Overlay: Port motion path shaders to use shaderCreateInfo

This should have no functional changes.
This commit is contained in:
Clément Foucault 2022-05-01 15:35:54 +02:00
parent 0c44b03b09
commit 0dfb6eddc0
8 changed files with 90 additions and 76 deletions

View File

@ -494,6 +494,7 @@ set(GLSL_SRC
engines/overlay/shaders/grid_vert.glsl
engines/overlay/shaders/image_vert.glsl
engines/overlay/shaders/image_frag.glsl
engines/overlay/shaders/motion_path_line_frag.glsl
engines/overlay/shaders/motion_path_line_geom.glsl
engines/overlay/shaders/motion_path_line_vert.glsl
engines/overlay/shaders/motion_path_point_vert.glsl

View File

@ -765,23 +765,10 @@ GPUShader *OVERLAY_shader_image(void)
GPUShader *OVERLAY_shader_motion_path_line(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->motion_path_line) {
sh_data->motion_path_line = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_motion_path_line_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_motion_path_line_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->motion_path_line = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_motion_path_line_clipped" : "overlay_motion_path_line");
}
return sh_data->motion_path_line;
}
@ -789,18 +776,10 @@ GPUShader *OVERLAY_shader_motion_path_line(void)
GPUShader *OVERLAY_shader_motion_path_vert(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->motion_path_vert) {
sh_data->motion_path_vert = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_motion_path_point_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->motion_path_vert = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_motion_path_point_clipped" : "overlay_motion_path_point");
}
return sh_data->motion_path_vert;
}

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@ -3,6 +3,9 @@
#ifndef GPU_SHADER
# include "GPU_shader_shared_utils.h"
# include "DNA_action_types.h"
# include "DNA_view3d_types.h"
# ifdef __cplusplus
extern "C" {
# else
@ -67,10 +70,15 @@ BLI_STATIC_ASSERT_ALIGN(OVERLAY_GridData, 16)
# define GP_EDIT_STROKE_END 16u /* 1 << 4 */
# define GP_EDIT_POINT_DIMMED 32u /* 1 << 5 */
# define MOTIONPATH_VERT_SEL (1 << 0)
# define MOTIONPATH_VERT_KEY (1 << 1)
#else
/* TODO(fclem): Find a better way to share enums/defines from DNA files with GLSL. */
BLI_STATIC_ASSERT(CURVE_HANDLE_SELECTED == 0, "Ensure value is sync");
BLI_STATIC_ASSERT(CURVE_HANDLE_ALL == 1, "Ensure value is sync");
BLI_STATIC_ASSERT(MOTIONPATH_VERT_SEL == (1 << 0), "Ensure value is sync");
BLI_STATIC_ASSERT(MOTIONPATH_VERT_KEY == (1 << 1), "Ensure value is sync");
#endif
#ifndef GPU_SHADER

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@ -174,3 +174,53 @@ GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_clipped)
.additional_info("overlay_extra_loose_point", "drw_clipped");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Motion Path
* \{ */
GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_iface, "interp")
.flat(Type::VEC2, "ss_pos")
.smooth(Type::VEC4, "color");
GPU_SHADER_CREATE_INFO(overlay_motion_path_line)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::IVEC4, "mpathLineSettings")
.push_constant(Type::BOOL, "selected")
.push_constant(Type::VEC3, "customColor")
.push_constant(Type::INT, "lineThickness") /* In pixels. */
.vertex_out(overlay_motion_path_line_iface)
.geometry_out(overlay_motion_path_line_iface)
.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("motion_path_line_vert.glsl")
.geometry_source("motion_path_line_geom.glsl")
.fragment_source("motion_path_line_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_motion_path_line_clipped)
.do_static_compilation(true)
.additional_info("overlay_motion_path_line", "drw_clipped");
GPU_SHADER_INTERFACE_INFO(overlay_motion_path_point_iface, "").flat(Type::VEC4, "finalColor");
GPU_SHADER_CREATE_INFO(overlay_motion_path_point)
.do_static_compilation(true)
.typedef_source("overlay_shader_shared.h")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "flag")
.push_constant(Type::IVEC4, "mpathPointSettings")
.push_constant(Type::BOOL, "showKeyFrames")
.push_constant(Type::VEC3, "customColor")
.vertex_out(overlay_motion_path_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("motion_path_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_motion_path_point_clipped)
.do_static_compilation(true)
.additional_info("overlay_motion_path_point", "drw_clipped");
/** \} */

