[Bf-blender-cvs] [5b26c36] blender2.8: OpenGL: edge overlay shaders

Mike Erwin noreply at git.blender.org
Sun Nov 6 20:09:49 CET 2016


Commit: 5b26c36008a2672d49e815c7a14a957a841d2a12
Author: Mike Erwin
Date:   Sat Nov 5 19:26:13 2016 +0100
Branches: blender2.8
https://developer.blender.org/rB5b26c36008a2672d49e815c7a14a957a841d2a12

OpenGL: edge overlay shaders

As seen at #bcon16. These were produced quickly and probably need further work.

SIMPLE variant draws triangle mesh edges. Based on this research:
http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/4884/pdf/imm4884.pdf
http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf

Non-SIMPLE variant can adjust thickness per edge. This can be used to draw only some edges, or accentuate some edges. Given the right inputs this is a general n-gon perimeter shader.

Part of T49165

===================================================================

M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/intern/gpu_shader.c
A	source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
A	source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
A	source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
A	source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 91e7f3d..88484e0 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -162,6 +162,10 @@ data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
 
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 74dc91b..4084e3d 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -95,7 +95,8 @@ typedef enum GPUBuiltinShader {
 	GPU_SHADER_TEXT,
 	GPU_SHADER_EDGES_FRONT_BACK_PERSP,
 	GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
-
+	GPU_SHADER_EDGES_OVERLAY_SIMPLE,
+	GPU_SHADER_EDGES_OVERLAY,
 	/* for simple 2D drawing */
 	GPU_SHADER_2D_UNIFORM_COLOR,
 	GPU_SHADER_2D_FLAT_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 39cdbbc..382faac 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -82,6 +82,10 @@ extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
 extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
 extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
 extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
 extern char datatoc_gpu_shader_text_vert_glsl[];
 extern char datatoc_gpu_shader_text_frag_glsl[];
 
@@ -115,6 +119,8 @@ static struct GPUShadersGlobal {
 		GPUShader *text;
 		GPUShader *edges_front_back_persp;
 		GPUShader *edges_front_back_ortho;
+		GPUShader *edges_overlay_simple;
+		GPUShader *edges_overlay;
 		/* for drawing images */
 		GPUShader *image_modulate_alpha_3D;
 		GPUShader *image_rect_modulate_alpha_3D;
@@ -697,6 +703,24 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
 				        NULL, NULL, NULL, 0, 0, 0);
 			retval = GG.shaders.edges_front_back_ortho;
 			break;
+		case GPU_SHADER_EDGES_OVERLAY_SIMPLE:
+			if (!GG.shaders.edges_overlay_simple)
+				GG.shaders.edges_overlay_simple = GPU_shader_create(
+				        datatoc_gpu_shader_3D_vert_glsl,
+				        datatoc_gpu_shader_edges_overlay_frag_glsl,
+				        datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
+				        NULL, NULL, 0, 0, 0);
+			retval = GG.shaders.edges_overlay_simple;
+			break;
+		case GPU_SHADER_EDGES_OVERLAY:
+			if (!GG.shaders.edges_overlay)
+				GG.shaders.edges_overlay = GPU_shader_create(
+				        datatoc_gpu_shader_edges_overlay_vert_glsl,
+				        datatoc_gpu_shader_edges_overlay_frag_glsl,
+				        datatoc_gpu_shader_edges_overlay_geom_glsl,
+				        NULL, NULL, 0, 0, 0);
+			retval = GG.shaders.edges_overlay;
+			break;
 		case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
 			if (!GG.shaders.image_modulate_alpha_3D)
 				GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
@@ -994,6 +1018,16 @@ void GPU_shader_free_builtin_shaders(void)
 		GG.shaders.edges_front_back_ortho = NULL;
 	}
 
