Files
test/source/blender/gpu/GPU_shader_builtin.hh
Leon Schittek 13e0077c5c Nodes: Add new shader for node sockets
Add a new shader specifically for node sockets rather than using the
keyframe shader.

Motivation:
1. Allow easier addition of new socket shapes
2. Simplify socket drawing by avoiding special handling of multi-inputs
3. Support multi-inputs for all socket types (diamond, square, etc.)

The new shader is tweaked to look the same to the old ones.

**Comparison**
The biggest difference is that the multi socket is now more consistent
with the other sockets.
For single sockets there can be small size differences depending on zoom
level because the old socket shader always aligned the sockets to the
pixel grid. This could cause a bit of jiggling compared to the rest of
the node when slowly zooming. Therefore I left it out of the new shader
and it now scales strictly linear with the view.

**Multi Socket Types**
While there currently is no need for (.) internally, there are a few
obvious use-cases for multi-input field (diamond) sockets like
generalized math nodes with an arbitrary number of inputs (Add,
Multiply, Minimum etc.).

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119243
2024-11-23 16:42:38 +01:00

155 lines
5.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Set of shaders used for interface drawing.
*
* 2D shaders are not expected to work in 3D.
* 3D shaders can work with 2D geometry and matrices.
*
* `INST` suffix means instance, which means the shader is build to leverage instancing
* capabilities to reduce the number of draw-calls.
*
* For full list of parameters, search for the associated #ShaderCreateInfo.
* Example: `GPU_SHADER_ICON` is defined by `GPU_SHADER_CREATE_INFO(gpu_shader_icon)`
* Some parameters are builtins and are set automatically (ex: `ModelViewProjectionMatrix`).
*/
#pragma once
struct GPUShader;
enum eGPUBuiltinShader {
/** Glyph drawing shader used by the BLF module. */
GPU_SHADER_TEXT = 0,
/** Draws keyframe markers. All markers shapes are supported through a single shader. */
GPU_SHADER_KEYFRAME_SHAPE,
/** Draw solid mesh with a single distant light using a clamped simple dot product. */
GPU_SHADER_SIMPLE_LIGHTING,
/** Draw an icon, leaving a semi-transparent rectangle on top of the icon. */
GPU_SHADER_ICON,
/** Draw a texture with a uniform color multiplied. */
GPU_SHADER_2D_IMAGE_RECT_COLOR,
/** Draw a texture with a desaturation factor. */
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
/** Draw a group of texture rectangle with an associated color multiplied. */
GPU_SHADER_ICON_MULTI,
/** Draw a two color checker based on screen position (not UV coordinates). */
GPU_SHADER_2D_CHECKER,
/** Draw diagonal stripes with two alternating colors. */
GPU_SHADER_2D_DIAG_STRIPES,
/** Draw dashed lines with custom dash length and uniform color. */
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
/** Draw triangles / lines / points with only depth output. */
GPU_SHADER_3D_DEPTH_ONLY,
/** Merge viewport overlay texture with the render output. */
GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
/** Merge viewport overlay texture with the render output. */
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
/** Used for drawing of annotations (former grease pencil). */
GPU_SHADER_GPENCIL_STROKE,
/** Draw rounded area borders with silky smooth anti-aliasing without any over-draw. */
GPU_SHADER_2D_AREA_BORDERS,
/** Multi usage widget shaders for drawing buttons and other UI elements. */
GPU_SHADER_2D_WIDGET_BASE,
GPU_SHADER_2D_WIDGET_BASE_INST,
GPU_SHADER_2D_WIDGET_SHADOW,
/** Draw a node socket given it's bounding rectangle. All socket shapes are supported through
* a single shader. */
GPU_SHADER_2D_NODE_SOCKET,
GPU_SHADER_2D_NODE_SOCKET_INST,
/** Draw a node link given an input quadratic Bezier curve. */
GPU_SHADER_2D_NODELINK,
GPU_SHADER_2D_NODELINK_INST,
/** Draw round points with per vertex size and color. */
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
/** Draw round points with a uniform size. Disabling blending will disable AA. */
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
/** Draw round points with a uniform size and an outline. Disabling blending will disable AA. */
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
/** Draw geometry with uniform color. Has an additional clip plane parameter. */
GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
/** Draw wide lines with uniform color. Has an additional clip plane parameter. */
GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
/** Draw strip widgets in sequencer timeline. */
GPU_SHADER_SEQUENCER_STRIPS,
/** Draw strip thumbnails in sequencer timeline. */
GPU_SHADER_SEQUENCER_THUMBS,
/** Compute shaders to generate 2d index buffers (mainly for curve drawing). */
GPU_SHADER_INDEXBUF_POINTS,
GPU_SHADER_INDEXBUF_LINES,
GPU_SHADER_INDEXBUF_TRIS,
/**
* ----------------------- Shaders exposed through pyGPU module -----------------------
*
* Avoid breaking the interface of these shaders as they are used by addons.
* Polyline versions are used for drawing wide lines (> 1px width).
*/
/**
* Take a 3D position and color for each vertex without color interpolation.
*
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
/**
* Take a 3D position and color for each vertex with perspective correct interpolation.
*
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
/**
* Take a single color for all the vertices and a 3D position for each vertex.
*
* \param color: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
/**
* Draw a texture in 3D. Take a 3D position and a 2D texture coordinate for each vertex.
*
* \param image: uniform sampler2D
* \param texCoord: in vec2
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE,
/**
* Take a 3D position and color for each vertex with linear interpolation in window space.
*
* \param color: uniform vec4
* \param image: uniform sampler2D
* \param texCoord: in vec2
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE_COLOR,
};
#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_3D_IMAGE_COLOR + 1)
/** Support multiple configurations. */
enum eGPUShaderConfig {
GPU_SHADER_CFG_DEFAULT = 0,
GPU_SHADER_CFG_CLIPPED = 1,
};
#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
eGPUShaderConfig sh_cfg);
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
void GPU_shader_free_builtin_shaders();