Overlay: Port outline shaders to use shaderCreateInfo

This should have no functional changes.
This commit is contained in:
Clément Foucault 2022-04-30 23:13:27 +02:00
parent 69a43069e8
commit 6e5877c189
13 changed files with 320 additions and 182 deletions

View File

@ -499,7 +499,10 @@ set(GLSL_SRC
engines/overlay/shaders/motion_path_point_vert.glsl
engines/overlay/shaders/outline_detect_frag.glsl
engines/overlay/shaders/outline_prepass_frag.glsl
engines/overlay/shaders/outline_prepass_gpencil_frag.glsl
engines/overlay/shaders/outline_prepass_geom.glsl
engines/overlay/shaders/outline_prepass_gpencil_vert.glsl
engines/overlay/shaders/outline_prepass_pointcloud_vert.glsl
engines/overlay/shaders/outline_prepass_vert.glsl
engines/overlay/shaders/paint_face_vert.glsl
engines/overlay/shaders/paint_point_vert.glsl

View File

@ -132,7 +132,7 @@ void OVERLAY_outline_cache_init(OVERLAY_Data *vedata)
pd->outlines_gpencil_grp = grp = DRW_shgroup_create(sh_gpencil, psl->outlines_prepass_ps);
DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0);
DRW_shgroup_uniform_float_copy(grp, "strokeIndexOffset", 0.0);
DRW_shgroup_uniform_float_copy(grp, "gpStrokeIndexOffset", 0.0);
}
/* outlines_prepass_ps is still needed for selection of probes. */
@ -186,12 +186,10 @@ static void gpencil_layer_cache_populate(bGPDlayer *gpl,
float thickness_scale = (is_screenspace) ? -1.0f : (gpd->pixfactor / 2000.0f);
DRWShadingGroup *grp = iter->stroke_grp = DRW_shgroup_create_sub(iter->stroke_grp);
DRW_shgroup_uniform_bool_copy(grp, "strokeOrder3d", is_stroke_order_3d);
DRW_shgroup_uniform_vec2_copy(grp, "sizeViewportInv", DRW_viewport_invert_size_get());
DRW_shgroup_uniform_vec2_copy(grp, "sizeViewport", DRW_viewport_size_get());
DRW_shgroup_uniform_float_copy(grp, "thicknessScale", object_scale);
DRW_shgroup_uniform_float_copy(grp, "thicknessOffset", (float)gpl->line_change);
DRW_shgroup_uniform_float_copy(grp, "thicknessWorldScale", thickness_scale);
DRW_shgroup_uniform_bool_copy(grp, "gpStrokeOrder3d", is_stroke_order_3d);
DRW_shgroup_uniform_float_copy(grp, "gpThicknessScale", object_scale);
DRW_shgroup_uniform_float_copy(grp, "gpThicknessOffset", (float)gpl->line_change);
DRW_shgroup_uniform_float_copy(grp, "gpThicknessWorldScale", thickness_scale);
DRW_shgroup_uniform_vec4_copy(grp, "gpDepthPlane", iter->plane);
}

