Edit Mesh: Simplify the overlay shader.

Remove all the clip cases and just pass the vertices screen position to the
fragment shader.

This does put a bit more pressure on the fragment shader but it seems to be
faster than before. And it simplify the code a lot.

It seems to fix some long standing issue on some intel GPU.
This commit is contained in:
Clément Foucault 2018-06-16 15:15:37 +02:00
parent d45d094378
commit ce80e00a7c
4 changed files with 93 additions and 284 deletions

View File

@ -10,11 +10,11 @@
* TODO Refine the range to only affect GPUs. */
uniform float faceAlphaMod;
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in vec4 faceColor;
flat in ivec3 flag;
flat in int clipCase;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
#endif
@ -22,25 +22,7 @@ in vec3 vertexColor;
in float facing;
#endif
/* We use a vec4[2] interface to pass edge data
* (without fragmenting memory accesses)
*
* There are 2 cases :
*
* - Simple case : geometry shader return edge distances
* in the first 2 components of the first vec4.
* This needs noperspective interpolation.
* The rest is filled with vertex screen positions.
* eData2[0] actually contain v2
* eData2[1] actually contain v1
* eData2[2] actually contain v0
*
* - Hard case : two 2d edge corner are described by each
* vec4 as origin and direction. This is constant over
* the triangle and use to detect the correct case. */
noperspective in vec2 eData1;
flat in vec2 eData2[3];
flat in vec2 ssPos[3];
out vec4 FragColor;
@ -49,40 +31,23 @@ out vec4 FragColor;
#define LARGE_EDGE_SIZE 2.0
/* Style Parameters in pixel */
/* Array to retrieve vert/edge indices */
const ivec3 clipEdgeIdx[6] = ivec3[6](
ivec3(1, 0, 2),
ivec3(2, 0, 1),
ivec3(2, 1, 0),
ivec3(2, 1, 0),
ivec3(2, 0, 1),
ivec3(1, 0, 2)
);
const ivec3 clipPointIdx[6] = ivec3[6](
ivec3(0, 1, 2),
ivec3(0, 2, 1),
ivec3(0, 2, 1),
ivec3(1, 2, 0),
ivec3(1, 2, 0),
ivec3(2, 1, 0)
);
void distToEdgeAndPoint(vec2 dir, vec2 ori, out float edge, out float point)
{
dir = normalize(dir.xy);
vec2 of = gl_FragCoord.xy - ori;
point = dot(of, of);
float dof = dot(dir, of);
edge = sqrt(abs(point - dof * dof));
point = sqrt(point);
}
void colorDist(vec4 color, float dist)
{
FragColor = (dist < 0) ? color : FragColor;
}
float distToEdge(vec2 o, vec2 dir)
{
vec2 af = gl_FragCoord.xy - o;
float daf = dot(dir, af);
return sqrt(abs(dot(af, af) - daf * daf));
}
#ifdef ANTI_ALIASING
void colorDistEdge(vec4 color, float dist)
{
@ -99,42 +64,13 @@ void main()
vec3 e, p;
/* Step 1 : Computing Distances */
if (clipCase == 0) {
e.xy = eData1;
/* computing missing distance */
vec2 dir = normalize(eData2[2] - eData2[1]);
e.z = distToEdge(eData2[2], dir);
p.x = distance(eData2[2], gl_FragCoord.xy);
p.y = distance(eData2[1], gl_FragCoord.xy);
p.z = distance(eData2[0], gl_FragCoord.xy);
}
else {
ivec3 eidxs = clipEdgeIdx[clipCase - 1];
ivec3 pidxs = clipPointIdx[clipCase - 1];
e[eidxs.x] = distToEdge(eData1, eData2[0]);
e[eidxs.y] = distToEdge(eData2[1], eData2[2]);
/* Three edges visible cases */
if (clipCase == 1 || clipCase == 2 || clipCase == 4) {
e[eidxs.z] = distToEdge(eData1, normalize(eData2[1] - eData1));
p[pidxs.y] = distance(eData2[1], gl_FragCoord.xy);
}
else {
e[eidxs.z] = 1e10; /* off screen */
p[pidxs.y] = 1e10; /* off screen */
}
p[pidxs.x] = distance(eData1, gl_FragCoord.xy);
p[pidxs.z] = 1e10; /* off screen */
}
distToEdgeAndPoint((ssPos[1] - ssPos[0]) + 1e-8, ssPos[0], e.z, p.x);
distToEdgeAndPoint((ssPos[2] - ssPos[1]) + 1e-8, ssPos[1], e.x, p.y);
distToEdgeAndPoint((ssPos[0] - ssPos[2]) + 1e-8, ssPos[2], e.y, p.z);
/* Step 2 : coloring (order dependant) */
/* First */
/* Face */
FragColor = faceColor;
FragColor.a *= faceAlphaMod;

