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
78 lines
2.0 KiB
GLSL
78 lines
2.0 KiB
GLSL
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/gpu_shader_keyframe_shape_infos.hh"
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VERTEX_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
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#define line_falloff 1.0f
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#define circle_scale sqrt(2.0f / 3.1416f)
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#define square_scale sqrt(0.5f)
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#define diagonal_scale sqrt(0.5f)
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bool test(uint bit)
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{
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return (flags & bit) != 0u;
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}
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float2 line_thresholds(float width)
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{
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return float2(max(0.0f, width - line_falloff), width);
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}
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * float4(pos, 0.0f, 1.0f);
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/* Align to pixel grid if the viewport size is known. */
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if (ViewportSize.x > 0) {
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float2 scale = ViewportSize * 0.5f;
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float2 px_pos = (gl_Position.xy + 1) * scale;
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float2 adj_pos = round(px_pos - 0.5f) + 0.5f;
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gl_Position.xy = adj_pos / scale - 1;
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}
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/* Pass through parameters. */
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finalColor = color;
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finalOutlineColor = outlineColor;
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finalFlags = flags;
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if (!test(GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CIRCLE |
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GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL))
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{
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finalFlags |= GPU_KEYFRAME_SHAPE_DIAMOND;
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}
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/* Size-dependent line thickness. */
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float half_width = (0.06f + (size - 10) * 0.04f);
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float line_width = half_width + line_falloff;
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/* Outline thresholds. */
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thresholds.xy = line_thresholds(line_width * outline_scale);
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/* Inner dot thresholds. */
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thresholds.zw = line_thresholds(line_width * 1.6f);
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/* Extend the primitive size by half line width on either side; odd for symmetry. */
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float ext_radius = round(0.5f * size) + thresholds.x;
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gl_PointSize = ceil(ext_radius + thresholds.y) * 2 + 1;
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/* Diamond radius. */
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radii[0] = ext_radius * diagonal_scale;
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/* Circle radius. */
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radii[1] = ext_radius * circle_scale;
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/* Square radius. */
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radii[2] = round(ext_radius * square_scale);
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/* Min/max cutout offset. */
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radii[3] = -line_falloff;
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/* Convert to PointCoord units. */
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radii /= gl_PointSize;
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thresholds /= gl_PointSize;
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}
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