 reference the next adjacency point.
|
||||
* Note that we are rendering quad instances and not using any index buffer
|
||||
*(except for fills).
|
||||
*
|
||||
* Material : x is material index, y is stroke_id, z is point_id,
|
||||
* w is aspect & rotation & hardness packed.
|
||||
* Position : contains thickness in 4th component.
|
||||
* UV : xy is UV for fills, z is U of stroke, w is strength.
|
||||
*
|
||||
*
|
||||
* WARNING: Max attribute count is actually 14 because OSX OpenGL implementation
|
||||
* considers gl_VertexID and gl_InstanceID as vertex attribute. (see #74536)
|
||||
*/
|
||||
vec4 gpencil_vertex(vec4 viewport_size,
|
||||
gpMaterialFlag material_flags,
|
||||
vec2 alignment_rot,
|
||||
/* World Position. */
|
||||
out vec3 out_P,
|
||||
/* World Normal. */
|
||||
out vec3 out_N,
|
||||
/* Vertex Color. */
|
||||
out vec4 out_color,
|
||||
/* Stroke Strength. */
|
||||
out float out_strength,
|
||||
/* UV coordinates. */
|
||||
out vec2 out_uv,
|
||||
/* Screen-Space segment endpoints. */
|
||||
out vec4 out_sspos,
|
||||
/* Stroke aspect ratio. */
|
||||
out vec2 out_aspect,
|
||||
/* Stroke thickness (x: clamped, y: unclamped). */
|
||||
out vec2 out_thickness,
|
||||
/* Stroke hardness. */
|
||||
out float out_hardness)
|
||||
{
|
||||
int stroke_point_id = (gl_VertexID & ~GP_IS_STROKE_VERTEX_BIT) >> GP_VERTEX_ID_SHIFT;
|
||||
|
||||
/* Attribute Loading. */
|
||||
vec4 pos = texelFetch(gp_pos_tx, (stroke_point_id - 1) * 3 + 0);
|
||||
vec4 pos1 = texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 0);
|
||||
vec4 pos2 = texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 0);
|
||||
vec4 pos3 = texelFetch(gp_pos_tx, (stroke_point_id + 2) * 3 + 0);
|
||||
ivec4 ma = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id - 1) * 3 + 1));
|
||||
ivec4 ma1 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 1));
|
||||
ivec4 ma2 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 1));
|
||||
ivec4 ma3 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 2) * 3 + 1));
|
||||
vec4 uv1 = texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 2);
|
||||
vec4 uv2 = texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 2);
|
||||
|
||||
vec4 col1 = texelFetch(gp_col_tx, (stroke_point_id + 0) * 2 + 0);
|
||||
vec4 col2 = texelFetch(gp_col_tx, (stroke_point_id + 1) * 2 + 0);
|
||||
vec4 fcol1 = texelFetch(gp_col_tx, (stroke_point_id + 0) * 2 + 1);
|
||||
|
||||
# define thickness1 pos1.w
|
||||
# define thickness2 pos2.w
|
||||
# define strength1 uv1.w
|
||||
# define strength2 uv2.w
|
||||
/* Packed! need to be decoded. */
|
||||
# define hardness1 ma1.w
|
||||
# define hardness2 ma2.w
|
||||
# define uvrot1 ma1.w
|
||||
# define aspect1 ma1.w
|
||||
|
||||
vec4 out_ndc;
|
||||
|
||||
if (gpencil_is_stroke_vertex()) {
|
||||
bool show_stroke = flag_test(material_flags, GP_SHOW_STROKE);
|
||||
if (!show_stroke) {
|
||||
/* We set the vertex at the camera origin to generate 0 fragments. */
|
||||
out_ndc = vec4(0.0, 0.0, -3e36, 0.0);
|
||||
return out_ndc;
|
||||
}
|
||||
|
||||
bool is_dot = flag_test(material_flags, GP_STROKE_ALIGNMENT);
|
||||
bool is_squares = !flag_test(material_flags, GP_STROKE_DOTS);
|
||||
|
||||
/* Special Case. Stroke with single vert are rendered as dots. Do not discard them. */
|
||||
if (!is_dot && ma.x == -1 && ma2.x == -1) {
|
||||
is_dot = true;
|
||||
is_squares = false;
|
||||
}
|
||||
|
||||
/* Endpoints, we discard the vertices. */
|
||||
if (!is_dot && ma2.x == -1) {
|
||||
/* We set the vertex at the camera origin to generate 0 fragments. */
|
||||
out_ndc = vec4(0.0, 0.0, -3e36, 0.0);
|
||||
return out_ndc;
|