View File

@ -24,7 +24,6 @@ flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
flat out ivec3 flag;
flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
@ -33,41 +32,17 @@ out float facing;
#endif
/* See fragment shader */
noperspective out vec2 eData1;
flat out vec2 eData2[3];
flat out vec2 ssPos[3];
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
/* Table 1. Triangle Projection Cases */
const ivec4 clipPointsIdx[6] = ivec4[6](
ivec4(0, 1, 2, 2),
ivec4(0, 2, 1, 1),
ivec4(0, 0, 1, 2),
ivec4(1, 2, 0, 0),
ivec4(1, 1, 0, 2),
ivec4(2, 2, 0, 1)
);
/* project to screen space */
vec2 proj(vec4 pos)
{
return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
float dist(vec2 pos[3], vec2 vpos, int v)
{
/* endpoints of opposite edge */
vec2 e1 = pos[(v + 1) % 3];
vec2 e2 = pos[(v + 2) % 3];
/* Edge normalized vector */
vec2 dir = normalize(e2 - e1);
/* perpendicular to dir */
vec2 orthogonal = vec2(-dir.y, dir.x);
return abs(dot(vpos - e1, orthogonal));
}
void doVertex(int v, vec4 pos)
{
#ifdef VERTEX_SELECTION
@ -85,8 +60,6 @@ void doVertex(int v, vec4 pos)
void main()
{
clipCase = 0;
/* Face */
faceColor = vec4(0.0);
@ -117,19 +90,16 @@ void main()
}
/* Edge / Vert data */
eData1 = vec2(1e10);
eData2[0] = vec2(1e10);
eData2[2] = pos[0];
eData2[1] = pos[1];
flag[0] = (vData[0].x << 8);
ssPos[0] = ssPos[2] = pos[0];
ssPos[1] = pos[1];
flag[0] = flag[2] = (vData[0].x << 8);
flag[1] = (vData[1].x << 8);
flag[2] = 0;
doVertex(0, pPos[0] + vec4(-dirs1.xy, 0.0, 0.0));
doVertex(0, pPos[0] + vec4( dirs1.zw, 0.0, 0.0));
doVertex(0, pPos[0] + vec4(-dirs1.zw, 0.0, 0.0));
flag[2] = vData[0].y | (vData[0].x << 8);
flag[2] |= vData[0].y;
edgesCrease[2] = vData[0].z / 255.0;
edgesBweight[2] = vData[0].w / 255.0;

