DRW: API for own versions of builtin GPU shaders

DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader
when we need to support clipping.

Use this for loose point & wire drawing in object mode,
clips edges in lattice edit mode.
This commit is contained in:
Campbell Barton 2019-01-24 15:02:40 +11:00
parent 1d908bffdd
commit 04d18b117c
8 changed files with 238 additions and 17 deletions

View File

@ -55,6 +55,7 @@ set(INC_SYS
set(SRC
intern/draw_anim_viz.c
intern/draw_armature.c
intern/draw_builtin_shader.c
intern/draw_cache.c
intern/draw_cache_impl_curve.c
intern/draw_cache_impl_displist.c
@ -133,6 +134,7 @@ set(SRC
DRW_engine.h
intern/DRW_render.h
intern/draw_builtin_shader.h
intern/draw_cache.h
intern/draw_cache_impl.h
intern/draw_common.h
@ -323,6 +325,8 @@ data_to_c_simple(modes/shaders/particle_strand_frag.glsl SRC)
data_to_c_simple(modes/shaders/particle_strand_vert.glsl SRC)
data_to_c_simple(modes/shaders/sculpt_mask_vert.glsl SRC)
data_to_c_simple(modes/shaders/volume_velocity_vert.glsl SRC)
data_to_c_simple(modes/shaders/drw_shader_3D_vert.glsl SRC)
data_to_c_simple(modes/shaders/drw_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_fill_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_fill_frag.glsl SRC)

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@ -0,0 +1,131 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file draw_armature.c
* \ingroup draw
* Draw manager versions of #eGPUBuiltinShader, see #GPU_shader_get_builtin_shader.
*
* Allows for modifications to shaders (currently only clipping support).
* Follow GPU_shader.h conventions to avoid annoyance.
*/
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#include "DRW_render.h"
#include "draw_builtin_shader.h" /* own include */
extern char datatoc_common_world_clip_lib_glsl[];
extern char datatoc_drw_shader_3D_vert_glsl[];
extern char datatoc_drw_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
/* cache of built-in shaders (each is created on first use) */
static struct {
GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS];
} g_sh_data[DRW_SHADER_SLOT_LEN - 1] = {{{NULL}}};
static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader_id, bool *r_test_only)
{
const char *world_clip_lib = datatoc_common_world_clip_lib_glsl;
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
if (r_test_only) {
*r_test_only = true;
}
GPUShader *shader = NULL;
switch (shader_id) {
case GPU_SHADER_3D_UNIFORM_COLOR:
if (r_test_only) {
break;
}
shader = DRW_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;
case GPU_SHADER_3D_SMOOTH_COLOR:
if (r_test_only) {
break;
}
shader = DRW_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_smooth_color_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;
default:
/* Unsupported, caller asserts. */
if (r_test_only) {
*r_test_only = false;
}
}
return shader;
}
static bool drw_shader_get_builtin_shader_test_all(eGPUBuiltinShader shader_id)
{
bool test = false;
drw_shader_get_builtin_shader_clipped(shader_id, &test);
return test;
}
GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot)
{
BLI_assert(drw_shader_get_builtin_shader_test_all(shader_id));
if (slot == DRW_SHADER_SLOT_DEFAULT) {
return GPU_shader_get_builtin_shader(shader_id);
}
GPUShader **builtin_shaders = g_sh_data[slot - 1].builtin_shaders;
if (builtin_shaders[shader_id] != NULL) {
return builtin_shaders[shader_id];
}
if (slot == DRW_SHADER_SLOT_CLIPPED) {
builtin_shaders[shader_id] = drw_shader_get_builtin_shader_clipped(shader_id, NULL);
return builtin_shaders[shader_id];
}
else {
BLI_assert(0);
}
}
void DRW_shader_free_builtin_shaders(void)
{
for (int j = 0; j < (DRW_SHADER_SLOT_LEN - 1); j++) {
GPUShader **builtin_shaders = g_sh_data[j].builtin_shaders;
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; i++) {
if (builtin_shaders[i]) {
GPU_shader_free(builtin_shaders[i]);
builtin_shaders[i] = NULL;
}
}
}
}

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@ -0,0 +1,34 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file draw_builtin_shader.h
* \ingroup draw
*/
#ifndef __DRAW_BUILTIN_SHADER_H__
#define __DRAW_BUILTIN_SHADER_H__
struct GPUShader;
struct GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot);
void DRW_shader_free_builtin_shaders(void);
#endif /* __DRAW_BUILTIN_SHADER_H__ */

