Overlay: Port edit lattice shaders to use shaderCreateInfo

This should have no functional changes.
This commit is contained in:
Clément Foucault
2022-04-30 19:35:51 +02:00
parent a8e6ee17cc
commit fc40356ed8
4 changed files with 49 additions and 36 deletions

View File

@@ -508,18 +508,10 @@ GPUShader *OVERLAY_shader_edit_gpencil_wire(void)
GPUShader *OVERLAY_shader_edit_lattice_point(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->edit_lattice_point) {
sh_data->edit_lattice_point = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_lattice_point_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->edit_lattice_point = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_edit_lattice_point_clipped" : "overlay_edit_lattice_point");
}
return sh_data->edit_lattice_point;
}
@@ -527,18 +519,10 @@ GPUShader *OVERLAY_shader_edit_lattice_point(void)
GPUShader *OVERLAY_shader_edit_lattice_wire(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->edit_lattice_wire) {
sh_data->edit_lattice_wire = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_lattice_wire_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->edit_lattice_wire = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_edit_lattice_wire_clipped" : "overlay_edit_lattice_wire");
}
return sh_data->edit_lattice_wire;
}

View File

@@ -1,8 +1,6 @@
in vec3 pos;
in int data;
out vec4 finalColor;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -26,7 +24,5 @@ void main()
gl_PointSize = sizeVertex * 2.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
view_clipping_distances(world_pos);
}

View File

@@ -1,10 +1,6 @@
uniform sampler1D weightTex;
in vec3 pos;
in float weight;
out vec4 finalColor;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#define no_active_weight 666.0
@@ -32,7 +28,5 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
view_clipping_distances(world_pos);
}

View File

@@ -360,3 +360,42 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire_clipped)
.additional_info("overlay_edit_curve_wire", "drw_clipped");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit Curve
* \{ */
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point)
.do_static_compilation(true)
/* NOTE: Color already in Linear space. Which is what we want. */
.define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "data")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_lattice_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point_clipped)
.do_static_compilation(true)
.additional_info("overlay_edit_lattice_point", "drw_clipped");
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire)
.do_static_compilation(true)
/* NOTE: Color already in Linear space. Which is what we want. */
.define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "weight")
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.vertex_out(overlay_edit_smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_lattice_wire_vert.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
.do_static_compilation(true)
.additional_info("overlay_edit_lattice_wire", "drw_clipped");
/** \} */