View File

@ -52,49 +52,17 @@ out float facing;
#endif
/* See fragment shader */
noperspective out vec2 eData1;
flat out vec2 eData2[3];
flat out vec2 ssPos[3];
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
/* Table 1. Triangle Projection Cases */
const ivec4 clipPointsIdx[6] = ivec4[6](
ivec4(0, 1, 2, 2),
ivec4(0, 2, 1, 1),
ivec4(0, 0, 1, 2),
ivec4(1, 2, 0, 0),
ivec4(1, 1, 0, 2),
ivec4(2, 2, 0, 1)
);
/* project to screen space */
vec2 proj(vec4 pos)
{
return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
float dist(vec2 pos[3], vec2 vpos, int v)
{
/* endpoints of opposite edge */
vec2 e1 = pos[(v + 1) % 3];
vec2 e2 = pos[(v + 2) % 3];
/* Edge normalized vector */
vec2 dir = normalize(e2 - e1);
/* perpendicular to dir */
vec2 orthogonal = vec2(-dir.y, dir.x);
return abs(dot(vpos - e1, orthogonal));
}
vec4 getClipData(vec2 pos[3], ivec2 vidx)
{
vec2 A = pos[vidx.x];
vec2 Adir = normalize(A - pos[vidx.y]);
return vec4(A, Adir);
}
void doVertex(int v)
{
#ifdef VERTEX_SELECTION
@ -127,21 +95,6 @@ void doLoopStrip(int v, vec3 offset)
void main()
{
/* First we detect which case we are in */
clipCase = 0;
/* if perspective */
if (ProjectionMatrix[3][3] == 0.0) {
/* See Table 1. Triangle Projection Cases */
clipCase += int(pPos[0].z / pPos[0].w < -1 || vPos[0].z > 0.0) * 4;
clipCase += int(pPos[1].z / pPos[1].w < -1 || vPos[1].z > 0.0) * 2;
clipCase += int(pPos[2].z / pPos[2].w < -1 || vPos[2].z > 0.0) * 1;
}
/* If triangle is behind nearplane, early out */
if (clipCase == 7)
return;
/* Edge */
ivec3 eflag; vec3 ecrease, ebweight;
for (int v = 0; v < 3; ++v) {
@ -159,138 +112,97 @@ void main()
faceColor = colorFace;
/* Vertex */
vec2 pos[3] = vec2[3](proj(pPos[0]), proj(pPos[1]), proj(pPos[2]));
vec2 pos[3];
ssPos[0] = pos[0] = proj(pPos[0]);
ssPos[1] = pos[1] = proj(pPos[1]);
ssPos[2] = pos[2] = proj(pPos[2]);
/* Simple case : compute edge distances in geometry shader */
if (clipCase == 0) {
/* Packing screen positions and 2 distances */
eData2[0] = pos[2];
eData2[1] = pos[1];
eData2[2] = pos[0];
/* Only pass the first 2 distances */
for (int v = 0; v < 2; ++v) {
eData1[v] = dist(pos, pos[v], v);
doVertex(v);
eData1[v] = 0.0;
}
/* and the last vertex */
doVertex(2);
doVertex(0);
doVertex(1);
doVertex(2);
#ifdef EDGE_FIX
vec2 fixvec[6];
vec2 fixvecaf[6];
vec2 cornervec[3];
vec2 fixvec[6];
vec2 fixvecaf[6];
vec2 cornervec[3];
/* This fix the case when 2 vertices are perfectly aligned
* and corner vectors have nowhere to go.
* ie: length(cornervec[i]) == 0 */
const float epsilon = 1e-2; /* in pixel so not that much */
const vec2 bias[3] = vec2[3](
vec2( epsilon, epsilon),
vec2(-epsilon, epsilon),
vec2( 0.0, -epsilon)
);
/* This fix the case when 2 vertices are perfectly aligned
* and corner vectors have nowhere to go.
* ie: length(cornervec[i]) == 0 */
const float epsilon = 1e-2; /* in pixel so not that much */
const vec2 bias[3] = vec2[3](
vec2( epsilon, epsilon),
vec2(-epsilon, epsilon),
vec2( 0.0, -epsilon)
);
for (int i = 0; i < 3; ++i) {
int i1 = (i + 1) % 3;
int i2 = (i + 2) % 3;
for (int i = 0; i < 3; ++i) {
int i1 = (i + 1) % 3;
int i2 = (i + 2) % 3;
vec2 v1 = pos[i] + bias[i];
vec2 v2 = pos[i1] + bias[i1];
vec2 v3 = pos[i2] + bias[i2];
vec2 v1 = ssPos[i] + bias[i];
vec2 v2 = ssPos[i1] + bias[i1];
vec2 v3 = ssPos[i2] + bias[i2];
/* Edge normalized vector */
vec2 dir = normalize(v2 - v1);
vec2 dir2 = normalize(v3 - v1);
/* Edge normalized vector */
vec2 dir = normalize(v2 - v1);
vec2 dir2 = normalize(v3 - v1);
cornervec[i] = -normalize(dir + dir2);
cornervec[i] = -normalize(dir + dir2);
/* perpendicular to dir */
vec2 perp = vec2(-dir.y, dir.x);
/* perpendicular to dir */
vec2 perp = vec2(-dir.y, dir.x);
/* Backface case */
if (dot(perp, dir2) > 0) {
perp = -perp;
}
/* Make it view independent */
