Commit: 94e14a2c43f60ce13bda9375d3fd6c07e964d896
Author: Mike Erwin
Date:   Tue Oct 25 03:19:10 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB94e14a2c43f60ce13bda9375d3fd6c07e964d896

OpenGL: new built-in shaders for mesh edges

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

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_front_back_ortho_vert.glsl
A       source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl

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

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 0bb383a..17bf77f 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -157,6 +157,8 @@ 
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
 
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl
 SRC)
 
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl
 SRC)
 
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.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 e19588a..aead5ba 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -90,7 +90,10 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_SMOKE             = 2,
        GPU_SHADER_SMOKE_FIRE        = 3,
 
+       /* specialized drawing */
        GPU_SHADER_TEXT,
+       GPU_SHADER_EDGES_FRONT_BACK_PERSP,
+       GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
 
        /* for simple 2D drawing */
        GPU_SHADER_2D_UNIFORM_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index 21fd538..6b6cdfb 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -77,6 +77,8 @@ extern char 
datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
 extern char 
datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
 extern char 
datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
 
+extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
 extern char datatoc_gpu_shader_text_vert_glsl[];
 extern char datatoc_gpu_shader_text_frag_glsl[];
 
@@ -105,8 +107,10 @@ static struct GPUShadersGlobal {
                GPUShader *smoke_fire;
                /* cache for shader fx. Those can exist in combinations so 
store them here */
                GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
-               /* for drawing text */
+               /* specialized drawing */
                GPUShader *text;
+               GPUShader *edges_front_back_persp;
+               GPUShader *edges_front_back_ortho;
                /* for drawing images */
                GPUShader *image_modulate_alpha_3D;
                GPUShader *image_rect_modulate_alpha_3D;
@@ -656,6 +660,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.text;
                        break;
+               case GPU_SHADER_EDGES_FRONT_BACK_PERSP:
+                       if (!GG.shaders.edges_front_back_persp)
+                               GG.shaders.edges_front_back_persp = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
+                                       datatoc_gpu_shader_flat_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.edges_front_back_persp;
+                       break;
+               case GPU_SHADER_EDGES_FRONT_BACK_ORTHO:
+                       if (!GG.shaders.edges_front_back_ortho)
+                               GG.shaders.edges_front_back_ortho = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
+                                       datatoc_gpu_shader_flat_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.edges_front_back_ortho;
+                       break;
                case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
                        if (!GG.shaders.image_modulate_alpha_3D)
                                GG.shaders.image_modulate_alpha_3D = 
GPU_shader_create(
@@ -938,6 +958,16 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.text = NULL;
        }
 
+       if (GG.shaders.edges_front_back_persp) {
+               GPU_shader_free(GG.shaders.edges_front_back_persp);
+               GG.shaders.edges_front_back_persp = NULL;
+       }
+
+       if (GG.shaders.edges_front_back_ortho) {
+               GPU_shader_free(GG.shaders.edges_front_back_ortho);
+               GG.shaders.edges_front_back_ortho = 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_front_back_ortho_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
new file mode 100755
index 0000000..0648bf1
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
@@ -0,0 +1,64 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+uniform vec4 eye; // direction we are looking
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+       attribute vec3 pos;
+
+       // normals of faces this edge joins (object coords)
+       attribute vec3 N1;
+       attribute vec3 N2;
+
+       flat varying vec4 finalColor;
+#else
+       in vec3 pos;
+
+       // normals of faces this edge joins (object coords)
+       in vec3 N1;
+       in vec3 N2;
+
+       flat out vec4 finalColor;
+#endif
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+// to discard an entire line, set both endpoints to nowhere
+// and it won't produce any fragments
+const vec4 nowhere = vec4(vec3(0.0), 1.0);
+
+void main()
+{
+       bool face_1_front = dot(N1, eye) > 0.0;
+       bool face_2_front = dot(N2, eye) > 0.0;
+
+       vec4 position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+       if (face_1_front && face_2_front) {
+               // front-facing edge
+               gl_Position = drawFront ? position : nowhere;
+               finalColor = frontColor;
+       }
+       else if (face_1_front || face_2_front) {
+               // exactly one face is front-facing, silhouette edge
+               gl_Position = drawSilhouette ? position : nowhere;
+               finalColor = silhouetteColor;
+       }
+       else {
+               // back-facing edge
+               gl_Position = drawBack ? position : nowhere;
+               finalColor = backColor;
+       }
+}
diff --git 
a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
new file mode 100755
index 0000000..baf69c3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
@@ -0,0 +1,78 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// This shader is an imperfect stepping stone until all platforms are
+// ready for geometry shaders.
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. Need to use a geometry
+// shader or pass in an extra position attribute (the other endpoint)
+// to do this properly.
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+#if __VERSION__ == 120
+       attribute vec3 pos;
+
+       // normals of faces this edge joins (object coords)
+       attribute vec3 N1;
+       attribute vec3 N2;
+
+       flat varying vec4 finalColor;
+#else
+       in vec3 pos;
+
+       // normals of faces this edge joins (object coords)
+       in vec3 N1;
+       in vec3 N2;
+
+       flat out vec4 finalColor;
+#endif
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+// to discard an entire line, set its color to invisible
+// (must have GL_BLEND enabled, or discard in fragment shader)
+const vec4 invisible = vec4(0.0);
+
+bool front(vec3 N)
+{
+       vec4 xformed = ModelViewMatrix * vec4(pos, 1.0);
+       return dot(NormalMatrix * N, normalize(-xformed.xyz)) > 0.0;
+}
+
+void main()
+{
+       bool face_1_front = front(N1);
+       bool face_2_front = front(N2);
+
+       gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+       if (face_1_front && face_2_front) {
+               // front-facing edge
+               finalColor = drawFront ? frontColor : invisible;
+       }
+       else if (face_1_front || face_2_front) {
+               // exactly one face is front-facing, silhouette edge
+               finalColor = drawSilhouette ? silhouetteColor : invisible;
+       }
+       else {
+               // back-facing edge
+               finalColor = drawBack ? backColor : invisible;
+       }
+}

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