381 lines
12 KiB
GLSL
381 lines
12 KiB
GLSL
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef COMMON_VIEW_LIB_GLSL
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#define COMMON_VIEW_LIB_GLSL
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#ifndef DRW_RESOURCE_CHUNK_LEN
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# error Missing draw_view additional create info on shader create info
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#endif
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/* Not supported anymore. TODO(fclem): Add back support. */
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// #define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel)
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#define IS_FIRST_INVOCATION (gl_GlobalInvocationID == uvec3(0))
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#define cameraForward ViewMatrixInverse[2].xyz
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#define cameraPos ViewMatrixInverse[3].xyz
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vec3 cameraVec(vec3 P)
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{
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return ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - P) : cameraForward);
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}
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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 COMMON_GLOBALS_LIB
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/* TODO move to overlay engine. */
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float mul_project_m4_v3_zfac(vec3 co)
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{
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vec3 vP = (ViewMatrix * vec4(co, 1.0)).xyz;
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return pixelFac * ((ProjectionMatrix[0][3] * vP.x) + (ProjectionMatrix[1][3] * vP.y) +
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(ProjectionMatrix[2][3] * vP.z) + ProjectionMatrix[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 differentiate 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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/* Temporary until we fully make the switch. */
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#ifndef USE_GPU_SHADER_CREATE_INFO
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uniform int drw_resourceChunk;
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#endif /* !USE_GPU_SHADER_CREATE_INFO */
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#ifdef GPU_VERTEX_SHADER
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/* Temporary until we fully make the switch. */
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# ifndef USE_GPU_SHADER_CREATE_INFO
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/* clang-format off */
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# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR) || defined(DRW_LEGACY_MODEL_MATRIX) || defined(GPU_DEPRECATED_AMD_DRIVER)
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/* clang-format on */
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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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# else
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# define instanceId gl_InstanceID
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# endif
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# if defined(UNIFORM_RESOURCE_ID)
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/* This is in the case we want to do a special instance drawcall for one object but still want to
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* have the right resourceId and all the correct UBO datas. */
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uniform int drw_ResourceID;
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# define resource_id drw_ResourceID
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# else
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# define resource_id (gpu_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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# if defined(EEVEE_GENERATED_INTERFACE)
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# define RESOURCE_ID_VARYING
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# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
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# elif defined(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 /* USE_GPU_SHADER_CREATE_INFO */
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#endif /* GPU_VERTEX_SHADER */
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/* Temporary until we fully make the switch. */
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#ifdef USE_GPU_SHADER_CREATE_INFO
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/* TODO(fclem): Rename PASS_RESOURCE_ID to DRW_RESOURCE_ID_VARYING_SET */
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# if defined(UNIFORM_RESOURCE_ID)
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# define resource_id drw_ResourceID
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# define PASS_RESOURCE_ID
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# elif defined(GPU_VERTEX_SHADER)
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# if defined(UNIFORM_RESOURCE_ID_NEW)
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# define resource_id (drw_ResourceID >> DRW_VIEW_SHIFT)
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# else
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# define resource_id gpu_InstanceIndex
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# endif
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# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
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# elif defined(GPU_GEOMETRY_SHADER)
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# define resource_id drw_ResourceID_iface_in[0].resource_index
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# define PASS_RESOURCE_ID drw_ResourceID_iface_out.resource_index = resource_id;
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# elif defined(GPU_FRAGMENT_SHADER)
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# define resource_id drw_ResourceID_iface.resource_index
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# endif
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/* TODO(fclem): Remove. */
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# define RESOURCE_ID_VARYING
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#else
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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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/* TODO(fclem): Remove. This is getting ridiculous. */
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# if !defined(EEVEE_GENERATED_INTERFACE)
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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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# else
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# define RESOURCE_ID_VARYING
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# endif
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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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# if defined(GPU_FRAGMENT_SHADER)
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# if !defined(EEVEE_GENERATED_INTERFACE)
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flat in int resourceIDFrag;
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# endif
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# define resource_id resourceIDFrag
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# endif
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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(GPU_METAL)) && !defined(INSTANCED_ATTR) && !defined(DRW_LEGACY_MODEL_MATRIX)
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/* clang-format on */
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/* Temporary until we fully make the switch. */
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# ifndef DRW_SHADER_SHARED_H
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struct ObjectMatrices {
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mat4 model;
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mat4 model_inverse;
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};
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# endif /* !DRW_SHADER_SHARED_H */
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# ifndef USE_GPU_SHADER_CREATE_INFO