||||
}
|
||||
|
||||
/* Avoid using a vertex attribute for quad positioning. */
|
||||
float x = float(gl_VertexID & 1) * 2.0 - 1.0; /* [-1..1] */
|
||||
float y = float(gl_VertexID & 2) - 1.0; /* [-1..1] */
|
||||
|
||||
bool use_curr = is_dot || (x == -1.0);
|
||||
|
||||
vec3 wpos_adj = transform_point(ModelMatrix, (use_curr) ? pos.xyz : pos3.xyz);
|
||||
vec3 wpos1 = transform_point(ModelMatrix, pos1.xyz);
|
||||
vec3 wpos2 = transform_point(ModelMatrix, pos2.xyz);
|
||||
|
||||
vec3 T;
|
||||
if (is_dot) {
|
||||
/* Shade as facing billboards. */
|
||||
T = ViewMatrixInverse[0].xyz;
|
||||
}
|
||||
else if (use_curr && ma.x != -1) {
|
||||
T = wpos1 - wpos_adj;
|
||||
}
|
||||
else {
|
||||
T = wpos2 - wpos1;
|
||||
}
|
||||
T = safe_normalize(T);
|
||||
|
||||
vec3 B = cross(T, ViewMatrixInverse[2].xyz);
|
||||
out_N = normalize(cross(B, T));
|
||||
|
||||
vec4 ndc_adj = point_world_to_ndc(wpos_adj);
|
||||
vec4 ndc1 = point_world_to_ndc(wpos1);
|
||||
vec4 ndc2 = point_world_to_ndc(wpos2);
|
||||
|
||||
out_ndc = (use_curr) ? ndc1 : ndc2;
|
||||
out_P = (use_curr) ? wpos1 : wpos2;
|
||||
out_strength = abs((use_curr) ? strength1 : strength2);
|
||||
|
||||
vec2 ss_adj = gpencil_project_to_screenspace(ndc_adj, viewport_size);
|
||||
vec2 ss1 = gpencil_project_to_screenspace(ndc1, viewport_size);
|
||||
vec2 ss2 = gpencil_project_to_screenspace(ndc2, viewport_size);
|
||||
/* Screen-space Lines tangents. */
|
||||
float line_len;
|
||||
vec2 line = safe_normalize_len(ss2 - ss1, line_len);
|
||||
vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
|
||||
|
||||
float thickness = abs((use_curr) ? thickness1 : thickness2);
|
||||
thickness = gpencil_stroke_thickness_modulate(thickness, out_ndc, viewport_size);
|
||||
float clamped_thickness = gpencil_clamp_small_stroke_thickness(thickness, out_ndc);
|
||||
|
||||
out_uv = vec2(x, y) * 0.5 + 0.5;
|
||||
out_hardness = gpencil_decode_hardness(use_curr ? hardness1 : hardness2);
|
||||
|
||||
if (is_dot) {
|
||||
uint alignment_mode = material_flags & GP_STROKE_ALIGNMENT;
|
||||
|
||||
/* For one point strokes use object alignment. */
|
||||
if (alignment_mode == GP_STROKE_ALIGNMENT_STROKE && ma.x == -1 && ma2.x == -1) {
|
||||
alignment_mode = GP_STROKE_ALIGNMENT_OBJECT;
|
||||
}
|
||||
|
||||
vec2 x_axis;
|
||||
if (alignment_mode == GP_STROKE_ALIGNMENT_STROKE) {
|
||||
x_axis = (ma2.x == -1) ? line_adj : line;
|
||||
}
|
||||
else if (alignment_mode == GP_STROKE_ALIGNMENT_FIXED) {
|
||||
/* Default for no-material drawing. */
|
||||
x_axis = vec2(1.0, 0.0);
|
||||
}
|
||||
else { /* GP_STROKE_ALIGNMENT_OBJECT */
|
||||
vec4 ndc_x = point_world_to_ndc(wpos1 + ModelMatrix[0].xyz);
|
||||
vec2 ss_x = gpencil_project_to_screenspace(ndc_x, viewport_size);
|
||||
x_axis = safe_normalize(ss_x - ss1);
|
||||
}
|
||||
|
||||
/* Rotation: Encoded as Cos + Sin sign. */
|
||||
float uv_rot = gpencil_decode_uvrot(uvrot1);
|
||||
float rot_sin = sqrt(max(0.0, 1.0 - uv_rot * uv_rot)) * sign(uv_rot);
|
||||
float rot_cos = abs(uv_rot);
|
||||
/* TODO(@fclem): Optimize these 2 matrix multiply into one by only having one rotation angle
|
||||
* and using a cosine approximation. */
|
||||
x_axis = mat2(rot_cos, -rot_sin, rot_sin, rot_cos) * x_axis;
|
||||
x_axis = mat2(alignment_rot.x, -alignment_rot.y, alignment_rot.y, alignment_rot.x) * x_axis;
|
||||
/* Rotate 90 degrees counter-clockwise. */
|
||||
vec2 y_axis = vec2(-x_axis.y, x_axis.x);
|
||||
|
||||
out_aspect = gpencil_decode_aspect(aspect1);
|
||||
|
||||
x *= out_aspect.x;
|
||||
y *= out_aspect.y;
|
||||
|
||||
/* Invert for vertex shader. */
|
||||
out_aspect = 1.0 / out_aspect;
|
