Viewport: create a shader to show depth images linearized

This commit is contained in:
Dalai Felinto
2016-10-21 20:48:08 +00:00
parent 4c3624a7a0
commit deb77c0e74
4 changed files with 39 additions and 0 deletions

View File

@@ -135,6 +135,7 @@ data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)

View File

@@ -104,6 +104,7 @@ typedef enum GPUBuiltinShader {
/* basic image drawing */
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,

View File

@@ -56,6 +56,7 @@ extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
@@ -109,6 +110,7 @@ static struct GPUShadersGlobal {
/* for drawing images */
GPUShader *image_modulate_alpha_3D;
GPUShader *image_rect_modulate_alpha_3D;
GPUShader *image_depth_3D;
/* for simple 2D drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
@@ -669,6 +671,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_rect_modulate_alpha_3D;
break;
case GPU_SHADER_3D_IMAGE_DEPTH:
if (!GG.shaders.image_depth_3D)
GG.shaders.image_depth_3D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_depth_3D;
break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
@@ -937,6 +947,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.image_rect_modulate_alpha_3D = NULL;
}
if (GG.shaders.image_depth_3D) {
GPU_shader_free(GG.shaders.image_depth_3D);
GG.shaders.image_depth_3D = NULL;
}
if (GG.shaders.uniform_color_2D) {
GPU_shader_free(GG.shaders.uniform_color_2D);
GG.shaders.uniform_color_2D = NULL;

View File

@@ -0,0 +1,22 @@
#if __VERSION__ == 120
varying vec2 texCoord_interp;
#define fragColor gl_FragColor
#else
in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2D texture
#endif
uniform float znear;
uniform float zfar;
uniform sampler2D image;
void main()
{
float depth = texture2D(image, texCoord_interp).r;
/* normalize */
fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
fragColor.a = 1.0f;
}