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test2/source/blender/draw/engines/overlay/overlay_shader_shared.hh
sentharn 69610383b9 Fix #138301: Rename GLSL "select" for Intel GPUs
The GLSL processor appears to dislike a member named "select" when a function named "select" exists.

The member has been renamed to object_select to avoid collisions.

Pull Request: https://projects.blender.org/blender/blender/pulls/138466
2025-05-06 19:42:09 +02:00

472 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#if !defined(GPU_SHADER) && !defined(GLSL_CPP_STUBS)
# include "GPU_shader_shared_utils.hh"
# include "DNA_action_types.h"
# include "DNA_view3d_types.h"
#endif
enum OVERLAY_BackgroundType : uint32_t {
BG_SOLID = 0u,
BG_GRADIENT = 1u,
BG_CHECKER = 2u,
BG_RADIAL = 3u,
BG_SOLID_CHECKER = 4u,
BG_MASK = 5u,
};
enum OVERLAY_UVLineStyle : uint32_t {
OVERLAY_UV_LINE_STYLE_OUTLINE = 0u,
OVERLAY_UV_LINE_STYLE_DASH = 1u,
OVERLAY_UV_LINE_STYLE_BLACK = 2u,
OVERLAY_UV_LINE_STYLE_WHITE = 3u,
OVERLAY_UV_LINE_STYLE_SHADOW = 4u,
};
enum OVERLAY_GridBits : uint32_t {
SHOW_AXIS_X = (1u << 0u),
SHOW_AXIS_Y = (1u << 1u),
SHOW_AXIS_Z = (1u << 2u),
SHOW_GRID = (1u << 3u),
PLANE_XY = (1u << 4u),
PLANE_XZ = (1u << 5u),
PLANE_YZ = (1u << 6u),
CLIP_ZPOS = (1u << 7u),
CLIP_ZNEG = (1u << 8u),
GRID_BACK = (1u << 9u),
GRID_CAMERA = (1u << 10u),
PLANE_IMAGE = (1u << 11u),
CUSTOM_GRID = (1u << 12u),
};
#ifndef GPU_SHADER
ENUM_OPERATORS(OVERLAY_GridBits, CUSTOM_GRID)
#endif
enum VertexClass : uint32_t {
VCLASS_NONE = 0,
VCLASS_LIGHT_AREA_SHAPE = 1 << 0,
VCLASS_LIGHT_SPOT_SHAPE = 1 << 1,
VCLASS_LIGHT_SPOT_BLEND = 1 << 2,
VCLASS_LIGHT_SPOT_CONE = 1 << 3,
VCLASS_LIGHT_DIST = 1 << 4,
VCLASS_CAMERA_FRAME = 1 << 5,
VCLASS_CAMERA_DIST = 1 << 6,
VCLASS_CAMERA_VOLUME = 1 << 7,
VCLASS_SCREENSPACE = 1 << 8,
VCLASS_SCREENALIGNED = 1 << 9,
VCLASS_EMPTY_SCALED = 1 << 10,
VCLASS_EMPTY_AXES = 1 << 11,
VCLASS_EMPTY_AXES_NAME = 1 << 12,
VCLASS_EMPTY_AXES_SHADOW = 1 << 13,
VCLASS_EMPTY_SIZE = 1 << 14,
};
#ifndef GPU_SHADER
ENUM_OPERATORS(VertexClass, VCLASS_EMPTY_SIZE)
#endif
enum StickBoneFlag {
COL_WIRE = (1u << 0u),
COL_HEAD = (1u << 1u),
COL_TAIL = (1u << 2u),
COL_BONE = (1u << 3u),
POS_HEAD = (1u << 4u),
POS_TAIL = (1u << 5u),
POS_BONE = (1u << 6u),
};
#ifndef GPU_SHADER
ENUM_OPERATORS(StickBoneFlag, POS_BONE)
#endif
/* TODO(fclem): Convert into enum. */
/* See: 'draw_cache_impl.hh' for matching includes. */
#define VERT_GPENCIL_BEZT_HANDLE (1u << 30)
/* data[0] (1st byte flags) */
#define FACE_ACTIVE (1u << 0)
#define FACE_SELECTED (1u << 1)
#define FACE_FREESTYLE (1u << 2)
#define VERT_UV_SELECT (1u << 3)
#define VERT_UV_PINNED (1u << 4)
#define EDGE_UV_SELECT (1u << 5)
#define FACE_UV_ACTIVE (1u << 6)
#define FACE_UV_SELECT (1u << 7)
/* data[1] (2st byte flags) */
#define VERT_ACTIVE (1u << 0)
#define VERT_SELECTED (1u << 1)
#define VERT_SELECTED_BEZT_HANDLE (1u << 2)
#define EDGE_ACTIVE (1u << 3)
#define EDGE_SELECTED (1u << 4)
#define EDGE_SEAM (1u << 5)
#define EDGE_SHARP (1u << 6)
#define EDGE_FREESTYLE (1u << 7)
static inline uint outline_id_pack(uint outline_id, uint object_id)
{
/* Replace top 2 bits (of the 16bit output) by outline_id.
