GPencil: Port geometry shader to primitive expansion API

This removes the need for the geometry shader and the
workaround path for Metal.

Note that creating 2 batches for each stroke might become
a bottleneck in bigger scenes. But currently the bottleneck
is always be the fill algorithm. It can be optimized further
if needed.

Rel #127493

Pull Request: https://projects.blender.org/blender/blender/pulls/129274
This commit is contained in:
Clément Foucault
2024-10-21 16:25:24 +02:00
committed by Clément Foucault
parent 8588e196c4
commit 3035fd1c36
9 changed files with 383 additions and 666 deletions

View File

@@ -302,11 +302,14 @@ static void draw_grease_pencil_stroke(const float4x4 &transform,
}
GPUVertFormat *format = immVertexFormat();
const uint attr_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
const uint attr_color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
/* Format is matching shader manual load. Keep in sync with #GreasePencilStrokeData.
* Only the name of the first attribute is important. */
const uint attr_pos = GPU_vertformat_attr_add(
format, "gp_vert_data", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
const uint attr_thickness = GPU_vertformat_attr_add(
format, "thickness", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
const uint attr_color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_GPENCIL_STROKE);
GPUUniformBuf *ubo = create_shader_ubo(rv3d, win_size, object, cap_start, cap_end, fill_stroke);
@@ -315,7 +318,8 @@ static void draw_grease_pencil_stroke(const float4x4 &transform,
/* If cyclic the curve needs one more vertex. */
const int cyclic_add = (cyclic && indices.size() > 2) ? 1 : 0;
immBeginAtMost(GPU_PRIM_LINE_STRIP_ADJ, indices.size() + cyclic_add + 2);
blender::gpu::Batch *batch = immBeginBatchAtMost(GPU_PRIM_LINE_STRIP_ADJ,
indices.size() + cyclic_add + 2);
auto draw_point = [&](const int point_i) {
constexpr const float radius_to_pixel_factor =
@@ -349,6 +353,33 @@ static void draw_grease_pencil_stroke(const float4x4 &transform,
}
immEnd();
/* Expanded drawcall. */
GPUPrimType expand_prim_type = GPUPrimType::GPU_PRIM_TRIS;
/* Hardcoded in shader. */
const uint expand_prim_len = 12;
/* Do not count adjacency info for start and end primitives. */
const uint final_vert_len = ((batch->vertex_count_get() - 2) * expand_prim_len) * 3;
if (final_vert_len > 0) {
GPU_batch_bind_as_resources(batch, batch->shader);
/* TODO(fclem): get rid of this dummy VBO. */
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*vbo, 1);
gpu::Batch *gpu_batch = GPU_batch_create_ex(
expand_prim_type, vbo, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_set_shader(gpu_batch, batch->shader);
GPU_batch_draw_advanced(gpu_batch, 0, final_vert_len, 0, 1);
GPU_batch_discard(gpu_batch);
}
GPU_batch_discard(batch);
immUnbindProgram();
GPU_uniformbuf_free(ubo);

View File

@@ -646,9 +646,7 @@ 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
shaders/gpu_shader_display_fallback_vert.glsl
shaders/gpu_shader_display_fallback_frag.glsl

View File

@@ -158,6 +158,13 @@ struct SeqContextDrawData {
};
BLI_STATIC_ASSERT_ALIGN(SeqContextDrawData, 16)
struct GreasePencilStrokeData {
packed_float3 position;
float stroke_thickness;
float4 stroke_color;
};
BLI_STATIC_ASSERT_ALIGN(GreasePencilStrokeData, 16)
enum TestStatus : uint32_t {
TEST_STATUS_NONE = 0u,
TEST_STATUS_PASSED = 1u,

View File

@@ -537,9 +537,6 @@ void gpu_shader_create_info_init()
/* Edit UV Edges. */
overlay_edit_uv_edges = overlay_edit_uv_edges_no_geom;
/* GPencil stroke. */
gpu_shader_gpencil_stroke = gpu_shader_gpencil_stroke_no_geom;
/* NOTE: As atomic data types can alter shader gen if native atomics are unsupported, we need
* to use differing create info's to handle the tile optimized check. This does prevent
* the shadow techniques from being dynamically switchable. */

View File

@@ -2,36 +2,14 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#if defined(USE_GEOMETRY_SHADER) || defined(USE_GEOMETRY_IFACE_COLOR)
vec4 fragment_in_color()
{
return geometry_out.mColor;
}
vec2 fragment_in_tex_coord()
{
return geometry_out.mTexCoord;
}
#else
vec4 fragment_in_color()
{
return geometry_in.finalColor;
}
vec2 fragment_in_tex_coord()
{
return vec2(0.5);
}
#endif
void main()
{
const vec2 center = vec2(0, 0.5);
vec4 tColor = fragment_in_color();
vec4 tColor = interp.mColor;
/* if alpha < 0, then encap */
if (tColor.a < 0) {
tColor.a = tColor.a * -1.0;
float dist = length(fragment_in_tex_coord() - center);
float dist = length(interp.mTexCoord - center);
if (dist > 0.25) {
discard;
}

