Cleanup: DRW: Remove unused legacy shader libraries
This commit is contained in:
@@ -539,17 +539,14 @@ set(GLSL_SRC
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engines/workbench/workbench_shader_shared.h
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intern/shaders/common_aabb_lib.glsl
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intern/shaders/common_attribute_lib.glsl
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intern/shaders/common_colormanagement_lib.glsl
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intern/shaders/common_debug_draw_lib.glsl
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intern/shaders/common_debug_shape_lib.glsl
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intern/shaders/common_fullscreen_vert.glsl
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intern/shaders/common_fxaa_lib.glsl
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intern/shaders/common_gpencil_lib.glsl
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intern/shaders/common_hair_lib.glsl
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intern/shaders/common_hair_refine_comp.glsl
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intern/shaders/common_intersect_lib.glsl
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intern/shaders/common_pointcloud_lib.glsl
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intern/shaders/common_shape_lib.glsl
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intern/shaders/subdiv_custom_data_interp_comp.glsl
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intern/shaders/subdiv_ibo_lines_comp.glsl
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@@ -7,9 +7,8 @@
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VERTEX_SHADER_CREATE_INFO(eevee_clip_plane)
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VERTEX_SHADER_CREATE_INFO(eevee_geom_gpencil)
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#include "draw_grease_pencil_lib.glsl"
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#include "draw_model_lib.glsl"
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/* Grease pencil includes commmon_view_lib. */
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// #include "common_gpencil_lib.glsl"
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#include "eevee_attributes_gpencil_lib.glsl"
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#include "eevee_surf_lib.glsl"
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#include "eevee_velocity_lib.glsl"
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@@ -1,37 +0,0 @@
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/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "gpu_glsl_cpp_stubs.hh"
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/* Prototype of functions to implement to load attributes data.
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* Implementation changes based on object data type. */
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#ifndef GPU_METAL /* MSL does not require prototypes. */
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vec3 attr_load_orco(vec4 orco);
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vec4 attr_load_tangent(vec4 tangent);
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vec4 attr_load_vec4(vec4 attr);
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vec3 attr_load_vec3(vec3 attr);
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vec2 attr_load_vec2(vec2 attr);
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float attr_load_float(float attr);
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vec3 attr_load_orco(samplerBuffer orco);
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vec4 attr_load_tangent(samplerBuffer tangent);
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vec4 attr_load_vec4(samplerBuffer attr);
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vec3 attr_load_vec3(samplerBuffer attr);
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vec2 attr_load_vec2(samplerBuffer attr);
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float attr_load_float(samplerBuffer attr);
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vec3 attr_load_orco(sampler3D orco);
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vec4 attr_load_tangent(sampler3D tangent);
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vec4 attr_load_vec4(sampler3D tex);
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vec3 attr_load_vec3(sampler3D tex);
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vec2 attr_load_vec2(sampler3D tex);
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float attr_load_float(sampler3D tex);
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float attr_load_temperature_post(float attr);
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vec4 attr_load_color_post(vec4 attr);
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vec4 attr_load_uniform(vec4 attr, const uint attr_hash);
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#endif
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@@ -1,400 +0,0 @@
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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "draw_model_lib.glsl"
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#include "draw_view_lib.glsl"
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#include "gpu_shader_math_matrix_lib.glsl"
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#include "gpu_shader_math_vector_lib.glsl"
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#include "gpu_shader_utildefines_lib.glsl"
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#ifndef DRW_GPENCIL_INFO
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# error Missing additional info draw_gpencil
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#endif
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#ifdef GPU_FRAGMENT_SHADER
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float gpencil_stroke_round_cap_mask(vec2 p1, vec2 p2, vec2 aspect, float thickness, float hardfac)
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{
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/* We create our own uv space to avoid issues with triangulation and linear
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* interpolation artifacts. */
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vec2 line = p2.xy - p1.xy;
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vec2 pos = gl_FragCoord.xy - p1.xy;
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float line_len = length(line);
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float half_line_len = line_len * 0.5;
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/* Normalize */
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line = (line_len > 0.0) ? (line / line_len) : vec2(1.0, 0.0);
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/* Create a uv space that englobe the whole segment into a capsule. */
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vec2 uv_end;
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uv_end.x = max(abs(dot(line, pos) - half_line_len) - half_line_len, 0.0);
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uv_end.y = dot(vec2(-line.y, line.x), pos);