* This leaves 16K different IDs to create outlines between objects.
* 18 = (32 - (16 - 2)) */
return (outline_id << 14u) | ((object_id << 18u) >> 18u);
}
/* Match: #SI_GRID_STEPS_LEN */
#define OVERLAY_GRID_STEPS_LEN 8
/* Due to the encoding clamping the passed in floats, the wire width needs to be scaled down. */
#define WIRE_WIDTH_COMPRESSION 16.0
struct OVERLAY_GridData {
float4 steps[OVERLAY_GRID_STEPS_LEN]; /* float arrays are padded to float4 in std130. */
float4 size; /* float3 padded to float4. */
float distance;
float line_size;
float zoom_factor; /* Only for UV editor */
float _pad0;
};
BLI_STATIC_ASSERT_ALIGN(OVERLAY_GridData, 16)
#ifdef GPU_SHADER
/* Keep the same values as in `draw_cache_impl_curves.cc` */
# define EDIT_CURVES_NURBS_CONTROL_POINT (1u)
# define EDIT_CURVES_BEZIER_HANDLE (1u << 1)
# define EDIT_CURVES_ACTIVE_HANDLE (1u << 2)
# define EDIT_CURVES_BEZIER_KNOT (1u << 3)
# define EDIT_CURVES_HANDLE_TYPES_SHIFT (4u)
/* Keep the same values as in `draw_cache_imp_curve.c` */
# define ACTIVE_NURB (1u << 2)
# define BEZIER_HANDLE (1u << 3)
# define EVEN_U_BIT (1u << 4)
# define COLOR_SHIFT 5u
/* Keep the same value in `handle_display` in `DNA_view3d_types.h` */
# define CURVE_HANDLE_SELECTED 0u
# define CURVE_HANDLE_ALL 1u
# define CURVE_HANDLE_NONE 2u
# define GP_EDIT_POINT_SELECTED 1u /* 1 << 0 */
# define GP_EDIT_STROKE_SELECTED 2u /* 1 << 1 */
# define GP_EDIT_MULTIFRAME 4u /* 1 << 2 */
# define GP_EDIT_STROKE_START 8u /* 1 << 3 */
# define GP_EDIT_STROKE_END 16u /* 1 << 4 */
# define GP_EDIT_POINT_DIMMED 32u /* 1 << 5 */
# define MOTIONPATH_VERT_SEL (1u << 0)
# define MOTIONPATH_VERT_KEY (1u << 1)
#else
/* TODO(fclem): Find a better way to share enums/defines from DNA files with GLSL. */
BLI_STATIC_ASSERT(CURVE_HANDLE_SELECTED == 0u, "Ensure value is sync");
BLI_STATIC_ASSERT(CURVE_HANDLE_ALL == 1u, "Ensure value is sync");
BLI_STATIC_ASSERT(MOTIONPATH_VERT_SEL == (1u << 0), "Ensure value is sync");
BLI_STATIC_ASSERT(MOTIONPATH_VERT_KEY == (1u << 1), "Ensure value is sync");
#endif
/* All colors in this struct are converted to display linear RGB color-space. */
struct ThemeColors {
/* UBOs data needs to be 16 byte aligned (size of float4) */
float4 wire;
float4 wire_edit;
float4 active_object; /* "active" is reserved keyword in GLSL. */
float4 object_select; /* "select" is defined as a macro for GLSL. */
float4 library_select;
float4 library;
float4 transform;
float4 light;
float4 speaker;
float4 camera;
float4 camera_path;
float4 empty;
float4 vert; /* "vertex" is reserved keyword in MSL. */
float4 vert_select;
float4 vert_unreferenced;
float4 vert_missing_data;
float4 edit_mesh_active;
