[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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