DRW: support clipping for object & lamp centers

This commit is contained in:
Campbell Barton 2019-01-29 00:13:42 +11:00
parent 20acf3ded2
commit 9bc43223c1
Notes: blender-bot 2023-02-14 05:12:59 +01:00
Referenced by issue #60779, 3D Viewport clipping support
8 changed files with 85 additions and 28 deletions

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@ -46,7 +46,11 @@ extern char datatoc_common_world_clip_lib_glsl[];
GPU_SHADER_3D_DEPTH_ONLY, \
GPU_SHADER_CAMERA, \
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE)
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \
GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \
GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED)
/* cache of built-in shaders (each is created on first use) */
static struct {

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@ -343,15 +343,18 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa
return grp;
}
DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, const float color[4], const float *size)
DRWShadingGroup *shgroup_dynpoints_uniform_color(
DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
@ -376,9 +379,10 @@ DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float c
return grp;
}
DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *geom, const float *size)
DRWShadingGroup *shgroup_instance_screenspace(
DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot);
DRW_shgroup_instance_format(g_formats.instance_screenspace, {
{"world_pos", DRW_ATTRIB_FLOAT, 3},
@ -389,7 +393,9 @@ DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *ge
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
@ -423,9 +429,10 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
return grp;
}
DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch *geom)
DRWShadingGroup *shgroup_instance_screen_aligned(
DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED);
GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot);
DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
{"color", DRW_ATTRIB_FLOAT, 3},
@ -435,7 +442,9 @@ DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}

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@ -142,13 +142,13 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size);
struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
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)
sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot);
geom = DRW_cache_field_force_get();
sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
geom = DRW_cache_field_vortex_get();
sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot);
geom = DRW_cache_screenspace_circle_get();
sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
/* Grease Pencil */
geom = DRW_cache_gpencil_axes_get();
@ -1229,14 +1229,14 @@ static void OBJECT_cache_init(void *vedata)
/* Probe */
static float probeSize = 14.0f;
geom = DRW_cache_lightprobe_cube_get();
sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize);
sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot);
geom = DRW_cache_lightprobe_grid_get();
sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize);
sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot);
static float probePlanarSize = 20.0f;
geom = DRW_cache_lightprobe_planar_get();
sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize);
sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->shader_slot);
/* Camera */
geom = DRW_cache_camera_get();
@ -1312,21 +1312,21 @@ static void OBJECT_cache_init(void *vedata)
geom = DRW_cache_single_line_get();
sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom);
sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter);
sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_slot);
geom = DRW_cache_lamp_get();
sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle);
sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot);
geom = DRW_cache_lamp_shadows_get();
sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow);
sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->shader_slot);
geom = DRW_cache_lamp_sunrays_get();
sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle);
sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot);
sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp);
sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp);
geom = DRW_cache_screenspace_circle_get();
sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
geom = DRW_cache_lamp_area_square_get();
sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot);
@ -1364,7 +1364,7 @@ static void OBJECT_cache_init(void *vedata)
/* Force Field Curve Guide End (here because of stipple) */
/* TODO port to shader stipple */
geom = DRW_cache_screenspace_circle_get();
sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
/* Force Field Limits */
/* TODO port to shader stipple */
@ -1407,7 +1407,8 @@ static void OBJECT_cache_init(void *vedata)
outlineWidth = 1.0f * U.pixelsize;
size = U.obcenter_dia * U.pixelsize + outlineWidth;
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
GPUShader *sh = DRW_shader_get_builtin_shader(
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->shader_slot);
/* Active */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
@ -1415,26 +1416,41 @@ static void OBJECT_cache_init(void *vedata)
DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1);
DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1);
if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_active = grp;
/* Select */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_selected = grp;
/* Deselect */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_deselected = grp;
/* Select (library) */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_selected_lib = grp;
/* Deselect (library) */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_deselected_lib = grp;
}

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@ -1,12 +1,16 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform float size;
in vec3 pos;
out vec2 radii;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
gl_PointSize = size;
// calculate concentric radii in pixels
@ -18,4 +22,8 @@ void main() {
// convert to PointCoord units
radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}

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@ -1,5 +1,8 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform float size;
uniform float outlineWidth;
@ -7,7 +10,8 @@ in vec3 pos;
out vec4 radii;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
gl_PointSize = size;
// calculate concentric radii in pixels
@ -21,4 +25,8 @@ void main() {
// convert to PointCoord units
radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}

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@ -1,5 +1,8 @@
uniform mat4 ViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform vec3 screen_vecs[2];
/* ---- Instantiated Attribs ---- */
@ -27,6 +30,11 @@ void main()
#endif
vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0));
vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0);
gl_Position = ViewProjectionMatrix * pos_4d;
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}

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@ -26,4 +26,8 @@ void main()
vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0);
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}