||||
|
||||
out_ndc.xy += (x * x_axis + y * y_axis) * viewport_size.zw * clamped_thickness;
|
||||
|
||||
out_sspos.xy = ss1;
|
||||
out_sspos.zw = ss1 + x_axis * 0.5;
|
||||
out_thickness.x = (is_squares) ? 1e18 : (clamped_thickness / out_ndc.w);
|
||||
out_thickness.y = (is_squares) ? 1e18 : (thickness / out_ndc.w);
|
||||
}
|
||||
else {
|
||||
bool is_stroke_start = (ma.x == -1 && x == -1);
|
||||
bool is_stroke_end = (ma3.x == -1 && x == 1);
|
||||
|
||||
/* Mitter tangent vector. */
|
||||
vec2 miter_tan = safe_normalize(line_adj + line);
|
||||
float miter_dot = dot(miter_tan, line_adj);
|
||||
/* Break corners after a certain angle to avoid really thick corners. */
|
||||
const float miter_limit = 0.5; /* cos(60 degrees) */
|
||||
bool miter_break = (miter_dot < miter_limit);
|
||||
miter_tan = (miter_break || is_stroke_start || is_stroke_end) ? line :
|
||||
(miter_tan / miter_dot);
|
||||
/* Rotate 90 degrees counter-clockwise. */
|
||||
vec2 miter = vec2(-miter_tan.y, miter_tan.x);
|
||||
|
||||
out_sspos.xy = ss1;
|
||||
out_sspos.zw = ss2;
|
||||
out_thickness.x = clamped_thickness / out_ndc.w;
|
||||
out_thickness.y = thickness / out_ndc.w;
|
||||
out_aspect = vec2(1.0);
|
||||
|
||||
vec2 screen_ofs = miter * y;
|
||||
|
||||
/* Reminder: we packed the cap flag into the sign of strength and thickness sign. */
|
||||
if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) ||
|
||||
(miter_break && !is_stroke_start && !is_stroke_end))
|
||||
{
|
||||
screen_ofs += line * x;
|
||||
}
|
||||
|
||||
out_ndc.xy += screen_ofs * viewport_size.zw * clamped_thickness;
|
||||
|
||||
out_uv.x = (use_curr) ? uv1.z : uv2.z;
|
||||
}
|
||||
|
||||
out_color = (use_curr) ? col1 : col2;
|
||||
}
|
||||
else {
|
||||
/* Fill vertex. */
|
||||
|
||||
bool show_fill = flag_test(material_flags, GP_SHOW_FILL);
|
||||
if (!show_fill) {
|
||||
/* We set the vertex at the camera origin to generate 0 fragments. */
|
||||
out_ndc = vec4(0.0, 0.0, -3e36, 0.0);
|
||||
return out_ndc;
|
||||
}
|
||||
|
||||
out_P = transform_point(ModelMatrix, pos1.xyz);
|
||||
out_ndc = point_world_to_ndc(out_P);
|
||||
out_uv = uv1.xy;
|
||||
out_thickness.x = 1e18;
|
||||
out_thickness.y = 1e20;
|
||||
out_hardness = 1.0;
|
||||
out_aspect = vec2(1.0);
|
||||
out_sspos = vec4(0.0);
|
||||
|
||||
/* Flat normal following camera and object bounds. */
|
||||
vec3 V = cameraVec(ModelMatrix[3].xyz);
|
||||
vec3 N = normal_world_to_object(V);
|
||||
N *= OrcoTexCoFactors[1].xyz;
|
||||
N = normal_object_to_world(N);
|
||||
out_N = safe_normalize(N);
|
||||
|
||||
/* Decode fill opacity. */
|
||||
out_color = vec4(fcol1.rgb, floor(fcol1.a / 10.0) / 10000.0);
|
||||
|
||||
/* We still offset the fills a little to avoid overlaps */
|
||||
out_ndc.z += 0.000002;
|
||||
}
|
||||
|
||||
# undef thickness1
|
||||
# undef thickness2
|
||||
# undef strength1
|
||||
# undef strength2
|
||||
# undef hardness1
|
||||
# undef hardness2
|
||||
# undef uvrot1
|
||||
# undef aspect1
|
||||
|
||||
return out_ndc;
|
||||
}
|
||||
|
||||
vec4 gpencil_vertex(vec4 viewport_size,
|
||||
out vec3 out_P,
|
||||
out vec3 out_N,
|
||||
out vec4 out_color,
|
||||
out float out_strength,
|
||||
out vec2 out_uv,
|
||||
out vec4 out_sspos,
|
||||
out vec2 out_aspect,
|
||||
out vec2 out_thickness,
|
||||
out float out_hardness)
|
||||
{
|
||||
return gpencil_vertex(viewport_size,
|
||||
gpMaterialFlag(0u),
|
||||
vec2(1.0, 0.0),
|
||||
out_P,
|
||||
out_N,
|
||||
out_color,
|
||||
out_strength,
|
||||
out_uv,
|
||||
out_sspos,
|
||||
out_aspect,
|
||||
out_thickness,
|
||||
out_hardness);
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user