Merge branch 'blender-v3.1-release'

This commit is contained in:
Jeroen Bakker 2022-01-28 15:09:35 +01:00
commit 4e93918b35
8 changed files with 28 additions and 37 deletions

View File

@ -518,8 +518,8 @@ set(GLSL_SRC
engines/overlay/shaders/wireframe_frag.glsl
engines/overlay/shaders/xray_fade_frag.glsl
engines/image/shaders/engine_image_frag.glsl
engines/image/shaders/engine_image_vert.glsl
engines/image/shaders/image_engine_frag.glsl
engines/image/shaders/image_engine_vert.glsl
)
set(GLSL_C)

View File

@ -94,7 +94,6 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data->passes.image_pass);
DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
DRW_shgroup_uniform_vec4_copy(shgrp, "color", ShaderParameters::color);
DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);

View File

@ -64,11 +64,7 @@ GPUShader *IMAGE_shader_image_get()
{
IMAGE_Shaders *sh_data = &e_data.shaders;
if (sh_data->image_sh == nullptr) {
sh_data->image_sh = DRW_shader_create_with_shaderlib(datatoc_engine_image_vert_glsl,
nullptr,
datatoc_engine_image_frag_glsl,
e_data.lib,
nullptr);
sh_data->image_sh = GPU_shader_create_from_info_name("image_engine_shader");
}
return sh_data->image_sh;
}

View File

@ -35,8 +35,6 @@
#include "image_space.hh"
struct ShaderParameters {
constexpr static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
int flags = 0;
float shuffle[4];
float far_near[2];

View File

@ -6,28 +6,11 @@
#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2)
#define IMAGE_DRAW_FLAG_DEPTH (1 << 3)
uniform sampler2D imageTexture;
uniform bool imgPremultiplied;
uniform int drawFlags;
uniform vec2 farNearDistances;
uniform vec4 color;
uniform vec4 shuffle;
/* Maximum UV range.
* Negative UV coordinates and UV coordinates beyond maxUV would draw a border. */
uniform vec2 maxUv;
#define FAR_DISTANCE farNearDistances.x
#define NEAR_DISTANCE farNearDistances.y
#define Z_DEPTH_BORDER 1.0
#define Z_DEPTH_IMAGE 0.75
in vec2 uv_screen;
in vec2 uv_image;
out vec4 fragColor;
#define FAR_DISTANCE farNearDistances.x
#define NEAR_DISTANCE farNearDistances.y
bool is_border(vec2 uv)
{
@ -51,7 +34,7 @@ void main()
}
if ((drawFlags & IMAGE_DRAW_FLAG_SHUFFLING) != 0) {
tex_color = color * dot(tex_color, shuffle);
tex_color = vec4(dot(tex_color, shuffle));
}
if ((drawFlags & IMAGE_DRAW_FLAG_SHOW_ALPHA) == 0) {
tex_color.a = 1.0;

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@ -1,12 +1,5 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
in vec2 pos;
in vec2 uv;
/* Normalized screen space uv coordinates. */
out vec2 uv_screen;
out vec2 uv_image;
void main()
{
vec3 image_pos = vec3(pos, 0.0);

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@ -0,0 +1,21 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(image_engine_iface, "")
.smooth(Type::VEC2, "uv_screen")
.smooth(Type::VEC2, "uv_image");
GPU_SHADER_CREATE_INFO(image_engine_shader)
.vertex_in(0, Type::VEC2, "pos")
.vertex_in(1, Type::VEC2, "uv")
.vertex_out(image_engine_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::VEC4, "shuffle")
.push_constant(Type::VEC2, "maxUv")
.push_constant(Type::VEC2, "farNearDistances")
.push_constant(Type::INT, "drawFlags")
.push_constant(Type::BOOL, "imgPremultiplied")
.sampler(0, ImageType::FLOAT_2D, "imageTexture")
.vertex_source("image_engine_vert.glsl")
.fragment_source("image_engine_frag.glsl")
.additional_info("draw_modelmat")
.do_static_compilation(true);

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@ -412,6 +412,7 @@ set(SHADER_CREATE_INFOS
../draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
../draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh
../draw/engines/workbench/shaders/infos/workbench_volume_info.hh
../draw/engines/image/shaders/infos/engine_image_info.hh
../draw/intern/shaders/draw_fullscreen_info.hh
../draw/intern/shaders/draw_object_infos_info.hh
../draw/intern/shaders/draw_view_info.hh