[Bf-blender-cvs] [deb77c0] blender2.8: Viewport: create a shader to show depth images linearized

Dalai Felinto noreply at git.blender.org
Fri Oct 21 22:51:38 CEST 2016


Commit: deb77c0e7490ed300a7688bf462de85f36ee1ca3
Author: Dalai Felinto
Date:   Fri Oct 21 20:48:08 2016 +0000
Branches: blender2.8
https://developer.blender.org/rBdeb77c0e7490ed300a7688bf462de85f36ee1ca3

Viewport: create a shader to show depth images linearized

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

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_image_depth_linear_frag.glsl

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

diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index d8925b1..0bb383a 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -135,6 +135,7 @@ data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 7a47b5a..e19588a 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -104,6 +104,7 @@ typedef enum GPUBuiltinShader {
 	/* basic image drawing */
 	GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
 	GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
+	GPU_SHADER_3D_IMAGE_DEPTH,
 	/* points */
 	GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
 	GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index db133fd..f84b2be 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -56,6 +56,7 @@ extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
 extern char datatoc_gpu_shader_3D_image_vert_glsl[];
 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
 extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
 extern char datatoc_gpu_shader_3D_vert_glsl[];
 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
@@ -109,6 +110,7 @@ static struct GPUShadersGlobal {
 		/* for drawing images */
 		GPUShader *image_modulate_alpha_3D;
 		GPUShader *image_rect_modulate_alpha_3D;
+		GPUShader *image_depth_3D;
 		/* for simple 2D drawing */
 		GPUShader *uniform_color_2D;
 		GPUShader *flat_color_2D;
@@ -669,6 +671,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
 				NULL, NULL, NULL, 0, 0, 0);
 			retval = GG.shaders.image_rect_modulate_alpha_3D;
 			break;
+		case GPU_SHADER_3D_IMAGE_DEPTH:
+			if (!GG.shaders.image_depth_3D)
+				GG.shaders.image_depth_3D = GPU_shader_create(
+				        datatoc_gpu_shader_3D_image_vert_glsl,
+				        datatoc_gpu_shader_image_depth_linear_frag_glsl,
+				        NULL, NULL, NULL, 0, 0, 0);
+			retval = GG.shaders.image_depth_3D;
+			break;
 		case GPU_SHADER_2D_UNIFORM_COLOR:
 			if (!GG.shaders.uniform_color_2D)
 				GG.shaders.uniform_color_2D = GPU_shader_create(
@@ -937,6 +947,11 @@ void GPU_shader_free_builtin_shaders(void)
 		GG.shaders.image_rect_modulate_alpha_3D = NULL;
 	}
 
+	if (GG.shaders.image_depth_3D) {
+		GPU_shader_free(GG.shaders.image_depth_3D);
+		GG.shaders.image_depth_3D = NULL;
+	}
+
 	if (GG.shaders.uniform_color_2D) {
 		GPU_shader_free(GG.shaders.uniform_color_2D);
 		GG.shaders.uniform_color_2D = NULL;
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
new file mode 100644
index 0000000..7f76fbf
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
@@ -0,0 +1,22 @@
+
+#if __VERSION__ == 120
+  varying vec2 texCoord_interp;
+  #define fragColor gl_FragColor
+#else
+  in vec2 texCoord_interp;
+  out vec4 fragColor;
+  #define texture2D texture
+#endif
+
+uniform float znear;
+uniform float zfar;
+uniform sampler2D image;
+
+void main()
+{
+	float depth = texture2D(image, texCoord_interp).r;
+
+	/* normalize */
+	fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
+	fragColor.a = 1.0f;
+}




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