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/* Divide by stroke radius. */
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uv_end /= thickness;
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uv_end *= aspect;
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float dist = clamp(1.0 - length(uv_end) * 2.0, 0.0, 1.0);
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if (hardfac > 0.999) {
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return step(1e-8, dist);
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}
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else {
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/* Modulate the falloff profile */
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float hardness = 1.0 - hardfac;
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dist = pow(dist, mix(0.01, 10.0, hardness));
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return smoothstep(0.0, 1.0, dist);
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}
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}
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#endif
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vec2 gpencil_decode_aspect(int packed_data)
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{
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float asp = float(uint(packed_data) & 0x1FFu) * (1.0 / 255.0);
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return (asp > 1.0) ? vec2(1.0, (asp - 1.0)) : vec2(asp, 1.0);
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}
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float gpencil_decode_uvrot(int packed_data)
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{
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uint udata = uint(packed_data);
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float uvrot = 1e-8 + float((udata & 0x1FE00u) >> 9u) * (1.0 / 255.0);
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return ((udata & 0x20000u) != 0u) ? -uvrot : uvrot;
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}
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float gpencil_decode_hardness(int packed_data)
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{
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return float((uint(packed_data) & 0x3FC0000u) >> 18u) * (1.0 / 255.0);
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}
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vec2 gpencil_project_to_screenspace(vec4 v, vec4 viewport_size)
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{
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return ((v.xy / v.w) * 0.5 + 0.5) * viewport_size.xy;
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}
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float gpencil_stroke_thickness_modulate(float thickness, vec4 ndc_pos, vec4 viewport_size)
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{
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/* Modify stroke thickness by object and layer factors. */
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thickness = max(1.0, thickness * gpThicknessScale + gpThicknessOffset);
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if (gpThicknessIsScreenSpace) {
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/* Multiply offset by view Z so that offset is constant in screen-space.
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* (e.i: does not change with the distance to camera) */
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thickness *= ndc_pos.w;
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}
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else {
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/* World space point size. */
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thickness *= gpThicknessWorldScale * ProjectionMatrix[1][1] * viewport_size.y;
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}
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return thickness;
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}
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float gpencil_clamp_small_stroke_thickness(float thickness, vec4 ndc_pos)
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{
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/* To avoid aliasing artifacts, we clamp the line thickness and
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* reduce its opacity in the fragment shader. */
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float min_thickness = ndc_pos.w * 1.3;
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thickness = max(min_thickness, thickness);
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return thickness;
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}
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#ifdef GPU_VERTEX_SHADER
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int gpencil_stroke_point_id()
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{
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return (gl_VertexID & ~GP_IS_STROKE_VERTEX_BIT) >> GP_VERTEX_ID_SHIFT;
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}
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bool gpencil_is_stroke_vertex()
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{
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return flag_test(gl_VertexID, GP_IS_STROKE_VERTEX_BIT);
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}
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/**
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* Returns value of gl_Position.
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*
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* To declare in vertex shader.
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* in ivec4 ma, ma1, ma2, ma3;
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* in vec4 pos, pos1, pos2, pos3, uv1, uv2, col1, col2, fcol1;
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*
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* All of these attributes are quad loaded the same way
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* as GL_LINES_ADJACENCY would feed a geometry shader:
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* - ma reference the previous adjacency point.
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* - ma1 reference the current line first point.
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* - ma2 reference the current line second point.
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* - ma3 reference the next adjacency point.
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* Note that we are rendering quad instances and not using any index buffer
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*(except for fills).
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*
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* Material : x is material index, y is stroke_id, z is point_id,
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* w is aspect & rotation & hardness packed.
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* Position : contains thickness in 4th component.
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* UV : xy is UV for fills, z is U of stroke, w is strength.
