OpenGL: add built-in GPU_SHADER_3D_DEPTH_ONLY

We’re discussing several techniques that require a depth pre-pass.
This commit is contained in:
Mike Erwin 2016-09-13 02:51:38 -04:00
parent ddb1d5648d
commit 1b5b899228
6 changed files with 24 additions and 6 deletions

View File

@ -113,13 +113,14 @@ set(SRC
intern/gpu_private.h
)
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_no_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_no_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)

View File

@ -98,6 +98,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);

View File

@ -46,13 +46,14 @@
#define MAX_EXT_DEFINE_LENGTH 1024
/* Non-generated shaders */
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_no_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_no_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
@ -90,6 +91,7 @@ static struct GPUShadersGlobal {
GPUShader *uniform_color_3D;
GPUShader *flat_color_3D;
GPUShader *smooth_color_3D;
GPUShader *depth_only_3D;
} shaders;
} GG = {{NULL}};
@ -625,7 +627,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_no_color_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_2D;
@ -649,7 +651,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
case GPU_SHADER_3D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_3D)
GG.shaders.uniform_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_uniform_color_vert_glsl,
datatoc_gpu_shader_3D_no_color_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_3D;
@ -670,6 +672,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smooth_color_3D;
break;
case GPU_SHADER_3D_DEPTH_ONLY:
if (!GG.shaders.depth_only_3D)
GG.shaders.depth_only_3D = GPU_shader_create(
datatoc_gpu_shader_3D_no_color_vert_glsl,
datatoc_gpu_shader_depth_only_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.depth_only_3D;
break;
}
if (retval == NULL)

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@ -0,0 +1,6 @@
void main()
{
// no color output, only depth (line below is implicit)
// gl_FragDepth = gl_FragCoord.z;
}