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@ -829,33 +829,16 @@ GPUShader *OVERLAY_shader_motion_path_vert(void)
GPUShader *OVERLAY_shader_outline_prepass(bool use_wire)
{
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 (use_wire && !sh_data->outline_prepass_wire) {
sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl,
datatoc_outline_prepass_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_outline_prepass_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define USE_GEOM\n", NULL},
});
sh_data->outline_prepass_wire = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_outline_prepass_wire_clipped" :
"overlay_outline_prepass_wire");
}
else if (!sh_data->outline_prepass) {
sh_data->outline_prepass = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl,
datatoc_outline_prepass_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->outline_prepass = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_outline_prepass_mesh_clipped" :
"overlay_outline_prepass_mesh");
}
return use_wire ? sh_data->outline_prepass_wire : sh_data->outline_prepass;
}
@ -863,25 +846,11 @@ GPUShader *OVERLAY_shader_outline_prepass(bool use_wire)
GPUShader *OVERLAY_shader_outline_prepass_gpencil(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->outline_prepass_gpencil) {
sh_data->outline_prepass_gpencil = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_gpencil_common_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl,
datatoc_outline_prepass_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_gpencil_common_lib_glsl,
datatoc_outline_prepass_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg->def,
"#define USE_GPENCIL\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
sh_data->outline_prepass_gpencil = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_outline_prepass_gpencil_clipped" :
"overlay_outline_prepass_gpencil");
}
return sh_data->outline_prepass_gpencil;
}
@ -889,26 +858,11 @@ GPUShader *OVERLAY_shader_outline_prepass_gpencil(void)
GPUShader *OVERLAY_shader_outline_prepass_pointcloud(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->outline_prepass_pointcloud) {
sh_data->outline_prepass_pointcloud = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl,
datatoc_outline_prepass_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_gpencil_common_lib_glsl,
datatoc_outline_prepass_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg->def,
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
sh_data->outline_prepass_pointcloud = GPU_shader_create_from_info_name(
draw_ctx->sh_cfg ? "overlay_outline_prepass_pointcloud_clipped" :
"overlay_outline_prepass_pointcloud");
}
return sh_data->outline_prepass_pointcloud;
}
@ -917,13 +871,7 @@ GPUShader *OVERLAY_shader_outline_detect(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->outline_detect) {
sh_data->outline_detect = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_fullscreen_vert_glsl, NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_common_globals_lib_glsl,
datatoc_outline_detect_frag_glsl,
NULL},
});
sh_data->outline_detect = GPU_shader_create_from_info_name("overlay_outline_detect");
}
return sh_data->outline_detect;
}

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@ -0,0 +1,100 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Outline Prepass
* \{ */
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_iface, "interp").flat(Type::UINT, "ob_id");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass)
.push_constant(Type::BOOL, "isTransform")
.vertex_out(overlay_outline_prepass_iface)
/* Using uint because 16bit uint can contain more ids than int. */
.fragment_out(0, Type::UINT, "out_object_id")
.fragment_source("outline_prepass_frag.glsl")
.additional_info("draw_resource_handle");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("outline_prepass_vert.glsl")
.additional_info("draw_mesh", "overlay_outline_prepass")
.additional_info("draw_object_infos");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh_clipped)
.do_static_compilation(true)
.additional_info("overlay_outline_prepass_mesh", "drw_clipped");
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_wire_iface, "vert").flat(Type::VEC3, "pos");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire)
.do_static_compilation(true)
.define("USE_GEOM")
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(overlay_outline_prepass_wire_iface)
.geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::LINE_STRIP, 2)
.geometry_out(overlay_outline_prepass_iface)
.vertex_source("outline_prepass_vert.glsl")
.additional_info("draw_mesh", "overlay_outline_prepass")
.additional_info("draw_object_infos");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire_clipped)
.do_static_compilation(true)
.additional_info("overlay_outline_prepass_wire", "drw_clipped");
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_gpencil_iface, "gp_interp")
.no_perspective(Type::VEC2, "thickness")
.no_perspective(Type::FLOAT, "hardness")
.flat(Type::VEC2, "aspect")
.flat(Type::VEC4, "sspos");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil)
.do_static_compilation(true)
.push_constant(Type::BOOL, "isTransform")
.vertex_out(overlay_outline_prepass_iface)
.vertex_out(overlay_outline_prepass_gpencil_iface)
.vertex_source("outline_prepass_gpencil_vert.glsl")
.push_constant(Type::BOOL, "gpStrokeOrder3d") /* TODO(fclem): Move to a GPencil object UBO. */
.push_constant(Type::VEC4, "gpDepthPlane") /* TODO(fclem): Move to a GPencil object UBO. */
/* Using uint because 16bit uint can contain more ids than int. */
.fragment_out(0, Type::UINT, "out_object_id")
.fragment_source("outline_prepass_gpencil_frag.glsl")
.additional_info("draw_gpencil", "draw_resource_handle");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil_clipped)
.do_static_compilation(true)
.additional_info("overlay_outline_prepass_gpencil", "drw_clipped");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_pointcloud)
.do_static_compilation(true)
.vertex_source("outline_prepass_pointcloud_vert.glsl")
.additional_info("draw_pointcloud", "overlay_outline_prepass")
.additional_info("draw_object_infos");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_pointcloud_clipped)
.do_static_compilation(true)
.additional_info("overlay_outline_prepass_pointcloud", "drw_clipped");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Outline Rendering
* \{ */
GPU_SHADER_CREATE_INFO(overlay_outline_detect)
.do_static_compilation(true)
.push_constant(Type::FLOAT, "alphaOcclu")
.push_constant(Type::BOOL, "isXrayWires")
.push_constant(Type::BOOL, "doAntiAliasing")
.push_constant(Type::BOOL, "doThickOutlines")
.sampler(0, ImageType::UINT_2D, "outlineId")
.sampler(1, ImageType::DEPTH_2D, "outlineDepth")
.sampler(2, ImageType::DEPTH_2D, "sceneDepth")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.fragment_source("outline_detect_frag.glsl")
.additional_info("draw_fullscreen", "draw_view", "draw_globals");
/** \} */