float4 edge_select; /* Stands for edge selection, not edge select mode. */
float4 edge_mode_select; /* Stands for edge mode selection. */
float4 edge_seam;
float4 edge_sharp;
float4 edge_crease;
float4 edge_bweight;
float4 edge_face_select;
float4 edge_freestyle;
float4 face;
float4 face_select; /* Stands for face selection, not face select mode. */
float4 face_mode_select; /* Stands for face mode selection. */
float4 face_retopology;
float4 face_freestyle;
float4 gpencil_vertex;
float4 gpencil_vertex_select;
float4 normal;
float4 vnormal;
float4 lnormal;
float4 facedot;
float4 skinroot;
float4 deselect;
float4 outline;
float4 light_no_alpha;
float4 background;
float4 background_gradient;
float4 checker_primary;
float4 checker_secondary;
float4 clipping_border;
float4 edit_mesh_middle;
float4 handle_free;
float4 handle_auto;
float4 handle_vect;
float4 handle_align;
float4 handle_autoclamp;
float4 handle_sel_free;
float4 handle_sel_auto;
float4 handle_sel_vect;
float4 handle_sel_align;
float4 handle_sel_autoclamp;
float4 nurb_uline;
float4 nurb_vline;
float4 nurb_sel_uline;
float4 nurb_sel_vline;
float4 active_spline;
float4 bone_pose;
float4 bone_pose_active;
float4 bone_pose_active_unsel;
float4 bone_pose_constraint;
float4 bone_pose_ik;
float4 bone_pose_spline_ik;
float4 bone_pose_no_target;
float4 bone_solid;
float4 bone_locked;
float4 bone_active;
float4 bone_active_unsel;
float4 bone_select;
float4 bone_ik_line;
float4 bone_ik_line_no_target;
float4 bone_ik_line_spline;
float4 text;
float4 text_hi;
float4 bundle_solid;
float4 mball_radius;
float4 mball_radius_select;
float4 mball_stiffness;
float4 mball_stiffness_select;
float4 current_frame;
float4 before_frame;
float4 after_frame;
float4 grid;
float4 grid_emphasis;
float4 grid_axis_x;
float4 grid_axis_y;
float4 grid_axis_z;
float4 face_back;
float4 face_front;
float4 uv_shadow;
};
BLI_STATIC_ASSERT_ALIGN(ThemeColors, 16)
/* All values in this struct are premultiplied by U.pixelsize. */
struct ThemeSizes {
float pixel; /* Equivalent to U.pixelsize. */
float object_center;
float light_center;
float light_circle;
float light_circle_shadow;
float vert; /* "vertex" is reserved keyword in MSL. */
float edge;
float face_dot;
float checker;
float vertex_gpencil;
float _pad1, _pad2;
};
BLI_STATIC_ASSERT_ALIGN(ThemeSizes, 16)
struct UniformData {
ThemeColors colors;
ThemeSizes sizes;
/** Other global states. */
float2 size_viewport;
float2 size_viewport_inv;
float fresnel_mix_edit;
float pixel_fac;
bool32_t backface_culling;
float _pad1;
};
BLI_STATIC_ASSERT_ALIGN(UniformData, 16)
#ifdef GPU_SHADER
/* The uniform_buf mostly contains theme properties.