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@ -82,6 +82,7 @@
#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "draw_builtin_shader.h"
#include "engines/eevee/eevee_engine.h"
#include "engines/basic/basic_engine.h"
#include "engines/workbench/workbench_engine.h"
@ -2610,6 +2611,7 @@ void DRW_engines_free(void)
DRW_shape_cache_free();
DRW_stats_free();
DRW_globals_free();
DRW_shader_free_builtin_shaders();
DrawEngineType *next;
for (DrawEngineType *type = DRW_engines.first; type; type = next) {

View File

@ -37,6 +37,7 @@
#include "draw_common.h"
#include "draw_mode_engines.h"
#include "draw_builtin_shader.h"
extern char datatoc_common_world_clip_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
@ -154,7 +155,7 @@ static void EDIT_LATTICE_engine_init(void *vedata)
const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
if (!sh_data->wire) {
sh_data->wire = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR);
sh_data->wire = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR, draw_ctx->shader_slot);
}
if (!sh_data->overlay_vert) {
@ -194,6 +195,9 @@ static void EDIT_LATTICE_cache_init(void *vedata)
"Lattice Wire",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
stl->g_data->wire_shgrp = DRW_shgroup_create(sh_data->wire, psl->wire_pass);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->wire_shgrp, rv3d);
}
psl->vert_pass = DRW_pass_create(
"Lattice Verts",

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@ -79,9 +79,11 @@
#include "draw_mode_engines.h"
#include "draw_manager_text.h"
#include "draw_common.h"
#include "draw_builtin_shader.h"
#include "DEG_depsgraph_query.h"
extern char datatoc_common_world_clip_lib_glsl[];
extern char datatoc_object_outline_prepass_vert_glsl[];
extern char datatoc_object_outline_prepass_geom_glsl[];
extern char datatoc_object_outline_prepass_frag_glsl[];
@ -103,6 +105,7 @@ extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_drw_shader_3D_vert_glsl[];
/* *********** LISTS *********** */
typedef struct OBJECT_PassList {
@ -409,6 +412,10 @@ static void OBJECT_engine_init(void *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot];
const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
const char *world_clip_lib_or_empty = is_clip ? datatoc_common_world_clip_lib_glsl : "";
const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
if (!sh_data->outline_resolve) {
/* Outline */
sh_data->outline_prepass = DRW_shader_create_3D(datatoc_object_outline_prepass_frag_glsl, NULL);
@ -484,7 +491,10 @@ static void OBJECT_engine_init(void *vedata)
datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
/* Loose Points */
sh_data->loose_points = DRW_shader_create_3D(datatoc_object_loose_points_frag_glsl, NULL);
sh_data->loose_points = DRW_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_drw_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, NULL}});
}
{
@ -664,21 +674,27 @@ static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader
}
/* currently same as 'shgroup_outline', new function to avoid confustion */
static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh)
static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh, eDRW_ShaderSlot shader_slot)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
/* currently same as 'shgroup_outline', new function to avoid confustion */
static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh)
static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh, eDRW_ShaderSlot shader_slot)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1);
if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
@ -1252,24 +1268,24 @@ static void OBJECT_cache_init(void *vedata)
sgl->texspace = shgroup_instance(sgl->non_meshes, geom);
/* Wires (for loose edges) */
sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh);
sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh);
sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh);
sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh);
sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->shader_slot);
sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_slot);
sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_slot);
sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_slot);
sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_slot);
/* Wire (duplicator) */
sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh);
sgl->wire_dupli_select = shgroup_wire(sgl->non_meshes, gb->colorDupliSelect, sh);
sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_slot);
sgl->wire_dupli_select = shgroup_wire(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_slot);
/* Points (loose points) */
sh = sh_data->loose_points;
sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh);
sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh);
sgl->points_transform = shgroup_points(sgl->non_meshes, gb->colorTransform, sh);
sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh);
sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_slot);
sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_slot);
sgl->points_transform = shgroup_points(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_slot);
sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_slot);
/* Points (duplicator) */
sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh);
sgl->points_dupli_select = shgroup_points(sgl->non_meshes, gb->colorDupliSelect, sh);
sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_slot);
sgl->points_dupli_select = shgroup_points(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_slot);
DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);

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@ -0,0 +1,17 @@
/* Keep 'gpu_shader_3D_smooth_color_vert.glsl' compatible. */
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in vec3 pos;
in vec4 color;
out vec4 finalColor;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}

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@ -0,0 +1,13 @@
/* Keep 'gpu_shader_3D_vert.glsl' compatible. */
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in vec3 pos;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}