Files
test2/source/blender/draw/intern/shaders/draw_object_infos_lib.glsl
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00

55 lines
1.4 KiB
GLSL

/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "draw_object_infos_infos.hh"
#include "draw_model_lib.glsl"
#if !defined(OBINFO_LIB) && !defined(GLSL_CPP_STUBS)
# error Missing draw_object_infos additional create info on shader create info
#endif
#if defined(GPU_VERTEX_SHADER)
VERTEX_SHADER_CREATE_INFO(draw_object_infos)
#elif defined(GPU_FRAGMENT_SHADER)
FRAGMENT_SHADER_CREATE_INFO(draw_object_infos)
#elif defined(GPU_LIBRARY_SHADER)
SHADER_LIBRARY_CREATE_INFO(draw_object_infos)
#endif
ObjectInfos drw_object_infos()
{
#ifdef OBINFO_LIB
return drw_infos[drw_resource_id()];
#else
return ObjectInfos();
#endif
}
/* Convert local coordinates to "Original coordinates" for texture mapping.
* This is supposed to only be used if there is no modifier that distort the object.
* Otherwise, a geometry attribute should be used instead. */
float3 drw_object_orco(float3 lP)
{
ObjectInfos info = drw_object_infos();
return info.orco_add + lP * info.orco_mul;
}
float4 drw_object_attribute(const uint attr_hash)
{
#if defined(OBATTR_LIB)
ObjectInfos infos = drw_object_infos();
uint index = infos.object_attrs_offset;
for (uint i = 0; i < infos.object_attrs_len; i++, index++) {
ObjectAttribute attr = drw_attrs[index];
if (attr.hash_code == attr_hash) {
return float4(attr.data_x, attr.data_y, attr.data_z, attr.data_w);
}
}
#endif
return float4(0.0f);
}