DRW: support clipping for object & lamp centers
This commit is contained in:
parent
20acf3ded2
commit
9bc43223c1
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@ -46,7 +46,11 @@ extern char datatoc_common_world_clip_lib_glsl[];
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GPU_SHADER_3D_DEPTH_ONLY, \
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GPU_SHADER_CAMERA, \
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE)
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \
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GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED)
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/* cache of built-in shaders (each is created on first use) */
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static struct {
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@ -343,15 +343,18 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa
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return grp;
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}
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DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, const float color[4], const float *size)
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DRWShadingGroup *shgroup_dynpoints_uniform_color(
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DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
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GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot);
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DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
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DRW_shgroup_uniform_vec4(grp, "color", color, 1);
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DRW_shgroup_uniform_float(grp, "size", size, 1);
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DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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@ -376,9 +379,10 @@ DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float c
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return grp;
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}
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DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *geom, const float *size)
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DRWShadingGroup *shgroup_instance_screenspace(
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DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
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GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot);
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DRW_shgroup_instance_format(g_formats.instance_screenspace, {
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{"world_pos", DRW_ATTRIB_FLOAT, 3},
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@ -389,7 +393,9 @@ DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *ge
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DRW_shgroup_uniform_float(grp, "size", size, 1);
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DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
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DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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@ -423,9 +429,10 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
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return grp;
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}
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DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch *geom)
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DRWShadingGroup *shgroup_instance_screen_aligned(
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DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
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{
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED);
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GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot);
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DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
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{"color", DRW_ATTRIB_FLOAT, 3},
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@ -435,7 +442,9 @@ DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch
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DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
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DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
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if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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@ -142,13 +142,13 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons
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struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size);
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struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4]);
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struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size);
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struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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@ -1210,13 +1210,13 @@ static void OBJECT_cache_init(void *vedata)
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sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_field_force_get();
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sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
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sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_field_vortex_get();
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sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_screenspace_circle_get();
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sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
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sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
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/* Grease Pencil */
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geom = DRW_cache_gpencil_axes_get();
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@ -1229,14 +1229,14 @@ static void OBJECT_cache_init(void *vedata)
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/* Probe */
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static float probeSize = 14.0f;
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geom = DRW_cache_lightprobe_cube_get();
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sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize);
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sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot);
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geom = DRW_cache_lightprobe_grid_get();
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sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize);
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sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot);
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static float probePlanarSize = 20.0f;
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geom = DRW_cache_lightprobe_planar_get();
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sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize);
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sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->shader_slot);
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/* Camera */
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geom = DRW_cache_camera_get();
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@ -1312,21 +1312,21 @@ static void OBJECT_cache_init(void *vedata)
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geom = DRW_cache_single_line_get();
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sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom);
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sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter);
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sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_slot);
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geom = DRW_cache_lamp_get();
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sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle);
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sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot);
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geom = DRW_cache_lamp_shadows_get();
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sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow);
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sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->shader_slot);
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geom = DRW_cache_lamp_sunrays_get();
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sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle);
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sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot);
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sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp);
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sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp);
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geom = DRW_cache_screenspace_circle_get();
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sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
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sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
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geom = DRW_cache_lamp_area_square_get();
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sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
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@ -1364,7 +1364,7 @@ static void OBJECT_cache_init(void *vedata)
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/* Force Field Curve Guide End (here because of stipple) */
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/* TODO port to shader stipple */
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geom = DRW_cache_screenspace_circle_get();
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sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
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sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
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/* Force Field Limits */
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/* TODO port to shader stipple */
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@ -1407,7 +1407,8 @@ static void OBJECT_cache_init(void *vedata)
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outlineWidth = 1.0f * U.pixelsize;
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size = U.obcenter_dia * U.pixelsize + outlineWidth;
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
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GPUShader *sh = DRW_shader_get_builtin_shader(
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->shader_slot);
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/* Active */
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grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
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@ -1415,26 +1416,41 @@ static void OBJECT_cache_init(void *vedata)
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DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
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DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1);
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DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1);
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if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
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}
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stl->g_data->center_active = grp;
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/* Select */
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grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
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DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
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if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
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}
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stl->g_data->center_selected = grp;
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/* Deselect */
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grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
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DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
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if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
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}
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stl->g_data->center_deselected = grp;
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/* Select (library) */
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grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
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DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
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if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
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}
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stl->g_data->center_selected_lib = grp;
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/* Deselect (library) */
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grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
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DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
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if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
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}
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stl->g_data->center_deselected_lib = grp;
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}
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@ -1,12 +1,16 @@
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uniform mat4 ModelViewProjectionMatrix;
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#ifdef USE_WORLD_CLIP_PLANES
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uniform mat4 ModelMatrix;
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#endif
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uniform float size;
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in vec3 pos;
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out vec2 radii;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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vec4 pos_4d = vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * pos_4d;
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gl_PointSize = size;
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// calculate concentric radii in pixels
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@ -18,4 +22,8 @@ void main() {
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// convert to PointCoord units
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radii /= size;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
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#endif
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}
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@ -1,5 +1,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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#ifdef USE_WORLD_CLIP_PLANES
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uniform mat4 ModelMatrix;
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#endif
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uniform float size;
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uniform float outlineWidth;
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@ -7,7 +10,8 @@ in vec3 pos;
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out vec4 radii;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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vec4 pos_4d = vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * pos_4d;
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gl_PointSize = size;
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// calculate concentric radii in pixels
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// convert to PointCoord units
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radii /= size;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
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#endif
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}
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@ -1,5 +1,8 @@
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uniform mat4 ViewProjectionMatrix;
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#ifdef USE_WORLD_CLIP_PLANES
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uniform mat4 ModelMatrix;
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#endif
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uniform vec3 screen_vecs[2];
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/* ---- Instantiated Attribs ---- */
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#endif
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vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
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gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0));
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vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0);
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gl_Position = ViewProjectionMatrix * pos_4d;
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finalColor = vec4(color, 1.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
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#endif
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}
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@ -26,4 +26,8 @@ void main()
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vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
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gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0);
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finalColor = vec4(color, 1.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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