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*
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*
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* WARNING: Max attribute count is actually 14 because OSX OpenGL implementation
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* considers gl_VertexID and gl_InstanceID as vertex attribute. (see #74536)
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*/
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vec4 gpencil_vertex(vec4 viewport_size,
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gpMaterialFlag material_flags,
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vec2 alignment_rot,
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/* World Position. */
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out vec3 out_P,
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/* World Normal. */
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out vec3 out_N,
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/* Vertex Color. */
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out vec4 out_color,
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/* Stroke Strength. */
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out float out_strength,
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/* UV coordinates. */
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out vec2 out_uv,
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/* Screen-Space segment endpoints. */
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out vec4 out_sspos,
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/* Stroke aspect ratio. */
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out vec2 out_aspect,
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/* Stroke thickness (x: clamped, y: unclamped). */
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out vec2 out_thickness,
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/* Stroke hardness. */
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out float out_hardness)
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{
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int stroke_point_id = (gl_VertexID & ~GP_IS_STROKE_VERTEX_BIT) >> GP_VERTEX_ID_SHIFT;
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/* Attribute Loading. */
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vec4 pos = texelFetch(gp_pos_tx, (stroke_point_id - 1) * 3 + 0);
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vec4 pos1 = texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 0);
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vec4 pos2 = texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 0);
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vec4 pos3 = texelFetch(gp_pos_tx, (stroke_point_id + 2) * 3 + 0);
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ivec4 ma = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id - 1) * 3 + 1));
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ivec4 ma1 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 1));
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ivec4 ma2 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 1));
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ivec4 ma3 = floatBitsToInt(texelFetch(gp_pos_tx, (stroke_point_id + 2) * 3 + 1));
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vec4 uv1 = texelFetch(gp_pos_tx, (stroke_point_id + 0) * 3 + 2);
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vec4 uv2 = texelFetch(gp_pos_tx, (stroke_point_id + 1) * 3 + 2);
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vec4 col1 = texelFetch(gp_col_tx, (stroke_point_id + 0) * 2 + 0);
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vec4 col2 = texelFetch(gp_col_tx, (stroke_point_id + 1) * 2 + 0);
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vec4 fcol1 = texelFetch(gp_col_tx, (stroke_point_id + 0) * 2 + 1);
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# define thickness1 pos1.w
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# define thickness2 pos2.w
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# define strength1 uv1.w
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# define strength2 uv2.w
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/* Packed! need to be decoded. */
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# define hardness1 ma1.w
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# define hardness2 ma2.w
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# define uvrot1 ma1.w
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# define aspect1 ma1.w
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vec4 out_ndc;
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if (gpencil_is_stroke_vertex()) {
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bool is_dot = flag_test(material_flags, GP_STROKE_ALIGNMENT);
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bool is_squares = !flag_test(material_flags, GP_STROKE_DOTS);
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/* Special Case. Stroke with single vert are rendered as dots. Do not discard them. */
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if (!is_dot && ma.x == -1 && ma2.x == -1) {
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is_dot = true;
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is_squares = false;
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}
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/* Endpoints, we discard the vertices. */
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if (!is_dot && ma2.x == -1) {
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/* We set the vertex at the camera origin to generate 0 fragments. */
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out_ndc = vec4(0.0, 0.0, -3e36, 0.0);
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return out_ndc;
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}