View File

@@ -1,238 +0,0 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
#define GP_XRAY_BACK 2
#define GPENCIL_FLATCAP 1
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
return vec2(vertex.xy / vertex.w) * gpencil_stroke_data.viewport;
}
/* Get Z-depth 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;
}
void main(void)
{
float MiterLimit = 0.75;
/* receive 4 points */
vec4 P0 = gl_in[0].gl_Position;
vec4 P1 = gl_in[1].gl_Position;
vec4 P2 = gl_in[2].gl_Position;
vec4 P3 = gl_in[3].gl_Position;
/* 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) {
return;
}
if (sp1.y < -area.y || sp1.y > area.y) {
return;
}
if (sp2.x < -area.x || sp2.x > area.x) {
return;
}
if (sp2.y < -area.y || sp2.y > area.y) {
return;
}
/* 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 = geometry_in[1].finalThickness / an1;
float length_b = geometry_in[2].finalThickness / bn1;
if (length_a <= 0.0) {
length_a = 0.01;
}
if (length_b <= 0.0) {
length_b = 0.01;
}
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
miter_a = n1;
length_a = geometry_in[1].finalThickness;
/* close the gap */
if (dot(v0, n1) > 0) {
geometry_out.mTexCoord = vec2(0, 0);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 0);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 0.5);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
gpu_EmitVertex();
EndPrimitive();
}
else {
geometry_out.mTexCoord = vec2(0, 1);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 1);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 0.5);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
gpu_EmitVertex();
EndPrimitive();
}
}
if (dot(v1, v2) < -MiterLimit) {
miter_b = n1;
length_b = geometry_in[2].finalThickness;
}
/* Generate the start end-cap (alpha < 0 used as end-cap flag). */
float extend = gpencil_stroke_data.fill_stroke ? 2 : 1;
if ((gpencil_stroke_data.caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
geometry_out.mTexCoord = vec2(1, 0.5);
geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.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);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 0);
geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
gl_Position = vec4(
(sp1 - (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 1);
geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
gl_Position = vec4(
(sp1 + (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
gpu_EmitVertex();
}
/* generate the triangle strip */
geometry_out.mTexCoord = vec2(0, 0);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4(
(sp1 + length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 1);
geometry_out.mColor = geometry_in[1].finalColor;
gl_Position = vec4(
(sp1 - length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 0);
geometry_out.mColor = geometry_in[2].finalColor;
gl_Position = vec4(
(sp2 + length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 1);
geometry_out.mColor = geometry_in[2].finalColor;
gl_Position = vec4(
(sp2 - length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
gpu_EmitVertex();
/* Generate the end end-cap (alpha < 0 used as end-cap flag). */
if ((gpencil_stroke_data.caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) {
geometry_out.mTexCoord = vec2(0, 1);
geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
gl_Position = vec4(
(sp2 + (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(0, 0);
geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
gl_Position = vec4(
(sp2 - (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
gpu_EmitVertex();
geometry_out.mTexCoord = vec2(1, 0.5);
geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.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);
gpu_EmitVertex();
}
EndPrimitive();
}

