Files
test2/source/blender/draw/intern/shaders/common_view_lib.glsl
bonj dcad51dfc3 DRW: Retopology Overlay
Add overlay option for retopology, which hides the shaded mesh akin to Hidden Wire, and offsets the edit mesh overlay towards the view.

Related Task #70267
Pull Request #104599
2023-03-03 00:35:45 +01:00

369 lines
12 KiB
GLSL

/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef COMMON_VIEW_LIB_GLSL
#define COMMON_VIEW_LIB_GLSL
#ifndef DRW_RESOURCE_CHUNK_LEN
# error Missing draw_view additional create info on shader create info
#endif
/* Not supported anymore. TODO(fclem): Add back support. */
// #define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel)
#define IS_FIRST_INVOCATION (gl_GlobalInvocationID == uvec3(0))
#define cameraForward ViewMatrixInverse[2].xyz
#define cameraPos ViewMatrixInverse[3].xyz
vec3 cameraVec(vec3 P)
{
return ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - P) : cameraForward);
}
#define viewCameraVec(vP) ((ProjectionMatrix[3][3] == 0.0) ? normalize(-vP) : vec3(0.0, 0.0, 1.0))
#ifdef COMMON_GLOBALS_LIB
/* TODO move to overlay engine. */
float mul_project_m4_v3_zfac(vec3 co)
{
vec3 vP = (ViewMatrix * vec4(co, 1.0)).xyz;
return pixelFac * ((ProjectionMatrix[0][3] * vP.x) + (ProjectionMatrix[1][3] * vP.y) +
(ProjectionMatrix[2][3] * vP.z) + ProjectionMatrix[3][3]);
}
#endif
/* Not the right place but need to be common to all overlay's.
* TODO: Split to an overlay lib. */
mat4 extract_matrix_packed_data(mat4 mat, out vec4 dataA, out vec4 dataB)
{
const float div = 1.0 / 255.0;
int a = int(mat[0][3]);
int b = int(mat[1][3]);
int c = int(mat[2][3]);
int d = int(mat[3][3]);
dataA = vec4(a & 0xFF, a >> 8, b & 0xFF, b >> 8) * div;
dataB = vec4(c & 0xFF, c >> 8, d & 0xFF, d >> 8) * div;
mat[0][3] = mat[1][3] = mat[2][3] = 0.0;
mat[3][3] = 1.0;
return mat;
}
/* Same here, Not the right place but need to be common to all overlay's.
* TODO: Split to an overlay lib. */
/* edge_start and edge_pos needs to be in the range [0..sizeViewport]. */
vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
{
vec2 edge = edge_start - edge_pos;
float len = length(edge);
if (len > 0.0) {
edge /= len;
vec2 perp = vec2(-edge.y, edge.x);
float dist = dot(perp, frag_co - edge_start);
/* Add 0.1 to differentiate with cleared pixels. */
return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 1.0);
}
else {
/* Default line if the origin is perfectly aligned with a pixel. */
return vec4(1.0, 0.0, 0.5 + 0.1, 1.0);
}
}
/* Temporary until we fully make the switch. */
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform int drw_resourceChunk;
#endif /* USE_GPU_SHADER_CREATE_INFO */
#ifdef GPU_VERTEX_SHADER
/* Temporary until we fully make the switch. */
# ifndef USE_GPU_SHADER_CREATE_INFO
/* clang-format off */
# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR) || defined(DRW_LEGACY_MODEL_MATRIX) || defined(GPU_DEPRECATED_AMD_DRIVER)
/* clang-format on */
/* When drawing instances of an object at the same position. */
# define instanceId 0
# else
# define instanceId gl_InstanceID
# endif
# if defined(UNIFORM_RESOURCE_ID)
/* This is in the case we want to do a special instance drawcall for one object but still want to
* have the right resourceId and all the correct ubo datas. */
uniform int drw_ResourceID;
# define resource_id drw_ResourceID
# else
# define resource_id (gpu_BaseInstance + instanceId)
# endif
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
# if defined(EEVEE_GENERATED_INTERFACE)
# define RESOURCE_ID_VARYING
# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
# elif defined(USE_GEOMETRY_SHADER)
# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
# else
# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
# endif
# endif /* USE_GPU_SHADER_CREATE_INFO */
#endif /* GPU_VERTEX_SHADER */
/* Temporary until we fully make the switch. */
#ifdef USE_GPU_SHADER_CREATE_INFO
/* TODO(fclem): Rename PASS_RESOURCE_ID to DRW_RESOURCE_ID_VARYING_SET */