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/* Avoid using a vertex attribute for quad positioning. */
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float x = float(gl_VertexID & 1) * 2.0 - 1.0; /* [-1..1] */
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float y = float(gl_VertexID & 2) - 1.0; /* [-1..1] */
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bool use_curr = is_dot || (x == -1.0);
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vec3 wpos_adj = transform_point(ModelMatrix, (use_curr) ? pos.xyz : pos3.xyz);
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vec3 wpos1 = transform_point(ModelMatrix, pos1.xyz);
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vec3 wpos2 = transform_point(ModelMatrix, pos2.xyz);
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vec3 T;
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if (is_dot) {
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/* Shade as facing billboards. */
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T = ViewMatrixInverse[0].xyz;
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}
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else if (use_curr && ma.x != -1) {
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T = wpos1 - wpos_adj;
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}
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else {
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T = wpos2 - wpos1;
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}
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T = safe_normalize(T);
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vec3 B = cross(T, ViewMatrixInverse[2].xyz);
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out_N = normalize(cross(B, T));
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vec4 ndc_adj = drw_point_world_to_homogenous(wpos_adj);
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vec4 ndc1 = drw_point_world_to_homogenous(wpos1);
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vec4 ndc2 = drw_point_world_to_homogenous(wpos2);
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out_ndc = (use_curr) ? ndc1 : ndc2;
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out_P = (use_curr) ? wpos1 : wpos2;
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out_strength = abs((use_curr) ? strength1 : strength2);
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vec2 ss_adj = gpencil_project_to_screenspace(ndc_adj, viewport_size);
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vec2 ss1 = gpencil_project_to_screenspace(ndc1, viewport_size);
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vec2 ss2 = gpencil_project_to_screenspace(ndc2, viewport_size);
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/* Screen-space Lines tangents. */
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float line_len;
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vec2 line = safe_normalize_and_get_length(ss2 - ss1, line_len);
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vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
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float thickness = abs((use_curr) ? thickness1 : thickness2);
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thickness = gpencil_stroke_thickness_modulate(thickness, out_ndc, viewport_size);
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float clamped_thickness = gpencil_clamp_small_stroke_thickness(thickness, out_ndc);
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out_uv = vec2(x, y) * 0.5 + 0.5;
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out_hardness = gpencil_decode_hardness(use_curr ? hardness1 : hardness2);
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if (is_dot) {
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uint alignment_mode = material_flags & GP_STROKE_ALIGNMENT;
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/* For one point strokes use object alignment. */
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if (alignment_mode == GP_STROKE_ALIGNMENT_STROKE && ma.x == -1 && ma2.x == -1) {
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alignment_mode = GP_STROKE_ALIGNMENT_OBJECT;
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}
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vec2 x_axis;
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if (alignment_mode == GP_STROKE_ALIGNMENT_STROKE) {
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x_axis = (ma2.x == -1) ? line_adj : line;
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}
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else if (alignment_mode == GP_STROKE_ALIGNMENT_FIXED) {
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/* Default for no-material drawing. */
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x_axis = vec2(1.0, 0.0);
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}
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else { /* GP_STROKE_ALIGNMENT_OBJECT */
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vec4 ndc_x = drw_point_world_to_homogenous(wpos1 + ModelMatrix[0].xyz);
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vec2 ss_x = gpencil_project_to_screenspace(ndc_x, viewport_size);
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x_axis = safe_normalize(ss_x - ss1);
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}
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/* Rotation: Encoded as Cos + Sin sign. */
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float uv_rot = gpencil_decode_uvrot(uvrot1);
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float rot_sin = sqrt(max(0.0, 1.0 - uv_rot * uv_rot)) * sign(uv_rot);
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float rot_cos = abs(uv_rot);
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/* TODO(@fclem): Optimize these 2 matrix multiply into one by only having one rotation angle
