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source/blender/draw/engines/basic/shaders/infos/basic_depth_info.hh
| Show All 21 Lines | GPU_SHADER_CREATE_INFO(basic_mesh) | ||||
| .vertex_in(0, Type::VEC3, "pos") | .vertex_in(0, Type::VEC3, "pos") | ||||
| .vertex_source("basic_depth_vert.glsl") | .vertex_source("basic_depth_vert.glsl") | ||||
| .additional_info("draw_mesh"); | .additional_info("draw_mesh"); | ||||
| GPU_SHADER_CREATE_INFO(basic_pointcloud) | GPU_SHADER_CREATE_INFO(basic_pointcloud) | ||||
| .vertex_source("basic_depth_pointcloud_vert.glsl") | .vertex_source("basic_depth_pointcloud_vert.glsl") | ||||
| .additional_info("draw_pointcloud"); | .additional_info("draw_pointcloud"); | ||||
| GPU_SHADER_CREATE_INFO(basic_curves) | |||||
| .vertex_source("basic_depth_curves_vert.glsl") | |||||
| .additional_info("draw_hair"); | |||||
| /** \} */ | /** \} */ | ||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Variations Declaration | /** \name Variations Declaration | ||||
| * \{ */ | * \{ */ | ||||
| #define BASIC_FINAL_VARIATION(name, ...) \ | #define BASIC_FINAL_VARIATION(name, ...) \ | ||||
| GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); | GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); | ||||
| #define BASIC_CLIPPING_VARIATIONS(prefix, ...) \ | #define BASIC_CLIPPING_VARIATIONS(prefix, ...) \ | ||||
| BASIC_FINAL_VARIATION(prefix##_clipped, "drw_clipped", __VA_ARGS__) \ | BASIC_FINAL_VARIATION(prefix##_clipped, "drw_clipped", __VA_ARGS__) \ | ||||
| BASIC_FINAL_VARIATION(prefix, __VA_ARGS__) | BASIC_FINAL_VARIATION(prefix, __VA_ARGS__) | ||||
| #define BASIC_CONSERVATIVE_VARIATIONS(prefix, ...) \ | #define BASIC_CONSERVATIVE_VARIATIONS(prefix, ...) \ | ||||
| BASIC_CLIPPING_VARIATIONS(prefix##_conservative, "basic_conservative", __VA_ARGS__) \ | BASIC_CLIPPING_VARIATIONS(prefix##_conservative, "basic_conservative", __VA_ARGS__) \ | ||||
| BASIC_CLIPPING_VARIATIONS(prefix, __VA_ARGS__) | BASIC_CLIPPING_VARIATIONS(prefix, __VA_ARGS__) | ||||
| #define BASIC_OBTYPE_VARIATIONS(prefix, ...) \ | #define BASIC_OBTYPE_VARIATIONS(prefix, ...) \ | ||||
| BASIC_CONSERVATIVE_VARIATIONS(prefix##_mesh, "basic_mesh", __VA_ARGS__) \ | BASIC_CONSERVATIVE_VARIATIONS(prefix##_mesh, "basic_mesh", __VA_ARGS__) \ | ||||
| BASIC_CONSERVATIVE_VARIATIONS(prefix##_pointcloud, "basic_pointcloud", __VA_ARGS__) | BASIC_CONSERVATIVE_VARIATIONS(prefix##_pointcloud, "basic_pointcloud", __VA_ARGS__) \ | ||||
| BASIC_CLIPPING_VARIATIONS(prefix##_curves, "basic_curves", __VA_ARGS__) | |||||
| /** \} */ | /** \} */ | ||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Depth shader types. | /** \name Depth shader types. | ||||
| * \{ */ | * \{ */ | ||||
| GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl"); | GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl"); | ||||
| BASIC_OBTYPE_VARIATIONS(basic_depth, "basic_depth"); | BASIC_OBTYPE_VARIATIONS(basic_depth, "basic_depth"); | ||||
| /** \} */ | /** \} */ | ||||