Clay Engine: drawaxis names drawn with shaders & instance

This commit is contained in:
Clément Foucault 2017-02-15 02:54:52 +01:00
parent ee2a718763
commit 9f03718a5b
7 changed files with 118 additions and 10 deletions

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@ -48,6 +48,7 @@ static struct DRWShapeCache{
Batch *drw_empty_sphere;
Batch *drw_empty_cone;
Batch *drw_arrows;
Batch *drw_axis_names;
Batch *drw_lamp;
Batch *drw_lamp_sunrays;
} SHC = {NULL};
@ -74,6 +75,8 @@ void DRW_shape_cache_free(void)
Batch_discard_all(SHC.drw_empty_cone);
if (SHC.drw_arrows)
Batch_discard_all(SHC.drw_arrows);
if (SHC.drw_axis_names)
Batch_discard_all(SHC.drw_axis_names);
if (SHC.drw_lamp)
Batch_discard_all(SHC.drw_lamp);
if (SHC.drw_lamp_sunrays)
@ -420,6 +423,67 @@ Batch *DRW_cache_arrows_get(void)
return SHC.drw_arrows;
}
Batch *DRW_cache_axis_names_get(void)
{
if (!SHC.drw_axis_names) {
const float size = 0.1f;
float v1[3], v2[3];
/* Position Only 3D format */
static VertexFormat format = { 0 };
static unsigned pos_id;
if (format.attrib_ct == 0) {
/* Using 3rd component as axis indicator */
pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
}
/* Line */
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, 14);
/* X */
copy_v3_fl3(v1, -size, size, 0.0f);
copy_v3_fl3(v2, size, -size, 0.0f);
setAttrib(vbo, pos_id, 0, v1);
setAttrib(vbo, pos_id, 1, v2);
copy_v3_fl3(v1, size, size, 0.0f);
copy_v3_fl3(v2, -size, -size, 0.0f);
setAttrib(vbo, pos_id, 2, v1);
setAttrib(vbo, pos_id, 3, v2);
/* Y */
copy_v3_fl3(v1, -size + 0.25f * size, size, 1.0f);
copy_v3_fl3(v2, 0.0f, 0.0f, 1.0f);
setAttrib(vbo, pos_id, 4, v1);
setAttrib(vbo, pos_id, 5, v2);
copy_v3_fl3(v1, size - 0.25f * size, size, 1.0f);
copy_v3_fl3(v2, -size + 0.25f * size, -size, 1.0f);
setAttrib(vbo, pos_id, 6, v1);
setAttrib(vbo, pos_id, 7, v2);
/* Z */
copy_v3_fl3(v1, -size, size, 2.0f);
copy_v3_fl3(v2, size, size, 2.0f);
setAttrib(vbo, pos_id, 8, v1);
setAttrib(vbo, pos_id, 9, v2);
copy_v3_fl3(v1, size, size, 2.0f);
copy_v3_fl3(v2, -size, -size, 2.0f);
setAttrib(vbo, pos_id, 10, v1);
setAttrib(vbo, pos_id, 11, v2);
copy_v3_fl3(v1, -size, -size, 2.0f);
copy_v3_fl3(v2, size, -size, 2.0f);
setAttrib(vbo, pos_id, 12, v1);
setAttrib(vbo, pos_id, 13, v2);
SHC.drw_axis_names = Batch_create(GL_LINES, vbo, NULL);
}
return SHC.drw_axis_names;
}
/* Lamps */
Batch *DRW_cache_lamp_get(void)
{

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@ -44,6 +44,7 @@ struct Batch *DRW_cache_circle_get(void);
struct Batch *DRW_cache_empty_sphere_get(void);
struct Batch *DRW_cache_empty_cone_get(void);
struct Batch *DRW_cache_arrows_get(void);
struct Batch *DRW_cache_axis_names_get(void);
/* Lamps */
struct Batch *DRW_cache_lamp_get(void);

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@ -48,6 +48,7 @@ static DRWShadingGroup *cone;
static DRWShadingGroup *single_arrow;
static DRWShadingGroup *single_arrow_line;
static DRWShadingGroup *arrows;
static DRWShadingGroup *axis_names;
/* Lamps */
static DRWShadingGroup *lamp_center;
@ -130,6 +131,19 @@ static DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch
return grp;
}
static DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_AXIS);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
return grp;
}
static DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
@ -211,6 +225,9 @@ void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPa
geom = DRW_cache_arrows_get();
arrows = shgroup_instance(*non_meshes, geom);
geom = DRW_cache_axis_names_get();
axis_names = shgroup_instance_axis_names(*non_meshes, geom);
/* Lamps */
lampCenterSize = (U.obcenter_dia + 1.5f) * U.pixelsize;
lampCircleRad = U.pixelsize * 9.0f;
@ -231,16 +248,6 @@ void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPa
lamp_groundline = shgroup_groundlines_uniform_color(*non_meshes, colorLamp);
lamp_groundpoint = shgroup_groundpoints_uniform_color(*non_meshes, colorLamp);
/* Stipple Wires */
grp = DRW_shgroup_create(sh, *non_meshes);
DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_2);
grp = DRW_shgroup_create(sh, *non_meshes);
DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
grp = DRW_shgroup_create(sh, *non_meshes);
DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_4);
/* Relationship Lines */
relationship_lines = shgroup_dynlines_uniform_color(*non_meshes, colorWire);
DRW_shgroup_state_set(relationship_lines, DRW_STATE_STIPPLE_3);
@ -502,6 +509,7 @@ static void DRW_draw_empty(Object *ob)
break;
case OB_ARROWS:
DRW_shgroup_dynamic_call_add(arrows, color, &ob->empty_drawsize, ob->obmat);
DRW_shgroup_dynamic_call_add(axis_names, color, &ob->empty_drawsize, ob->obmat);
/* TODO Missing axes names */
break;
}

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@ -158,6 +158,7 @@ data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_screenspace_axis_name_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)

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@ -138,6 +138,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_GROUNDPOINT,
GPU_SHADER_3D_GROUNDLINE,
GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
/* axis name */
GPU_SHADER_3D_SCREENSPACE_AXIS,
/* instance */
GPU_SHADER_INSTANCE_UNIFORM_COLOR,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,

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@ -75,6 +75,7 @@ extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_instance_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_screenspace_axis_name_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
@ -699,6 +700,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_SCREENSPACE_AXIS] = { datatoc_gpu_shader_instance_screenspace_axis_name_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },

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@ -0,0 +1,29 @@
uniform mat4 ViewProjectionMatrix;
uniform vec3 screen_vecs[2];
/* ---- Instanciated Attribs ---- */
in vec3 pos; /* using Z as axis id */
/* ---- Per instance Attribs ---- */
in mat4 InstanceModelMatrix;
in vec3 color;
in float size;
flat out vec4 finalColor;
void main()
{
vec3 offset;
if (pos.z == 0.0)
offset = vec3(1.125, 0.0, 0.0);
else if (pos.z == 1.0)
offset = vec3(0.0, 1.125, 0.0);
else
offset = vec3(0.0, 0.0, 1.125);
vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4((screen_pos + offset) * size, 1.0);
finalColor = vec4(color, 1.0);
}