View File

@@ -2,19 +2,346 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);
#include "gpu_shader_attribute_load_lib.glsl"
#include "gpu_shader_math_base_lib.glsl"
#include "gpu_shader_utildefines_lib.glsl"
void main(void)
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
#define GP_XRAY_BACK 2
#define GPENCIL_FLATCAP 1
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vert)
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
geometry_in.finalColor = color;
return vec2(vert.xy / vert.w) * gpencil_stroke_data.viewport;
}
/* Get Z-depth 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;
}
GreasePencilStrokeData input_assembly(uint in_vertex_id)
{
/* Assume no index buffer. */
return gp_vert_data[in_vertex_id];
}
struct VertOut {
vec4 gpu_position;
vec4 final_color;
float final_thickness;
};
VertOut vertex_main(GreasePencilStrokeData vert_in)
{
float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);
VertOut vert_out;
vert_out.gpu_position = ModelViewProjectionMatrix * vec4(vert_in.position, 1.0);
vert_out.final_color = vert_in.stroke_color;
if (gpencil_stroke_data.keep_size) {
geometry_in.finalThickness = thickness;
vert_out.final_thickness = vert_in.stroke_thickness;
}
else {
float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) :
(thickness / defaultpixsize);
geometry_in.finalThickness = max(size * gpencil_stroke_data.objscale, 1.0);
float size = (ProjectionMatrix[3][3] == 0.0) ?
(vert_in.stroke_thickness / (vert_out.gpu_position.z * defaultpixsize)) :
(vert_in.stroke_thickness / defaultpixsize);
vert_out.final_thickness = max(size * gpencil_stroke_data.objscale, 1.0);
}
return vert_out;
}
struct GeomOut {
vec4 gpu_position;
vec2 tex_coord;
vec4 final_color;
};
void export_vertex(GeomOut geom_out)
{
gl_Position = geom_out.gpu_position;
interp.mTexCoord = geom_out.tex_coord;
interp.mColor = geom_out.final_color;
}
void strip_EmitVertex(const uint strip_index,
uint out_vertex_id,
uint out_primitive_id,
GeomOut geom_out)
{
bool is_odd_primitive = (out_primitive_id & 1u) != 0u;
/* Maps triangle list primitives to triangle strip indices. */
uint out_strip_index = (is_odd_primitive ? (2u - out_vertex_id) : out_vertex_id) +
out_primitive_id;
if (out_strip_index == strip_index) {
export_vertex(geom_out);
}
}
void geometry_main(VertOut geom_in[4],
uint out_vertex_id,
uint out_primitive_id,
uint out_invocation_id)
{
const float MiterLimit = 0.75;
vec4 P0 = geom_in[0].gpu_position;
vec4 P1 = geom_in[1].gpu_position;
vec4 P2 = geom_in[2].gpu_position;
vec4 P3 = geom_in[3].gpu_position;
/* 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) {
return;
}
if (sp1.y < -area.y || sp1.y > area.y) {
return;
}
if (sp2.x < -area.x || sp2.x > area.x) {
return;
}
if (sp2.y < -area.y || sp2.y > area.y) {
return;
}
/* 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 = geom_in[1].final_thickness / an1;
float length_b = geom_in[2].final_thickness / bn1;
if (length_a <= 0.0) {
length_a = 0.01;
}
if (length_b <= 0.0) {
length_b = 0.01;
}
GeomOut geom_out;
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
miter_a = n1;
length_a = geom_in[1].final_thickness;
/* close the gap */
if (dot(v0, n1) > 0) {
geom_out.tex_coord = vec2(0, 0);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4((sp1 + geom_in[1].final_thickness * n0) /
gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
strip_EmitVertex(0, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 0);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4((sp1 + geom_in[1].final_thickness * n1) /
gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
strip_EmitVertex(1, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 0.5);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(2, out_vertex_id, out_primitive_id, geom_out);
}
else {
geom_out.tex_coord = vec2(0, 1);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4((sp1 - geom_in[1].final_thickness * n1) /
gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
strip_EmitVertex(0, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 1);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4((sp1 - geom_in[1].final_thickness * n0) /
gpencil_stroke_data.viewport,
getZdepth(P1),
1.0);
strip_EmitVertex(1, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 0.5);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(2, out_vertex_id, out_primitive_id, geom_out);
}
/* Restart the strip. */
geom_out.gpu_position = vec4(NAN_FLT);
strip_EmitVertex(3, out_vertex_id, out_primitive_id, geom_out);
}
if (dot(v1, v2) < -MiterLimit) {
miter_b = n1;
length_b = geom_in[2].final_thickness;
}
/* Generate the start end-cap (alpha < 0 used as end-cap flag). */
float extend = gpencil_stroke_data.fill_stroke ? 2 : 1;
if ((gpencil_stroke_data.caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
geom_out.tex_coord = vec2(1, 0.5);
geom_out.final_color = vec4(geom_in[1].final_color.rgb, geom_in[1].final_color.a * -1.0);
vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0 * extend;
geom_out.gpu_position = vec4((sp1 + svn1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(4, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 0);
geom_out.final_color = vec4(geom_in[1].final_color.rgb, geom_in[1].final_color.a * -1.0);
geom_out.gpu_position = vec4(
(sp1 - (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(5, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 1);
geom_out.final_color = vec4(geom_in[1].final_color.rgb, geom_in[1].final_color.a * -1.0);
geom_out.gpu_position = vec4(
(sp1 + (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(6, out_vertex_id, out_primitive_id, geom_out);
}
/* generate the triangle strip */
geom_out.tex_coord = vec2(0, 0);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4(
(sp1 + length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(7, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 1);
geom_out.final_color = geom_in[1].final_color;
geom_out.gpu_position = vec4(
(sp1 - length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
strip_EmitVertex(8, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 0);
geom_out.final_color = geom_in[2].final_color;
geom_out.gpu_position = vec4(
(sp2 + length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
strip_EmitVertex(9, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 1);
geom_out.final_color = geom_in[2].final_color;
geom_out.gpu_position = vec4(
(sp2 - length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
strip_EmitVertex(10, out_vertex_id, out_primitive_id, geom_out);
/* Generate the end end-cap (alpha < 0 used as end-cap flag). */
if ((gpencil_stroke_data.caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) {
geom_out.tex_coord = vec2(0, 1);
geom_out.final_color = vec4(geom_in[2].final_color.rgb, geom_in[2].final_color.a * -1.0);
geom_out.gpu_position = vec4(
(sp2 + (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
strip_EmitVertex(11, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(0, 0);
geom_out.final_color = vec4(geom_in[2].final_color.rgb, geom_in[2].final_color.a * -1.0);
geom_out.gpu_position = vec4(
(sp2 - (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
strip_EmitVertex(12, out_vertex_id, out_primitive_id, geom_out);
geom_out.tex_coord = vec2(1, 0.5);
geom_out.final_color = vec4(geom_in[2].final_color.rgb, geom_in[2].final_color.a * -1.0);
vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0 * extend;
geom_out.gpu_position = vec4((sp2 + svn2) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
strip_EmitVertex(13, out_vertex_id, out_primitive_id, geom_out);
}
}
void main()
{
/* Line Strip Adjacency primitive. */
const uint input_primitive_vertex_count = 1u; /* We read 4 but advance 1. Assume no restart. */
/* Triangle list primitive (emulating triangle strip). */
const uint ouput_primitive_vertex_count = 3u;
const uint ouput_primitive_count = 12u;
const uint ouput_invocation_count = 1u;
const uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
const uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
GreasePencilStrokeData vert_in[4];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
vert_in[1] = input_assembly(in_primitive_first_vertex + 1u);
vert_in[2] = input_assembly(in_primitive_first_vertex + 2u);
vert_in[3] = input_assembly(in_primitive_first_vertex + 3u);
VertOut vert_out[4];
vert_out[0] = vertex_main(vert_in[0]);
vert_out[1] = vertex_main(vert_in[1]);
vert_out[2] = vertex_main(vert_in[2]);
vert_out[3] = vertex_main(vert_in[3]);
/* Discard by default. */
gl_Position = vec4(NAN_FLT);
geometry_main(vert_out, out_vertex_id, out_primitive_id, out_invocation_id);
}