# if defined(UNIFORM_RESOURCE_ID)
# define resource_id drw_ResourceID
# define PASS_RESOURCE_ID
# elif defined(GPU_VERTEX_SHADER)
# if defined(UNIFORM_RESOURCE_ID_NEW)
# define resource_id (drw_ResourceID >> DRW_VIEW_SHIFT)
# else
# define resource_id gpu_InstanceIndex
# endif
# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
# elif defined(GPU_GEOMETRY_SHADER)
# define resource_id drw_ResourceID_iface_in[0].resource_index
# define PASS_RESOURCE_ID drw_ResourceID_iface_out.resource_index = resource_id;
# elif defined(GPU_FRAGMENT_SHADER)
# define resource_id drw_ResourceID_iface.resource_index
# endif
/* TODO(fclem): Remove. */
# define RESOURCE_ID_VARYING
#else
/* If used in a fragment / geometry shader, we pass
* resource_id as varying. */
# ifdef GPU_GEOMETRY_SHADER
/* TODO(fclem): Remove. This is getting ridiculous. */
# if !defined(EEVEE_GENERATED_INTERFACE)
# define RESOURCE_ID_VARYING \
flat out int resourceIDFrag; \
flat in int resourceIDGeom[];
# else
# define RESOURCE_ID_VARYING
# endif
# define resource_id resourceIDGeom
# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
# endif
# if defined(GPU_FRAGMENT_SHADER)
# if !defined(EEVEE_GENERATED_INTERFACE)
flat in int resourceIDFrag;
# endif
# define resource_id resourceIDFrag
# endif
#endif
/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
/* clang-format off */
#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && (!defined(OS_MAC) || defined(GPU_METAL)) && !defined(INSTANCED_ATTR) && !defined(DRW_LEGACY_MODEL_MATRIX)
/* clang-format on */
/* Temporary until we fully make the switch. */
# ifndef DRW_SHADER_SHARED_H
struct ObjectMatrices {
mat4 model;
mat4 model_inverse;
};
# endif /* DRW_SHADER_SHARED_H */
# ifndef USE_GPU_SHADER_CREATE_INFO
layout(std140) uniform modelBlock
{
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
# define ModelMatrix (drw_matrices[resource_id].model)
# define ModelMatrixInverse (drw_matrices[resource_id].model_inverse)
# endif /* USE_GPU_SHADER_CREATE_INFO */
#else /* GPU_INTEL */
/* Temporary until we fully make the switch. */
# ifndef USE_GPU_SHADER_CREATE_INFO
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
* So for now we just force using the legacy path. */
/* Note that this is also a workaround of a problem on OSX (AMD or NVIDIA)
* and older amd driver on windows. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
# endif /* USE_GPU_SHADER_CREATE_INFO */
#endif
/* Temporary until we fully make the switch. */
#ifndef USE_GPU_SHADER_CREATE_INFO
# define resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
#endif
/** Transform shortcuts. */
/* Rule of thumb: Try to reuse world positions and normals because converting through viewspace
* will always be decomposed in at least 2 matrix operation. */
/**
* Some clarification:
* Usually Normal matrix is transpose(inverse(ViewMatrix * ModelMatrix))
*
* But since it is slow to multiply matrices we decompose it. Decomposing
* inversion and transposition both invert the product order leaving us with
* the same original order:
* transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
*
* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
* NOTE: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
*/
#define NormalMatrix transpose(mat3(ModelMatrixInverse))
#define NormalMatrixInverse transpose(mat3(ModelMatrix))
#define normal_object_to_view(n) (mat3(ViewMatrix) * (NormalMatrix * n))
#define normal_object_to_world(n) (NormalMatrix * n)
#define normal_world_to_object(n) (NormalMatrixInverse * n)
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
#define point_object_to_ndc(p) \
(ProjectionMatrix * (ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)))
#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
vec4 point_view_to_ndc(vec3 p)
{
return ProjectionMatrix * vec4(p, 1.0);
}
vec3 point_view_to_world(vec3 p)
{
return (ViewMatrixInverse * vec4(p, 1.0)).xyz;
}
vec4 point_world_to_ndc(vec3 p)
{
return ProjectionMatrix * (ViewMatrix * vec4(p, 1.0));
}
vec3 point_world_to_view(vec3 p)
{
return (ViewMatrix * vec4(p, 1.0)).xyz;
}
/* Viewspace Z is used to adjust for perspective projection.