* This alias has better semantic and shorter syntax. */
# define theme uniform_buf
#endif
struct ExtraInstanceData {
float4 color_;
float4x4 object_to_world;
#if !defined(GPU_SHADER)
ExtraInstanceData(const float4x4 &object_to_world, const float4 &color, float draw_size)
{
this->color_ = color;
this->object_to_world = object_to_world;
this->object_to_world[3][3] = draw_size;
};
ExtraInstanceData with_color(const float4 &color) const
{
ExtraInstanceData copy = *this;
copy.color_ = color;
return copy;
}
/* For degrees of freedom. */
ExtraInstanceData(const float4x4 &object_to_world,
const float4 &color,
float angle_min_x,
float angle_min_z,
float angle_max_x,
float angle_max_z)
{
this->color_ = color;
this->object_to_world = object_to_world;
this->object_to_world[0][3] = angle_min_x;
this->object_to_world[1][3] = angle_min_z;
this->object_to_world[2][3] = angle_max_x;
this->object_to_world[3][3] = angle_max_z;
};
#endif
};
BLI_STATIC_ASSERT_ALIGN(ExtraInstanceData, 16)
struct VertexData {
float4 pos_;
/* TODO: change to color_id. Idea expressed in #125894. */
float4 color_;
};
BLI_STATIC_ASSERT_ALIGN(VertexData, 16)
/* Limited by expand_prim_len bit count. */
#define PARTICLE_SHAPE_CIRCLE_RESOLUTION 7
enum OVERLAY_ParticleShape : uint32_t {
PART_SHAPE_AXIS = 1,
PART_SHAPE_CIRCLE = 2,
PART_SHAPE_CROSS = 3,
};
struct ParticlePointData {
packed_float3 position;
/* Can either be velocity or acceleration. */
float value;
/* Rotation encoded as quaternion. */
float4 rotation;
};
BLI_STATIC_ASSERT_ALIGN(ParticlePointData, 16)
struct BoneEnvelopeData {
float4 head_sphere;
float4 tail_sphere;
/* TODO(pragma37): wire width is never used in the shader. */
float4 bone_color_and_wire_width;
float4 state_color;
float4 x_axis;
#ifndef GPU_SHADER
BoneEnvelopeData() = default;
/* For bone fills. */
BoneEnvelopeData(float4 &head_sphere,
float4 &tail_sphere,
float3 &bone_color,
float3 &state_color,
float3 &x_axis)
: head_sphere(head_sphere),
tail_sphere(tail_sphere),
bone_color_and_wire_width(bone_color, 0.0f),
state_color(state_color, 0.0f),
x_axis(x_axis, 0.0f){};
/* For bone outlines. */
BoneEnvelopeData(float4 &head_sphere,
float4 &tail_sphere,
float4 &color_and_wire_width,
float3 &x_axis)
: head_sphere(head_sphere),
tail_sphere(tail_sphere),
bone_color_and_wire_width(color_and_wire_width),
x_axis(x_axis, 0.0f){};
/* For bone distance volumes. */
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float3 &x_axis)
: head_sphere(head_sphere), tail_sphere(tail_sphere), x_axis(x_axis, 0.0f){};
#endif
};
BLI_STATIC_ASSERT_ALIGN(BoneEnvelopeData, 16)
struct BoneStickData {
float4 bone_start;
float4 bone_end;
float4 wire_color;
float4 bone_color;
float4 head_color;
float4 tail_color;
#ifndef GPU_SHADER
BoneStickData() = default;
/* For bone fills. */
BoneStickData(const float3 &bone_start,
const float3 &bone_end,
const float4 &wire_color,
const float4 &bone_color,
const float4 &head_color,
const float4 &tail_color)
: bone_start(float3(bone_start), 0.0f),
bone_end(float3(bone_end), 0.0f),
wire_color(wire_color),
bone_color(bone_color),
head_color(head_color),
tail_color(tail_color){};
#endif
};
BLI_STATIC_ASSERT_ALIGN(BoneStickData, 16)
/**
* We want to know how much of a pixel is covered by a line.
* Here, we imagine the square pixel is a circle with the same area and try to find the
* intersection area. The overlap area is a circular segment.
* https://en.wikipedia.org/wiki/Circular_segment The formula for the area uses inverse trig
* function and is quite complex. Instead, we approximate it by using the smoothstep function and
* a 1.05f factor to the disc radius.
*
* For an alternate approach, see:
* https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-22-fast-prefiltered-lines
*/
#define M_1_SQRTPI 0.5641895835477563f /* `1/sqrt(pi)`. */
#define DISC_RADIUS (M_1_SQRTPI * 1.05f)
#define LINE_SMOOTH_START (0.5f - DISC_RADIUS)
#define LINE_SMOOTH_END (0.5f + DISC_RADIUS)
/* Returns 0 before LINE_SMOOTH_START and 1 after LINE_SMOOTH_END. */
#define LINE_STEP(dist) smoothstep(LINE_SMOOTH_START, LINE_SMOOTH_END, dist)