View File

@@ -1,359 +0,0 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#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 Z-depth 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[1] * 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[1] * 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[1] * 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[1] * 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);
vec4 uchar4_to_normalized_vec4(uchar4 udata)
{
return vec4(udata) / vec4(255.0f);
}
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);
/* Attribute is expected to be in the float4 format. */
finalColor[i] = vertex_fetch_attribute(input_prim_id + i, color, float4);
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 / (finalPos[i].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. */
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
miter_a = n1;
length_a = finalThickness[1];
}
/* First triangle (T0). */
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
}
}

View File

@@ -8,44 +8,20 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_stroke_vert_iface, geometry_in)
SMOOTH(VEC4, finalColor)
SMOOTH(FLOAT, finalThickness)
GPU_SHADER_NAMED_INTERFACE_END(geometry_in)
GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_stroke_geom_iface, geometry_out)
GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_stroke_vert_iface, interp)
SMOOTH(VEC4, mColor)
SMOOTH(VEC2, mTexCoord)
GPU_SHADER_NAMED_INTERFACE_END(geometry_out)
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke_base)
VERTEX_IN(0, VEC4, color)
VERTEX_IN(1, VEC3, pos)
VERTEX_IN(2, FLOAT, thickness)
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke)
TYPEDEF_SOURCE("GPU_shader_shared.hh")
STORAGE_BUF_FREQ(0, READ, GreasePencilStrokeData, gp_vert_data[], GEOMETRY)
VERTEX_OUT(gpencil_stroke_vert_iface)
FRAGMENT_OUT(0, VEC4, fragColor)
UNIFORM_BUF(0, GPencilStrokeData, gpencil_stroke_data)
PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix)
PUSH_CONSTANT(MAT4, ProjectionMatrix)
FRAGMENT_SOURCE("gpu_shader_gpencil_stroke_frag.glsl")
TYPEDEF_SOURCE("GPU_shader_shared.hh")
GPU_SHADER_CREATE_END()
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()
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke_no_geom)
METAL_BACKEND_ONLY()
DEFINE("USE_GEOMETRY_IFACE_COLOR")
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()
GPU_SHADER_CREATE_END()