perp *= sizeEdgeFix / viewportSize;
cornervec[i] *= sizeEdgeFix / viewportSize;
fixvec[i] = fixvecaf[i] = perp;
/* Perspective */
if (ProjectionMatrix[3][3] == 0.0) {
/* vPos[i].z is negative and we don't want
* our fixvec to be flipped */
fixvec[i] *= -vPos[i].z;
fixvecaf[i] *= -vPos[i1].z;
cornervec[i] *= -vPos[i].z;
}
/* Backface case */
if (dot(perp, dir2) > 0) {
perp = -perp;
}
/* to not let face color bleed */
faceColor.a = 0.0;
/* Make it view independent */
perp *= sizeEdgeFix / viewportSize;
cornervec[i] *= sizeEdgeFix / viewportSize;
fixvec[i] = fixvecaf[i] = perp;
/* we don't want other edges : make them far */
eData1 = vec2(1e10);
eData2[0] = vec2(1e10);
/* Perspective */
if (ProjectionMatrix[3][3] == 0.0) {
/* vPos[i].z is negative and we don't want
* our fixvec to be flipped */
fixvec[i] *= -vPos[i].z;
fixvecaf[i] *= -vPos[i1].z;
cornervec[i] *= -vPos[i].z;
}
}
/* Start with the same last vertex to create a
* degenerate triangle in order to "create"
* a new triangle strip */
for (int i = 2; i < 5; ++i) {
int vbe = (i - 1) % 3;
int vaf = (i + 1) % 3;
int v = i % 3;
/* to not let face color bleed */
faceColor.a = 0.0;
/* Position of the "hidden" third vertex */
eData2[0] = pos[vbe];
doLoopStrip(v, vec3(fixvec[v], Z_OFFSET));
/* Start with the same last vertex to create a
* degenerate triangle in order to "create"
* a new triangle strip */
for (int i = 2; i < 5; ++i) {
int vbe = (i - 1) % 3;
int vaf = (i + 1) % 3;
int v = i % 3;
/* Now one triangle only shade one edge
* so we use the edge distance calculated
* in the fragment shader, the third edge;
* we do this because we need flat interp to
* draw a continuous triangle strip */
eData2[1] = pos[vaf];
eData2[2] = pos[v];
flag[0] = (vData[v].x << 8);
flag[1] = (vData[vaf].x << 8);
flag[2] = eflag[vbe];
edgesCrease[2] = ecrease[vbe];
edgesBweight[2] = ebweight[vbe];
doLoopStrip(v, vec3(fixvec[v], Z_OFFSET));
doLoopStrip(vaf, vec3(fixvecaf[v], Z_OFFSET));
/* Only shade the edge that we are currently drawing.
* (fix corner bleeding) */
flag[vbe] |= (EDGE_EXISTS & eflag[vbe]);
flag[vaf] &= ~EDGE_EXISTS;
flag[v] &= ~EDGE_EXISTS;
doLoopStrip(vaf, vec3(fixvecaf[v], Z_OFFSET));
/* corner vertices should not draw edges but draw point only */
flag[2] = (vData[vbe].x << 8);
/* corner vertices should not draw edges but draw point only */
flag[vbe] &= ~EDGE_EXISTS;
#ifdef VERTEX_SELECTION
doLoopStrip(vaf, vec3(cornervec[vaf], Z_OFFSET));
#endif
}
/* finish the loop strip */
doLoopStrip(2, vec3(fixvec[2], Z_OFFSET));
doLoopStrip(vaf, vec3(cornervec[vaf], Z_OFFSET));
#endif
}
/* Harder case : compute visible edges vectors */
else {
ivec4 vindices = clipPointsIdx[clipCase - 1];
vec4 tmp;
tmp = getClipData(pos, vindices.xz);
eData1 = tmp.xy;
eData2[0] = tmp.zw;
tmp = getClipData(pos, vindices.yw);
eData2[1] = tmp.xy;
eData2[2] = tmp.zw;
for (int v = 0; v < 3; ++v)
doVertex(v);
}
/* finish the loop strip */
doLoopStrip(2, vec3(fixvec[2], Z_OFFSET));
#endif
EndPrimitive();
}

View File

@ -17,14 +17,12 @@ flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
flat out ivec3 flag;
flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
/* See fragment shader */
noperspective out vec2 eData1;
flat out vec2 eData2[3];
flat out vec2 ssPos[3];
/* project to screen space */
vec2 proj(vec4 pos)
@ -34,7 +32,6 @@ vec2 proj(vec4 pos)
void main()
{
clipCase = 0;
edgesCrease = vec3(0.0);
edgesBweight = vec3(0.0);
@ -47,14 +44,8 @@ void main()
vertexColor = vec3(0.0);
#endif
/* only vertex position 0 is used */
eData1 = vec2(1e10);
eData2[0] = vec2(1e10);
eData2[1] = vec2(1e10);
eData2[2] = proj(pPos);
flag[0] = (data.x << 8);
flag[1] = flag[2] = 0;
ssPos[0] = ssPos[1] = ssPos[2] = proj(pPos);
flag[0] = flag[1] = flag[2] = (data.x << 8);
gl_PointSize = sizeEdgeFix;
gl_Position = pPos;