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@ -1,16 +1,5 @@
uniform float alphaOcclu;
uniform bool isXrayWires;
uniform bool doAntiAliasing;
uniform bool doThickOutlines;
uniform usampler2D outlineId;
uniform sampler2D outlineDepth;
uniform sampler2D sceneDepth;
in vec4 uvcoordsvar;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#define XPOS (1 << 0)
#define XNEG (1 << 1)
@ -47,7 +36,7 @@ bvec4 gather_edges(vec2 uv, uint ref)
#ifdef GPU_ARB_texture_gather
ids = textureGather(outlineId, uv);
#else
vec3 ofs = vec3(0.5, 0.5, -0.5) * sizeViewportInv.xyy;
vec3 ofs = vec3(0.5, 0.5, -0.5) * drw_view.viewport_size_inversey;
ids.x = textureLod(outlineId, uv - ofs.xz, 0.0).r;
ids.y = textureLod(outlineId, uv + ofs.xy, 0.0).r;
ids.z = textureLod(outlineId, uv + ofs.xz, 0.0).r;
@ -172,8 +161,8 @@ void main()
uint ref = textureLod(outlineId, uvcoordsvar.xy, 0.0).r;
uint ref_col = ref;
vec2 uvs = gl_FragCoord.xy * sizeViewportInv.xy;
vec3 ofs = vec3(1.0, 1.0, 0.0) * sizeViewportInv.xyy;
vec2 uvs = gl_FragCoord.xy * drw_view.viewport_size_inverse;
vec3 ofs = vec3(drw_view.viewport_size_inverse.xy, 0.0);
vec2 depth_uv = uvs;
@ -280,13 +269,13 @@ void main()
switch (edge_case) {
/* Straight lines. */
case YPOS:
extra_edges = gather_edges(uvs + sizeViewportInv.xy * vec2(2.5, 0.5), ref);
extra_edges2 = gather_edges(uvs + sizeViewportInv.xy * vec2(-2.5, 0.5), ref);
extra_edges = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(2.5, 0.5), ref);
extra_edges2 = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(-2.5, 0.5), ref);
straight_line_dir(extra_edges, extra_edges2, line_start, line_end);
break;
case YNEG:
extra_edges = gather_edges(uvs + sizeViewportInv.xy * vec2(-2.5, -0.5), ref);
extra_edges2 = gather_edges(uvs + sizeViewportInv.xy * vec2(2.5, -0.5), ref);
extra_edges = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(-2.5, -0.5), ref);
extra_edges2 = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(2.5, -0.5), ref);
extra_edges = rotate_180(extra_edges);
extra_edges2 = rotate_180(extra_edges2);
straight_line_dir(extra_edges, extra_edges2, line_start, line_end);
@ -294,8 +283,8 @@ void main()
line_end = rotate_180(line_end);
break;
case XPOS:
extra_edges = gather_edges(uvs + sizeViewportInv.xy * vec2(0.5, 2.5), ref);
extra_edges2 = gather_edges(uvs + sizeViewportInv.xy * vec2(0.5, -2.5), ref);
extra_edges = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(0.5, 2.5), ref);
extra_edges2 = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(0.5, -2.5), ref);
extra_edges = rotate_90(extra_edges);
extra_edges2 = rotate_90(extra_edges2);
straight_line_dir(extra_edges, extra_edges2, line_start, line_end);
@ -303,8 +292,8 @@ void main()
line_end = rotate_90(line_end);
break;
case XNEG:
extra_edges = gather_edges(uvs + sizeViewportInv.xy * vec2(-0.5, 2.5), ref);
extra_edges2 = gather_edges(uvs + sizeViewportInv.xy * vec2(-0.5, -2.5), ref);
extra_edges = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(-0.5, 2.5), ref);
extra_edges2 = gather_edges(uvs + drw_view.viewport_size_inverse * vec2(-0.5, -2.5), ref);
extra_edges = rotate_270(extra_edges);
extra_edges2 = rotate_270(extra_edges2);
straight_line_dir(extra_edges, extra_edges2, line_start, line_end);