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* and using a cosine approximation. */
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x_axis = mat2(rot_cos, -rot_sin, rot_sin, rot_cos) * x_axis;
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x_axis = mat2(alignment_rot.x, -alignment_rot.y, alignment_rot.y, alignment_rot.x) * x_axis;
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/* Rotate 90 degrees counter-clockwise. */
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vec2 y_axis = vec2(-x_axis.y, x_axis.x);
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out_aspect = gpencil_decode_aspect(aspect1);
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x *= out_aspect.x;
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y *= out_aspect.y;
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/* Invert for vertex shader. */
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out_aspect = 1.0 / out_aspect;
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out_ndc.xy += (x * x_axis + y * y_axis) * viewport_size.zw * clamped_thickness;
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out_sspos.xy = ss1;
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out_sspos.zw = ss1 + x_axis * 0.5;
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out_thickness.x = (is_squares) ? 1e18 : (clamped_thickness / out_ndc.w);
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out_thickness.y = (is_squares) ? 1e18 : (thickness / out_ndc.w);
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}
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else {
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bool is_stroke_start = (ma.x == -1 && x == -1);
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bool is_stroke_end = (ma3.x == -1 && x == 1);
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/* Mitter tangent vector. */
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vec2 miter_tan = safe_normalize(line_adj + line);
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float miter_dot = dot(miter_tan, line_adj);
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/* Break corners after a certain angle to avoid really thick corners. */
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const float miter_limit = 0.5; /* cos(60 degrees) */
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bool miter_break = (miter_dot < miter_limit);
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miter_tan = (miter_break || is_stroke_start || is_stroke_end) ? line :
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(miter_tan / miter_dot);
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/* Rotate 90 degrees counter-clockwise. */
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vec2 miter = vec2(-miter_tan.y, miter_tan.x);
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out_sspos.xy = ss1;
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out_sspos.zw = ss2;
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out_thickness.x = clamped_thickness / out_ndc.w;
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out_thickness.y = thickness / out_ndc.w;
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out_aspect = vec2(1.0);
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vec2 screen_ofs = miter * y;
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/* Reminder: we packed the cap flag into the sign of strength and thickness sign. */
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if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) ||
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(miter_break && !is_stroke_start && !is_stroke_end))
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{
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screen_ofs += line * x;
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}
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|
||||
out_ndc.xy += screen_ofs * viewport_size.zw * clamped_thickness;
|
||||
|
||||
out_uv.x = (use_curr) ? uv1.z : uv2.z;
|
||||
}
|
||||
|
||||
out_color = (use_curr) ? col1 : col2;
|
||||
}
|
||||
else {
|
||||
out_P = transform_point(ModelMatrix, pos1.xyz);
|
||||
out_ndc = drw_point_world_to_homogenous(out_P);
|
||||
out_uv = uv1.xy;
|
||||
out_thickness.x = 1e18;
|
||||
out_thickness.y = 1e20;
|
||||
out_hardness = 1.0;
|
||||
out_aspect = vec2(1.0);
|
||||
out_sspos = vec4(0.0);
|
||||
|
||||
/* Flat normal following camera and object bounds. */
|
||||
vec3 V = drw_world_incident_vector(ModelMatrix[3].xyz);
|
||||
vec3 N = drw_normal_world_to_object(V);
|
||||
N *= OrcoTexCoFactors[1].xyz;
|
||||
N = drw_normal_object_to_world(N);
|
||||
out_N = safe_normalize(N);
|
||||
|
||||
/* Decode fill opacity. */
|
||||
out_color = vec4(fcol1.rgb, floor(fcol1.a / 10.0) / 10000.0);
|
||||
|
||||
/* We still offset the fills a little to avoid overlaps */
|
||||
out_ndc.z += 0.000002;
|
||||
}
|
||||
|
||||
# undef thickness1
|
||||
# undef thickness2
|
||||
# undef strength1
|
||||
# undef strength2
|
||||
# undef hardness1
|
||||
# undef hardness2
|
||||
# undef uvrot1
|
||||
# undef aspect1
|
||||
|
||||
return out_ndc;
|
||||
}
|
||||
|
||||
vec4 gpencil_vertex(vec4 viewport_size,
|
||||
out vec3 out_P,
|
||||
out vec3 out_N,
|
||||
out vec4 out_color,
|
||||
out float out_strength,
|
||||
out vec2 out_uv,
|
||||
out vec4 out_sspos,
|
||||
out vec2 out_aspect,
|
||||
out vec2 out_thickness,
|
||||
out float out_hardness)
|
||||
{
|
||||
return gpencil_vertex(viewport_size,
|
||||
gpMaterialFlag(0u),
|
||||
vec2(1.0, 0.0),
|
||||
out_P,
|
||||
out_N,
|
||||
out_color,
|
||||
out_strength,
|
||||
out_uv,
|
||||
out_sspos,
|
||||
out_aspect,
|
||||
out_thickness,
|
||||
out_hardness);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,130 +0,0 @@
|
||||
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "draw_model_lib.glsl"
|
||||
#include "draw_view_lib.glsl"