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@ -0,0 +1,5 @@
void main()
{
fragColor = interp.color;
}

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@ -1,13 +1,6 @@
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
uniform int lineThickness = 2;
in vec4 finalColor_geom[];
in vec2 ssPos[];
out vec4 finalColor;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec2 compute_dir(vec2 v0, vec2 v1)
{
@ -19,25 +12,22 @@ vec2 compute_dir(vec2 v0, vec2 v1)
void main(void)
{
vec2 t;
vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) * sizeViewportInv.xy;
vec2 edge_dir = compute_dir(interp_in[0].ss_pos, interp_in[1].ss_pos) *
drw_view.viewport_size_inverse;
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
float line_size = float(lineThickness) * sizePixel;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
finalColor = finalColor_geom[0];
view_clipping_distances_set(gl_in[0]);
interp_out.color = interp_in[0].color;
t = edge_dir * (line_size * (is_persp ? gl_in[0].gl_Position.w : 1.0));
gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
EmitVertex();
gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
EmitVertex();
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
finalColor = finalColor_geom[1];
view_clipping_distances_set(gl_in[1]);
interp_out.color = interp_in[1].color;
t = edge_dir * (line_size * (is_persp ? gl_in[1].gl_Position.w : 1.0));
gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
EmitVertex();

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@ -1,18 +1,12 @@
uniform ivec4 mpathLineSettings;
uniform bool selected;
uniform vec3 customColor;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#define frameCurrent mpathLineSettings.x
#define frameStart mpathLineSettings.y
#define frameEnd mpathLineSettings.z
#define cacheStart mpathLineSettings.w
in vec3 pos;
out vec2 ssPos;
out vec4 finalColor_geom;
/* project to screen space */
vec2 proj(vec4 pos)
{
@ -26,7 +20,7 @@ void main()
{
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
ssPos = proj(gl_Position);
interp.ss_pos = proj(gl_Position);
int frame = gl_VertexID + cacheStart;
@ -40,7 +34,7 @@ void main()
if (frame < frameCurrent) {
if (use_custom_color) {
/* Custom color: previous frames color is darker than current frame */
finalColor_geom.rgb = customColor * 0.25;
interp.color.rgb = customColor * 0.25;
}
else {
/* black - before frameCurrent */
@ -50,13 +44,13 @@ void main()
else {
intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92);
}
finalColor_geom.rgb = mix(colorWire.rgb, blend_base, intensity);
interp.color.rgb = mix(colorWire.rgb, blend_base, intensity);
}
}
else if (frame > frameCurrent) {
if (use_custom_color) {
/* Custom color: next frames color is equal to user selected color */
finalColor_geom.rgb = customColor;
interp.color.rgb = customColor;
}
else {
/* blue - after frameCurrent */
@ -67,13 +61,13 @@ void main()
intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92);
}
finalColor_geom.rgb = mix(colorBonePose.rgb, blend_base, intensity);
interp.color.rgb = mix(colorBonePose.rgb, blend_base, intensity);
}
}
else {
if (use_custom_color) {
/* Custom color: current frame color is slightly darker than user selected color */
finalColor_geom.rgb = customColor * 0.5;
interp.color.rgb = customColor * 0.5;
}
else {
/* green - on frameCurrent */
@ -83,13 +77,11 @@ void main()
else {
intensity = 0.75f;
}
finalColor_geom.rgb = mix(colorBackground.rgb, blend_base, intensity);
interp.color.rgb = mix(colorBackground.rgb, blend_base, intensity);
}
}
finalColor_geom.a = 1.0;
interp.color.a = 1.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(pos);
#endif
view_clipping_distances(pos);
}

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@ -1,21 +1,12 @@
uniform ivec4 mpathPointSettings;
uniform bool showKeyFrames = true;
uniform vec3 customColor;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#define pointSize mpathPointSettings.x
#define frameCurrent mpathPointSettings.y
#define cacheStart mpathPointSettings.z
#define stepSize mpathPointSettings.w
in vec3 pos;
in int flag;
#define MOTIONPATH_VERT_SEL (1 << 0)
#define MOTIONPATH_VERT_KEY (1 << 1)
out vec4 finalColor;
void main()
{
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
@ -52,7 +43,5 @@ void main()
gl_PointSize *= sizePixel;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(pos);
#endif
view_clipping_distances(pos);
}