+	if (GG.shaders.edges_overlay_simple) {
+		GPU_shader_free(GG.shaders.edges_overlay_simple);
+		GG.shaders.edges_overlay_simple = NULL;
+	}
+
+	if (GG.shaders.edges_overlay) {
+		GPU_shader_free(GG.shaders.edges_overlay);
+		GG.shaders.edges_overlay = NULL;
+	}
+
 	if (GG.shaders.image_modulate_alpha_3D) {
 		GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
 		GG.shaders.image_modulate_alpha_3D = NULL;
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
new file mode 100644
index 0000000..0538c03
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
@@ -0,0 +1,20 @@
+
+#define SMOOTH 1
+
+const float transitionWidth = 1.0;
+
+uniform vec4 fillColor = vec4(0);
+uniform vec4 outlineColor = vec4(0,0,0,1);
+
+noperspective in vec3 distanceToOutline;
+
+out vec4 FragColor;
+
+void main() {
+	float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
+#if SMOOTH
+	FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
+#else
+	FragColor = (edgeness <= 0) ? outlineColor : fillColor;
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
new file mode 100644
index 0000000..ad0dccb
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
@@ -0,0 +1,67 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+in vec4 pos_xformed[];
+in float widthModulator[];
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+	vec4 pos = pos_xformed[axis];
+	return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], int v) {
+	// current vertex position
+	vec2 vpos = pos[v];
+	// endpoints of opposite edge
+	vec2 e1 = pos[(v + 1) % 3];
+	vec2 e2 = pos[(v + 2) % 3];
+
+	float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+	return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void clearEdge(int v) {
+	float distant = 10 * outlineWidth;
+	for (int i = 0; i < 3; ++i)
+		distance[i][v] += distant;
+}
+
+void modulateEdge(int v) {
+	float offset = min(widthModulator[v],1) * outlineWidth;
+	for (int i = 0; i < 3; ++i)
+		distance[i][v] -= offset;
+}
+
+void main() {
+	vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+
+	for (int v = 0; v < 3; ++v)
+		distance[v] = vec3(0);
+
+	for (int v = 0; v < 3; ++v) {
+		if (widthModulator[v] > 0) {
+			distance[v][v] = dist(pos, v);
+			modulateEdge(v);
+		}
+	}
+
+	for (int v = 0; v < 3; ++v)
+		if (widthModulator[v] <= 0)
+			clearEdge(v);
+
+	for (int v = 0; v < 3; ++v) {
+		gl_Position = pos_xformed[v];
+		distanceToOutline = distance[v];
+		EmitVertex();
+	}
+
+	EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
new file mode 100644
index 0000000..ec692e2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
@@ -0,0 +1,52 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+	vec4 pos = gl_in[axis].gl_Position;
+	return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], int v) {
+	// current vertex position
+	vec2 vpos = pos[v];
+	// endpoints of opposite edge
+	vec2 e1 = pos[(v + 1) % 3];
+	vec2 e2 = pos[(v + 2) % 3];
+
+	float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+	return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void modulateEdge(int v) {
+	float offset = 0.5 * outlineWidth;
+	for (int i = 0; i < 3; ++i)
+		distance[i][v] -= offset;
+}
+
+void main() {
+	vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+
+	for (int v = 0; v < 3; ++v)
+		distance[v] = vec3(0);
+
+	for (int v = 0; v < 3; ++v) {
+		distance[v][v] = dist(pos, v);
+		modulateEdge(v);
+	}
+
+	for (int v = 0; v < 3; ++v) {
+		gl_Position = gl_in[v].gl_Position;
+		distanceToOutline = distance[v];
+		EmitVertex();
+	}
+
+	EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
new file mode 100644
index 0000000..71a43d1
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
@@ -0,0 +1,13 @@
+
+//mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in float edgeWidthModulator;
+
+out vec4 pos_xformed;
+out float widthModulator;
+
+void main() {
+	pos_xformed = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
+	widthModulator = edgeWidthModulator;
+}




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