Overlay: Port sculpt mask shader to use shaderCreateInfo

This should have no functional changes.
This commit is contained in:
Clément Foucault
2022-05-01 18:07:16 +02:00
parent cc268238ea
commit 6861ef62a6
5 changed files with 31 additions and 29 deletions

View File

@@ -934,17 +934,10 @@ GPUShader *OVERLAY_shader_particle_shape(void)
GPUShader *OVERLAY_shader_sculpt_mask(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->sculpt_mask) {
sh_data->sculpt_mask = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_sculpt_mask_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_sculpt_mask_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->sculpt_mask = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_sculpt_mask_clipped" : "overlay_sculpt_mask");
}
return sh_data->sculpt_mask;
}

View File

@@ -0,0 +1,25 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_mask_iface, "")
.flat(Type::VEC3, "faceset_color")
.smooth(Type::FLOAT, "mask_color")
.smooth(Type::VEC4, "finalColor");
GPU_SHADER_CREATE_INFO(overlay_sculpt_mask)
.do_static_compilation(true)
.push_constant(Type::FLOAT, "maskOpacity")
.push_constant(Type::FLOAT, "faceSetsOpacity")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "fset")
.vertex_in(2, Type::FLOAT, "msk")
.vertex_out(overlay_sculpt_mask_iface)
.vertex_source("sculpt_mask_vert.glsl")
.fragment_source("sculpt_mask_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.additional_info("draw_mesh", "draw_object_infos", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_sculpt_mask_clipped)
.do_static_compilation(true)
.additional_info("overlay_sculpt_mask", "drw_clipped");

View File

@@ -1,9 +1,4 @@
flat in vec3 faceset_color;
in float mask_color;
out vec4 fragColor;
void main()
{
fragColor = vec4(faceset_color * vec3(mask_color), 1.0);

View File

@@ -1,15 +1,5 @@
uniform float maskOpacity;
uniform float faceSetsOpacity;
in vec3 pos;
in vec3 fset;
in float msk;
out vec4 finalColor;
flat out vec3 faceset_color;
out float mask_color;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -19,7 +9,5 @@ void main()
faceset_color = mix(vec3(1.0), fset, faceSetsOpacity);
mask_color = 1.0 - (msk * maskOpacity);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
view_clipping_distances(world_pos);
}

View File

@@ -452,6 +452,7 @@ set(SRC_SHADER_CREATE_INFOS
../draw/engines/overlay/shaders/infos/grid_info.hh
../draw/engines/overlay/shaders/infos/outline_info.hh
../draw/engines/overlay/shaders/infos/paint_info.hh
../draw/engines/overlay/shaders/infos/sculpt_info.hh
../draw/engines/overlay/shaders/infos/volume_info.hh
../draw/engines/overlay/shaders/infos/wireframe_info.hh
../draw/engines/select/shaders/infos/select_id_info.hh