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@ -1,46 +1,5 @@
uniform vec4 gpDepthPlane;
flat in uint objectId;
/* using uint because 16bit uint can contain more ids than int. */
out uint outId;
vec3 ray_plane_intersection(vec3 ray_ori, vec3 ray_dir, vec4 plane)
{
float d = dot(plane.xyz, ray_dir);
vec3 plane_co = plane.xyz * (-plane.w / dot(plane.xyz, plane.xyz));
vec3 h = ray_ori - plane_co;
float lambda = -dot(plane.xyz, h) / ((abs(d) < 1e-8) ? 1e-8 : d);
return ray_ori + ray_dir * lambda;
}
void main()
{
#ifdef USE_GPENCIL
if (stroke_round_cap_mask(strokePt1, strokePt2, strokeAspect, strokeThickness, strokeHardeness) <
0.001) {
discard;
}
if (depth != -1.0) {
/* Stroke order 2D. */
bool is_persp = ProjectionMatrix[3][3] == 0.0;
vec2 uvs = vec2(gl_FragCoord.xy) * sizeViewportInv;
vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0;
vec4 pos_world = ViewProjectionMatrixInverse * vec4(pos_ndc, 1.0);
vec3 pos = pos_world.xyz / pos_world.w;
vec3 ray_ori = pos;
vec3 ray_dir = (is_persp) ? (ViewMatrixInverse[3].xyz - pos) : ViewMatrixInverse[2].xyz;
vec3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane);
vec4 ndc = point_world_to_ndc(isect);
gl_FragDepth = (ndc.z / ndc.w) * 0.5 + 0.5;
}
else {
gl_FragDepth = gl_FragCoord.z;
}
#endif
outId = uint(objectId);
out_object_id = interp.ob_id;
}

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@ -1,16 +1,16 @@
layout(lines_adjacency) in;
layout(line_strip, max_vertices = 2) out;
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
in vec3 vPos[];
in uint objectId_g[];
in vec3 vert[];
.pos
flat out uint objectId;
flat out uint objectId;
void vert_from_gl_in(int v)
{
gl_Position = gl_in[v].gl_Position;
objectId = objectId_g[v];
interp_out.ob_id = interp_in[v].ob_id;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
#endif
@ -20,11 +20,11 @@ void main()
{
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
vec3 view_vec = (is_persp) ? normalize(vert[1].pos) : vec3(0.0, 0.0, -1.0);
vec3 v10 = vPos[0] - vPos[1];
vec3 v12 = vPos[2] - vPos[1];
vec3 v13 = vPos[3] - vPos[1];
vec3 v10 = vert[0].pos - vert[1].pos;
vec3 v12 = vert[2].pos - vert[1].pos;
vec3 v13 = vert[3].pos - vert[1].pos;
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);

