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source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
- This file was added.
| uniform mat4 ModelViewProjectionMatrix; | |||||
| uniform vec2 Viewport; | |||||
| uniform int xraymode; | |||||
| uniform int color_type; | |||||
| layout(lines_adjacency) in; | |||||
| layout(triangle_strip, max_vertices = 13) out; | |||||
| in vec4 finalColor[4]; | |||||
| in float finalThickness[4]; | |||||
| in vec2 finaluvdata[4]; | |||||
| out vec4 mColor; | |||||
| out vec2 mTexCoord; | |||||
| out float uvfac; | |||||
| #define GP_XRAY_FRONT 0 | |||||
| #define GP_XRAY_3DSPACE 1 | |||||
| #define GP_XRAY_BACK 2 | |||||
| /* keep this list synchronized with list in gpencil_engine.h */ | |||||
| #define GPENCIL_COLOR_SOLID 0 | |||||
| #define GPENCIL_COLOR_TEXTURE 1 | |||||
| #define GPENCIL_COLOR_PATTERN 2 | |||||
| /* project 3d point to 2d on screen space */ | |||||
| vec2 toScreenSpace(vec4 vertex) | |||||
| { | |||||
| return vec2(vertex.xy / vertex.w) * Viewport; | |||||
| } | |||||
| /* get zdepth value */ | |||||
| float getZdepth(vec4 point) | |||||
| { | |||||
| if (xraymode == GP_XRAY_FRONT) { | |||||
| return 0.0; | |||||
| } | |||||
| if (xraymode == GP_XRAY_3DSPACE) { | |||||
| return (point.z / point.w); | |||||
| } | |||||
| if (xraymode == GP_XRAY_BACK) { | |||||
| return 1.0; | |||||
| } | |||||
| /* in front by default */ | |||||
| return 0.0; | |||||
| } | |||||
| void main(void) | |||||
| { | |||||
| float MiterLimit = 0.75; | |||||
| uvfac = 0; | |||||
| /* receive 4 points */ | |||||
| vec4 P0 = gl_in[0].gl_Position; | |||||
| vec4 P1 = gl_in[1].gl_Position; | |||||
| vec4 P2 = gl_in[2].gl_Position; | |||||
| vec4 P3 = gl_in[3].gl_Position; | |||||
| /* get the four vertices passed to the shader */ | |||||
| vec2 sp0 = toScreenSpace(P0); // start of previous segment | |||||
| vec2 sp1 = toScreenSpace(P1); // end of previous segment, start of current segment | |||||
| vec2 sp2 = toScreenSpace(P2); // end of current segment, start of next segment | |||||
| vec2 sp3 = toScreenSpace(P3); // end of next segment | |||||
| /* culling outside viewport */ | |||||
| vec2 area = Viewport * 4.0; | |||||
| if (sp1.x < -area.x || sp1.x > area.x) return; | |||||
| if (sp1.y < -area.y || sp1.y > area.y) return; | |||||
| if (sp2.x < -area.x || sp2.x > area.x) return; | |||||
| if (sp2.y < -area.y || sp2.y > area.y) return; | |||||
| /* determine the direction of each of the 3 segments (previous, current, next) */ | |||||
| vec2 v0 = normalize(sp1 - sp0); | |||||
| vec2 v1 = normalize(sp2 - sp1); | |||||
| vec2 v2 = normalize(sp3 - sp2); | |||||
| /* determine the normal of each of the 3 segments (previous, current, next) */ | |||||
| vec2 n0 = vec2(-v0.y, v0.x); | |||||
| vec2 n1 = vec2(-v1.y, v1.x); | |||||
| vec2 n2 = vec2(-v2.y, v2.x); | |||||
| /* determine miter lines by averaging the normals of the 2 segments */ | |||||
| vec2 miter_a = normalize(n0 + n1); // miter at start of current segment | |||||
| vec2 miter_b = normalize(n1 + n2); // miter at end of current segment | |||||
| /* determine the length of the miter by projecting it onto normal and then inverse it */ | |||||
| float an1 = dot(miter_a, n1); | |||||
| float bn1 = dot(miter_b, n2); | |||||
| if (an1 == 0) an1 = 1; | |||||
| if (bn1 == 0) bn1 = 1; | |||||
| float length_a = finalThickness[1] / an1; | |||||
| float length_b = finalThickness[2] / bn1; | |||||
| if (length_a <= 0.0) length_a = 0.01; | |||||
| if (length_b <= 0.0) length_b = 0.01; | |||||
| /* prevent excessively long miters at sharp corners */ | |||||
| if (dot(v0, v1) < -MiterLimit) { | |||||
| miter_a = n1; | |||||
| length_a = finalThickness[1]; | |||||
| /* close the gap */ | |||||
| if (dot(v0, n1) > 0) { | |||||
| mTexCoord = vec2(0, 0); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(0, 0); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(0, 0.5); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| EndPrimitive(); | |||||
| } | |||||
| else { | |||||
| mTexCoord = vec2(0, 1); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(0, 1); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(0, 0.5); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| EndPrimitive(); | |||||
| } | |||||
| } | |||||
| if (dot(v1, v2) < -MiterLimit) { | |||||
| miter_b = n1; | |||||
| length_b = finalThickness[2]; | |||||
| } | |||||
| /* generate the start endcap (alpha < 0 used as endcap flag)*/ | |||||
| if ((P0 == P2) && (color_type == GPENCIL_COLOR_SOLID)){ | |||||
| mTexCoord = vec2(2, 1); | |||||
| mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ; | |||||
| vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0; | |||||
| gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(0, 0); | |||||
| mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ; | |||||
| gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(0, 2); | |||||
| mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ; | |||||
| gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| } | |||||
| /* generate the triangle strip */ | |||||
| mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, 0); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, 1); | |||||
| mColor = finalColor[1]; | |||||
| gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, 0); | |||||
| mColor = finalColor[2]; | |||||
| gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, 1); | |||||
| mColor = finalColor[2]; | |||||
| gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0); | |||||
| EmitVertex(); | |||||
| /* generate the end endcap (alpha < 0 used as endcap flag)*/ | |||||
| if ((P1 == P3) && (color_type == GPENCIL_COLOR_SOLID)){ | |||||
| mTexCoord = vec2(finaluvdata[2].x, 2); | |||||
| mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ; | |||||
| uvfac = finaluvdata[2].x; | |||||
| gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(finaluvdata[2].x, 0); | |||||
| mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ; | |||||
| uvfac = finaluvdata[2].x; | |||||
| gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0); | |||||
| EmitVertex(); | |||||
| mTexCoord = vec2(finaluvdata[2].x + 2, 1); | |||||
| mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ; | |||||
| uvfac = finaluvdata[2].x; | |||||
| vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0; | |||||
| gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0); | |||||
| EmitVertex(); | |||||
| } | |||||
| EndPrimitive(); | |||||
| } | |||||