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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].model)
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# define ModelMatrixInverse (drw_matrices[resource_id].model_inverse)
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# endif /* USE_GPU_SHADER_CREATE_INFO */
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#else /* GPU_INTEL */
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/* Temporary until we fully make the switch. */
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# ifndef USE_GPU_SHADER_CREATE_INFO
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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 /* !USE_GPU_SHADER_CREATE_INFO */
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#endif
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/* Temporary until we fully make the switch. */
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#ifndef USE_GPU_SHADER_CREATE_INFO
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# define resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
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#endif
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/** Transform shortcuts. */
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/* Rule of thumb: Try to reuse world positions and normals because converting through view-space
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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) \
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(ProjectionMatrix * (ViewMatrix * 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_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
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#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
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vec4 point_view_to_ndc(vec3 p)
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{
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return ProjectionMatrix * vec4(p, 1.0);
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}
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vec3 point_view_to_world(vec3 p)
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{
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return (ViewMatrixInverse * vec4(p, 1.0)).xyz;
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}
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vec4 point_world_to_ndc(vec3 p)
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{
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return ProjectionMatrix * (ViewMatrix * vec4(p, 1.0));
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}
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vec3 point_world_to_view(vec3 p)
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{
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return (ViewMatrix * vec4(p, 1.0)).xyz;
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}
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/* View-space Z is used to adjust for perspective projection.
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* Homogenous W is used to convert from NDC to homogenous space.
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* Offset is in view-space, so positive values are closer to the camera. */
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float get_homogenous_z_offset(float vs_z, float hs_w, float vs_offset)
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{
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if (vs_offset == 0.0) {
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/* Don't calculate homogenous offset if view-space offset is zero. */
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return 0.0;
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}
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else if (ProjectionMatrix[3][3] == 0.0) {
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/* Clamp offset to half of Z to avoid floating point precision errors. */
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vs_offset = min(vs_offset, vs_z * -0.5);
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/* From "Projection Matrix Tricks" by Eric Lengyel:
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* http://www.terathon.com/gdc07_lengyel.pdf (p. 24 Depth Modification) */
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return ProjectionMatrix[3][2] * (vs_offset / (vs_z * (vs_z + vs_offset))) * hs_w;
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}
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else {
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return ProjectionMatrix[2][2] * vs_offset * hs_w;
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}
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}
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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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#if defined(GPU_INTEL) && defined(GPU_OPENGL)
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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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/* Wire Color Types, matching eV3DShadingColorType. */
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#define V3D_SHADING_SINGLE_COLOR 2
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#define V3D_SHADING_OBJECT_COLOR 4
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#define V3D_SHADING_RANDOM_COLOR 1
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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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float d = 2.0 * depth - 1.0;
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if (ProjectionMatrix[3][3] == 0.0) {
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d = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
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}
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else {
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d = (d - ProjectionMatrix[3][2]) / ProjectionMatrix[2][2];
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}
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return d;
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}
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float get_depth_from_view_z(float z)
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{
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float d;
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if (ProjectionMatrix[3][3] == 0.0) {
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d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
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}
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else {
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d = ProjectionMatrix[2][2] * z + ProjectionMatrix[3][2];
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}
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return d * 0.5 + 0.5;
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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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vec3 ndc = vec3(uvcoords, depth) * 2.0 - 1.0;
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vec4 p = ProjectionMatrixInverse * vec4(ndc, 1.0);
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return p.xyz / p.w;
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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 uvcoords)
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{
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if (ProjectionMatrix[3][3] == 0.0) {
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vec2 ndc = vec2(uvcoords * 2.0 - 1.0);
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/* This is the manual inversion of the ProjectionMatrix. */
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vec3 vV = vec3((-ndc - ProjectionMatrix[2].xy) /
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vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]),
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-ProjectionMatrix[2][2] - ProjectionMatrix[3][2]);
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return normalize(vV);
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}
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/* Orthographic case. */
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return vec3(0.0, 0.0, 1.0);
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}
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#endif /* COMMON_VIEW_LIB_GLSL */
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