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@ -0,0 +1,42 @@
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)
vec3 ray_plane_intersection(vec3 ray_ori, vec3 ray_dir, vec4 plane)
{
float d = dot(plane.xyz, ray_dir);
vec3 plane_co = plane.xyz * (-plane.w / dot(plane.xyz, plane.xyz));
vec3 h = ray_ori - plane_co;
float lambda = -dot(plane.xyz, h) / ((abs(d) < 1e-8) ? 1e-8 : d);
return ray_ori + ray_dir * lambda;
}
void main()
{
if (gpencil_stroke_round_cap_mask(gp_interp.sspos.xy,
gp_interp.sspos.zw,
gp_interp.aspect,
gp_interp.thickness.x,
gp_interp.hardness) < 0.001) {
discard;
}
if (!gpStrokeOrder3d) {
/* Stroke order 2D. Project to gpDepthPlane. */
bool is_persp = ProjectionMatrix[3][3] == 0.0;
vec2 uvs = vec2(gl_FragCoord.xy) * drw_view.viewport_size_inverse;
vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0;
vec4 pos_world = ViewProjectionMatrixInverse * vec4(pos_ndc, 1.0);
vec3 pos = pos_world.xyz / pos_world.w;
vec3 ray_ori = pos;
vec3 ray_dir = (is_persp) ? (ViewMatrixInverse[3].xyz - pos) : ViewMatrixInverse[2].xyz;
vec3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane);
vec4 ndc = point_world_to_ndc(isect);
gl_FragDepth = (ndc.z / ndc.w) * 0.5 + 0.5;
}
else {
gl_FragDepth = gl_FragCoord.z;
}
out_object_id = interp.ob_id;
}

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@ -0,0 +1,74 @@
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)
uint outline_colorid_get(void)
{
int flag = int(abs(ObjectInfo.w));
bool is_active = (flag & DRW_BASE_ACTIVE) != 0;
if (isTransform) {
return 0u; /* colorTransform */
}
else if (is_active) {
return 3u; /* colorActive */
}
else {
return 1u; /* colorSelect */
}
return 0u;
}
/* Replace top 2 bits (of the 16bit output) by outlineId.
* This leaves 16K different IDs to create outlines between objects.
* SHIFT = (32 - (16 - 2)) */
#define SHIFT 18u
void main()
{
vec3 world_pos;
vec3 unused_N;
vec4 unused_color;
float unused_strength;
vec2 unused_uv;
gl_Position = gpencil_vertex(ma,
ma1,
ma2,
ma3,
pos,
pos1,
pos2,
pos3,
uv1,
uv2,
col1,
col2,
fcol1,
vec4(drw_view.viewport_size, drw_view.viewport_size_inverse),
world_pos,
unused_N,
unused_color,
unused_strength,
unused_uv,
gp_interp.sspos,
gp_interp.aspect,
gp_interp.thickness,
gp_interp.hardness);
/* Small bias to always be on top of the geom. */
gl_Position.z -= 1e-3;
/* ID 0 is nothing (background) */
interp.ob_id = uint(resource_handle + 1);
/* Should be 2 bits only [0..3]. */
uint outline_id = outline_colorid_get();
/* Combine for 16bit uint target. */
interp.ob_id = (outline_id << 14u) | ((interp.ob_id << SHIFT) >> SHIFT);
view_clipping_distances(world_pos);
}

