Differential D6714 Diff 21387 source/blender/draw/engines/basic/shaders/conservative_depth_geom.glsl
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source/blender/draw/engines/basic/shaders/conservative_depth_geom.glsl
- This file was added.
| /* Adaptation of Conservative Rasterization | |||||
| * from GPU Gems 2 | |||||
| * Using method 2. | |||||
| * | |||||
| * Actual final implementation does not do conservative rasterization and only | |||||
| * avoids triangles producing no fragments. | |||||
| */ | |||||
| layout(triangles) in; | |||||
| layout(triangle_strip, max_vertices = 3) out; | |||||
| RESOURCE_ID_VARYING | |||||
| uniform vec2 sizeViewport; | |||||
| uniform vec2 sizeViewportInv; | |||||
| void main() | |||||
| { | |||||
campbellbarton: Suggest calling this `BOUNDS_MAX` or similar, otherwise set to `3.40282347E+38F`. | |||||
| /* Compute plane normal in ndc space. */ | |||||
| vec3 pos0 = gl_in[0].gl_Position.xyz / gl_in[0].gl_Position.w; | |||||
| vec3 pos1 = gl_in[1].gl_Position.xyz / gl_in[1].gl_Position.w; | |||||
| vec3 pos2 = gl_in[2].gl_Position.xyz / gl_in[2].gl_Position.w; | |||||
| vec3 plane = normalize(cross(pos1 - pos0, pos2 - pos0)); | |||||
| /* Compute NDC bound box. */ | |||||
| vec4 bbox = vec4(min(min(pos0.xy, pos1.xy), pos2.xy), max(max(pos0.xy, pos1.xy), pos2.xy)); | |||||
| /* Convert to pixel space. */ | |||||
| bbox = (bbox * 0.5 + 0.5) * sizeViewport.xyxy; | |||||
| /* Detect failure cases where triangles would produce no fragments. */ | |||||
| bvec2 is_subpixel = lessThan(bbox.zw - bbox.xy, vec2(1.0)); | |||||
| /* View aligned triangle. */ | |||||
| const float threshold = 0.00001; | |||||
| bool is_coplanar = abs(plane.z) < threshold; | |||||
| for (int i = 0; i < 3; i++) { | |||||
| gl_Position = gl_in[i].gl_Position; | |||||
| if (all(is_subpixel)) { | |||||
| vec2 ofs = (i == 0) ? vec2(-1.0) : ((i == 1) ? vec2(2.0, -1.0) : vec2(-1.0, 2.0)); | |||||
| /* HACK: Fix cases where the triangle is too small make it cover at least one pixel. */ | |||||
Not Done Inline ActionsUnused variables. campbellbarton: Unused variables. | |||||
| gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ofs; | |||||
| } | |||||
| /* Test if the triangle is almost parralele with the view to avoid precision issues. */ | |||||
| else if (any(is_subpixel) || is_coplanar) { | |||||
| /* HACK: Fix cases where the triangle is Parallel to the view by deforming it slightly. */ | |||||
| vec2 ofs = (i == 0) ? vec2(-1.0) : ((i == 1) ? vec2(1.0, -1.0) : vec2(1.0)); | |||||
| gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ofs; | |||||
| } | |||||
| else { | |||||
| /* Triangle expansion should happen here, but we decide to not implement it for | |||||
| * depth precision & performance reasons. */ | |||||
| } | |||||
| #ifdef USE_WORLD_CLIP_PLANES | |||||
| world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance); | |||||
| #endif | |||||
| EmitVertex(); | |||||
Not Done Inline ActionsCould use define for the constant. campbellbarton: Could use define for the constant. | |||||
| } | |||||
| EndPrimitive(); | |||||
| } | |||||
| No newline at end of file | |||||
Suggest calling this BOUNDS_MAX or similar, otherwise set to 3.40282347E+38F.