Overlay: Port motion path shaders to use shaderCreateInfo
This should have no functional changes.
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0c44b03b09
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@ -494,6 +494,7 @@ set(GLSL_SRC
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engines/overlay/shaders/grid_vert.glsl
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engines/overlay/shaders/image_vert.glsl
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engines/overlay/shaders/image_frag.glsl
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engines/overlay/shaders/motion_path_line_frag.glsl
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engines/overlay/shaders/motion_path_line_geom.glsl
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engines/overlay/shaders/motion_path_line_vert.glsl
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engines/overlay/shaders/motion_path_point_vert.glsl
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@ -765,23 +765,10 @@ GPUShader *OVERLAY_shader_image(void)
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GPUShader *OVERLAY_shader_motion_path_line(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->motion_path_line) {
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sh_data->motion_path_line = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_motion_path_line_vert_glsl,
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NULL},
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.geom = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_motion_path_line_geom_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->motion_path_line = GPU_shader_create_from_info_name(
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draw_ctx->sh_cfg ? "overlay_motion_path_line_clipped" : "overlay_motion_path_line");
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}
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return sh_data->motion_path_line;
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}
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@ -789,18 +776,10 @@ GPUShader *OVERLAY_shader_motion_path_line(void)
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GPUShader *OVERLAY_shader_motion_path_vert(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->motion_path_vert) {
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sh_data->motion_path_vert = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_motion_path_point_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->motion_path_vert = GPU_shader_create_from_info_name(
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draw_ctx->sh_cfg ? "overlay_motion_path_point_clipped" : "overlay_motion_path_point");
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}
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return sh_data->motion_path_vert;
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}
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@ -3,6 +3,9 @@
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#ifndef GPU_SHADER
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# include "GPU_shader_shared_utils.h"
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# include "DNA_action_types.h"
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# include "DNA_view3d_types.h"
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# ifdef __cplusplus
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extern "C" {
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# else
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@ -67,10 +70,15 @@ BLI_STATIC_ASSERT_ALIGN(OVERLAY_GridData, 16)
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# define GP_EDIT_STROKE_END 16u /* 1 << 4 */
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# define GP_EDIT_POINT_DIMMED 32u /* 1 << 5 */
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# define MOTIONPATH_VERT_SEL (1 << 0)
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# define MOTIONPATH_VERT_KEY (1 << 1)
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#else
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/* TODO(fclem): Find a better way to share enums/defines from DNA files with GLSL. */
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BLI_STATIC_ASSERT(CURVE_HANDLE_SELECTED == 0, "Ensure value is sync");
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BLI_STATIC_ASSERT(CURVE_HANDLE_ALL == 1, "Ensure value is sync");
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BLI_STATIC_ASSERT(MOTIONPATH_VERT_SEL == (1 << 0), "Ensure value is sync");
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BLI_STATIC_ASSERT(MOTIONPATH_VERT_KEY == (1 << 1), "Ensure value is sync");
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#endif
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#ifndef GPU_SHADER
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@ -174,3 +174,53 @@ GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_clipped)
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.additional_info("overlay_extra_loose_point", "drw_clipped");
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Motion Path
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_iface, "interp")
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.flat(Type::VEC2, "ss_pos")
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.smooth(Type::VEC4, "color");
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GPU_SHADER_CREATE_INFO(overlay_motion_path_line)
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.do_static_compilation(true)
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.vertex_in(0, Type::VEC3, "pos")
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.push_constant(Type::IVEC4, "mpathLineSettings")
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.push_constant(Type::BOOL, "selected")
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.push_constant(Type::VEC3, "customColor")
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.push_constant(Type::INT, "lineThickness") /* In pixels. */
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.vertex_out(overlay_motion_path_line_iface)
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.geometry_out(overlay_motion_path_line_iface)
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.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("motion_path_line_vert.glsl")
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.geometry_source("motion_path_line_geom.glsl")
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.fragment_source("motion_path_line_frag.glsl")
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.additional_info("draw_view", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_motion_path_line_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_motion_path_line", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_motion_path_point_iface, "").flat(Type::VEC4, "finalColor");
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GPU_SHADER_CREATE_INFO(overlay_motion_path_point)
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.do_static_compilation(true)
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.typedef_source("overlay_shader_shared.h")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::INT, "flag")
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.push_constant(Type::IVEC4, "mpathPointSettings")
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.push_constant(Type::BOOL, "showKeyFrames")
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.push_constant(Type::VEC3, "customColor")
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.vertex_out(overlay_motion_path_point_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("motion_path_point_vert.glsl")
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.additional_info("draw_view", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_motion_path_point_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_motion_path_point", "drw_clipped");
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/** \} */
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@ -0,0 +1,5 @@
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void main()
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{
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fragColor = interp.color;
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}
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@ -1,13 +1,6 @@
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layout(lines) in;
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layout(triangle_strip, max_vertices = 4) out;
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uniform int lineThickness = 2;
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in vec4 finalColor_geom[];
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in vec2 ssPos[];
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out vec4 finalColor;
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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vec2 compute_dir(vec2 v0, vec2 v1)
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{
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@ -19,25 +12,22 @@ vec2 compute_dir(vec2 v0, vec2 v1)
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void main(void)
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{
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vec2 t;