* Homogenous W is used to convert from NDC to homogenous space.
* Offset is in viewspace, so positive values are closer to the camera. */
float get_homogenous_z_offset(float vs_z, float hs_w, float vs_offset)
{
if (ProjectionMatrix[3][3] == 0.0) {
/* Clamp offset to half of Z to avoid floating point precision errors. */
vs_offset = min(vs_offset, vs_z * -0.5);
/* From "Projection Matrix Tricks" by Eric Lengyel:
* http://www.terathon.com/gdc07_lengyel.pdf (p. 24 Depth Modification) */
return ProjectionMatrix[3][2] * (vs_offset / (vs_z * (vs_z + vs_offset))) * hs_w;
}
else {
return ProjectionMatrix[2][2] * vs_offset * hs_w;
}
}
/* Due to some shader compiler bug, we somewhat need to access gl_VertexID
* to make vertex shaders work. even if it's actually dead code. */
#if defined(GPU_INTEL) && defined(GPU_OPENGL)
# define GPU_INTEL_VERTEX_SHADER_WORKAROUND gl_Position.x = float(gl_VertexID);
#else
# define GPU_INTEL_VERTEX_SHADER_WORKAROUND
#endif
#define DRW_BASE_SELECTED (1 << 1)
#define DRW_BASE_FROM_DUPLI (1 << 2)
#define DRW_BASE_FROM_SET (1 << 3)
#define DRW_BASE_ACTIVE (1 << 4)
/* ---- Opengl Depth conversion ---- */
float linear_depth(bool is_persp, float z, float zf, float zn)
{
if (is_persp) {
return (zn * zf) / (z * (zn - zf) + zf);
}
else {
return (z * 2.0 - 1.0) * zf;
}
}
float buffer_depth(bool is_persp, float z, float zf, float zn)
{
if (is_persp) {
return (zf * (zn - z)) / (z * (zn - zf));
}
else {
return (z / (zf * 2.0)) + 0.5;
}
}
float get_view_z_from_depth(float depth)
{
float d = 2.0 * depth - 1.0;
if (ProjectionMatrix[3][3] == 0.0) {
d = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
}
else {
d = (d - ProjectionMatrix[3][2]) / ProjectionMatrix[2][2];
}
return d;
}
float get_depth_from_view_z(float z)
{
float d;
if (ProjectionMatrix[3][3] == 0.0) {
d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
}
else {
d = ProjectionMatrix[2][2] * z + ProjectionMatrix[3][2];
}
return d * 0.5 + 0.5;
}
vec2 get_uvs_from_view(vec3 view)
{
vec4 ndc = ProjectionMatrix * vec4(view, 1.0);
return (ndc.xy / ndc.w) * 0.5 + 0.5;
}
vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
{
vec3 ndc = vec3(uvcoords, depth) * 2.0 - 1.0;
vec4 p = ProjectionMatrixInverse * vec4(ndc, 1.0);
return p.xyz / p.w;
}
vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
{
return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
}
vec3 get_view_vector_from_screen_uv(vec2 uvcoords)
{
if (ProjectionMatrix[3][3] == 0.0) {
vec2 ndc = vec2(uvcoords * 2.0 - 1.0);
/* This is the manual inversion of the ProjectionMatrix. */
vec3 vV = vec3((-ndc - ProjectionMatrix[2].xy) /
vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]),
-ProjectionMatrix[2][2] - ProjectionMatrix[3][2]);
return normalize(vV);
}
/* Orthographic case. */
return vec3(0.0, 0.0, 1.0);
}
#endif /* COMMON_VIEW_LIB_GLSL */