|
||||
|
||||
#ifdef POINTCLOUD_SHADER
|
||||
# define COMMON_POINTCLOUD_LIB
|
||||
|
||||
# ifndef DRW_POINTCLOUD_INFO
|
||||
# error Ensure createInfo includes draw_pointcloud.
|
||||
# endif
|
||||
|
||||
int pointcloud_get_point_id()
|
||||
{
|
||||
# ifdef GPU_VERTEX_SHADER
|
||||
/* Remove shape indices. */
|
||||
return gl_VertexID >> 3;
|
||||
# endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
mat3 pointcloud_get_facing_matrix(vec3 p)
|
||||
{
|
||||
mat3 facing_mat;
|
||||
facing_mat[2] = drw_world_incident_vector(p);
|
||||
facing_mat[1] = normalize(cross(ViewMatrixInverse[0].xyz, facing_mat[2]));
|
||||
facing_mat[0] = cross(facing_mat[1], facing_mat[2]);
|
||||
return facing_mat;
|
||||
}
|
||||
|
||||
/* Returns world center position and radius. */
|
||||
void pointcloud_get_pos_and_radius(out vec3 outpos, out float outradius)
|
||||
{
|
||||
int id = pointcloud_get_point_id();
|
||||
vec4 pos_rad = texelFetch(ptcloud_pos_rad_tx, id);
|
||||
outpos = drw_point_object_to_world(pos_rad.xyz);
|
||||
outradius = dot(abs(to_float3x3(ModelMatrix) * pos_rad.www), vec3(1.0 / 3.0));
|
||||
}
|
||||
|
||||
/* Return world position and normal. */
|
||||
void pointcloud_get_pos_nor_radius(out vec3 outpos, out vec3 outnor, out float outradius)
|
||||
{
|
||||
vec3 p;
|
||||
float radius;
|
||||
pointcloud_get_pos_and_radius(p, radius);
|
||||
|
||||
mat3 facing_mat = pointcloud_get_facing_matrix(p);
|
||||
|
||||
uint vert_id = 0u;
|
||||
# ifdef GPU_VERTEX_SHADER
|
||||
/* Mask point indices. */
|
||||
vert_id = uint(gl_VertexID) & ~(0xFFFFFFFFu << 3u);
|
||||
# endif
|
||||
|
||||
vec3 pos_inst = vec3(0.0);
|
||||
|
||||
switch (vert_id) {
|
||||
case 0:
|
||||
pos_inst.z = 1.0;
|
||||
break;
|
||||
case 1:
|
||||
pos_inst.x = 1.0;
|
||||
break;
|
||||
case 2:
|
||||
pos_inst.y = 1.0;
|
||||
break;
|
||||
case 3:
|
||||
pos_inst.x = -1.0;
|
||||
break;
|
||||
case 4:
|
||||
pos_inst.y = -1.0;
|
||||
break;
|
||||
}
|
||||
|
||||
outnor = facing_mat * pos_inst;
|
||||
outpos = p + outnor * radius;
|
||||
outradius = radius;
|
||||
}
|
||||
|
||||
/* Return world position and normal. */
|
||||
void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor)
|
||||
{
|
||||
vec3 nor, pos;
|
||||
float radius;
|
||||
pointcloud_get_pos_nor_radius(pos, nor, radius);
|
||||
outpos = pos;
|
||||
outnor = nor;
|
||||
}
|
||||
|
||||
vec3 pointcloud_get_pos()
|
||||
{
|
||||
vec3 outpos, outnor;
|
||||
pointcloud_get_pos_and_nor(outpos, outnor);
|
||||
return outpos;
|
||||
}
|
||||
|
||||
float pointcloud_get_customdata_float(const samplerBuffer cd_buf)
|
||||
{
|
||||
int id = pointcloud_get_point_id();
|
||||
return texelFetch(cd_buf, id).r;
|
||||
}
|
||||
|
||||
vec2 pointcloud_get_customdata_vec2(const samplerBuffer cd_buf)
|
||||
{
|
||||
int id = pointcloud_get_point_id();
|
||||
return texelFetch(cd_buf, id).rg;
|
||||
}
|
||||
|
||||
vec3 pointcloud_get_customdata_vec3(const samplerBuffer cd_buf)
|
||||
{
|
||||
int id = pointcloud_get_point_id();
|
||||
return texelFetch(cd_buf, id).rgb;
|
||||
}
|
||||
|
||||
vec4 pointcloud_get_customdata_vec4(const samplerBuffer cd_buf)
|
||||
{
|
||||
int id = pointcloud_get_point_id();
|
||||
return texelFetch(cd_buf, id).rgba;
|
||||
}
|
||||
|
||||
vec2 pointcloud_get_barycentric()
|
||||
{
|
||||
/* TODO: To be implemented. */
|
||||
return vec2(0.0);
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user