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@ -0,0 +1,48 @@
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl)
uint outline_colorid_get(void)
{
int flag = int(abs(ObjectInfo.w));
bool is_active = (flag & DRW_BASE_ACTIVE) != 0;
if (isTransform) {
return 0u; /* colorTransform */
}
else if (is_active) {
return 3u; /* colorActive */
}
else {
return 1u; /* colorSelect */
}
return 0u;
}
/* Replace top 2 bits (of the 16bit output) by outlineId.
* This leaves 16K different IDs to create outlines between objects.
* SHIFT = (32 - (16 - 2)) */
#define SHIFT 18u
void main()
{
vec3 world_pos = pointcloud_get_pos();
gl_Position = point_world_to_ndc(world_pos);
/* Small bias to always be on top of the geom. */
gl_Position.z -= 1e-3;
/* ID 0 is nothing (background) */
interp.ob_id = uint(resource_handle + 1);
/* Should be 2 bits only [0..3]. */
uint outline_id = outline_colorid_get();
/* Combine for 16bit uint target. */
interp.ob_id = (outline_id << 14u) | ((interp.ob_id << SHIFT) >> SHIFT);
view_clipping_distances(world_pos);
}

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@ -1,18 +1,6 @@
uniform bool isTransform;
#if !defined(USE_GPENCIL) && !defined(POINTCLOUD)
in vec3 pos;
#endif
#ifdef USE_GEOM
out vec3 vPos;
out uint objectId_g;
# define objectId objectId_g
#else
flat out uint objectId;
#endif
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
uint outline_colorid_get(void)
{
@ -39,36 +27,24 @@ uint outline_colorid_get(void)
void main()
{
#ifdef USE_GPENCIL
gpencil_vertex();
# ifdef USE_WORLD_CLIP_PLANES
vec3 world_pos = point_object_to_world(pos1.xyz);
# endif
#else
# ifdef POINTCLOUD
vec3 world_pos = pointcloud_get_pos();
# else
vec3 world_pos = point_object_to_world(pos);
# endif
gl_Position = point_world_to_ndc(world_pos);
# ifdef USE_GEOM
vPos = point_world_to_view(world_pos);
# endif
#ifdef USE_GEOM
vert.pos = point_world_to_view(world_pos);
#endif
/* Small bias to always be on top of the geom. */
gl_Position.z -= 1e-3;
/* ID 0 is nothing (background) */
objectId = uint(resource_handle + 1);
interp.ob_id = uint(resource_handle + 1);
/* Should be 2 bits only [0..3]. */
uint outline_id = outline_colorid_get();
/* Combine for 16bit uint target. */
objectId = (outline_id << 14u) | ((objectId << SHIFT) >> SHIFT);
interp.ob_id = (outline_id << 14u) | ((interp.ob_id << SHIFT) >> SHIFT);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
view_clipping_distances(world_pos);
}

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@ -393,7 +393,7 @@ vec4 gpencil_vertex(ivec4 ma,
col2,
fcol1,
viewport_size,
GP_STROKE_ALIGNMENT_OBJECT,
0,
vec2(1.0, 0.0),
out_P,
out_N,

View File

@ -445,9 +445,10 @@ set(SRC_SHADER_CREATE_INFOS
../draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh
../draw/engines/overlay/shaders/infos/antialiasing_info.hh
../draw/engines/overlay/shaders/infos/armature_info.hh
../draw/engines/overlay/shaders/infos/edit_mode_info.hh
../draw/engines/overlay/shaders/infos/extra_info.hh
../draw/engines/overlay/shaders/infos/grid_info.hh
../draw/engines/overlay/shaders/infos/edit_mode_info.hh
../draw/engines/overlay/shaders/infos/outline_info.hh
../draw/engines/overlay/shaders/infos/paint_info.hh
../draw/engines/overlay/shaders/infos/volume_info.hh
../draw/engines/select/shaders/infos/select_id_info.hh