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vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) * sizeViewportInv.xy;
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vec2 edge_dir = compute_dir(interp_in[0].ss_pos, interp_in[1].ss_pos) *
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drw_view.viewport_size_inverse;
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bool is_persp = (ProjectionMatrix[3][3] == 0.0);
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float line_size = float(lineThickness) * sizePixel;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
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#endif
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finalColor = finalColor_geom[0];
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view_clipping_distances_set(gl_in[0]);
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interp_out.color = interp_in[0].color;
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t = edge_dir * (line_size * (is_persp ? gl_in[0].gl_Position.w : 1.0));
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gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
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EmitVertex();
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gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
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EmitVertex();
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
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#endif
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finalColor = finalColor_geom[1];
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view_clipping_distances_set(gl_in[1]);
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interp_out.color = interp_in[1].color;
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t = edge_dir * (line_size * (is_persp ? gl_in[1].gl_Position.w : 1.0));
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gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
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EmitVertex();
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@ -1,18 +1,12 @@
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uniform ivec4 mpathLineSettings;
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uniform bool selected;
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uniform vec3 customColor;
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#define frameCurrent mpathLineSettings.x
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#define frameStart mpathLineSettings.y
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#define frameEnd mpathLineSettings.z
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#define cacheStart mpathLineSettings.w
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in vec3 pos;
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out vec2 ssPos;
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out vec4 finalColor_geom;
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/* project to screen space */
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vec2 proj(vec4 pos)
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{
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@ -26,7 +20,7 @@ void main()
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{
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gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
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ssPos = proj(gl_Position);
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interp.ss_pos = proj(gl_Position);
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int frame = gl_VertexID + cacheStart;
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@ -40,7 +34,7 @@ void main()
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if (frame < frameCurrent) {
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if (use_custom_color) {
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/* Custom color: previous frames color is darker than current frame */
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finalColor_geom.rgb = customColor * 0.25;
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interp.color.rgb = customColor * 0.25;
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}
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else {
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/* black - before frameCurrent */
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@ -50,13 +44,13 @@ void main()
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else {
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intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92);
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}
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finalColor_geom.rgb = mix(colorWire.rgb, blend_base, intensity);
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interp.color.rgb = mix(colorWire.rgb, blend_base, intensity);
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}
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}
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else if (frame > frameCurrent) {
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if (use_custom_color) {
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/* Custom color: next frames color is equal to user selected color */
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finalColor_geom.rgb = customColor;
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interp.color.rgb = customColor;
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}
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else {
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/* blue - after frameCurrent */
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intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92);
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}
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finalColor_geom.rgb = mix(colorBonePose.rgb, blend_base, intensity);
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interp.color.rgb = mix(colorBonePose.rgb, blend_base, intensity);
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}
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}
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else {
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if (use_custom_color) {
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/* Custom color: current frame color is slightly darker than user selected color */
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finalColor_geom.rgb = customColor * 0.5;
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interp.color.rgb = customColor * 0.5;
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}
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else {
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/* green - on frameCurrent */
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else {
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intensity = 0.75f;
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}
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finalColor_geom.rgb = mix(colorBackground.rgb, blend_base, intensity);
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interp.color.rgb = mix(colorBackground.rgb, blend_base, intensity);
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}
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}
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finalColor_geom.a = 1.0;
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interp.color.a = 1.0;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(pos);
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#endif
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view_clipping_distances(pos);
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}
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@ -1,21 +1,12 @@
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uniform ivec4 mpathPointSettings;
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uniform bool showKeyFrames = true;
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uniform vec3 customColor;
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#define pointSize mpathPointSettings.x
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#define frameCurrent mpathPointSettings.y
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#define cacheStart mpathPointSettings.z
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#define stepSize mpathPointSettings.w
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in vec3 pos;
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in int flag;
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#define MOTIONPATH_VERT_SEL (1 << 0)
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#define MOTIONPATH_VERT_KEY (1 << 1)
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out vec4 finalColor;
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void main()
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{
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gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize *= sizePixel;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(pos);
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#endif
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view_clipping_distances(pos);
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}
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