Blender  V3.3
basic_depth_info.hh
Go to the documentation of this file.
1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
4 
5 /* -------------------------------------------------------------------- */
11 GPU_SHADER_CREATE_INFO(basic_conservative)
12  .geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3)
13  .geometry_source("basic_conservative_depth_geom.glsl");
14 
17 /* -------------------------------------------------------------------- */
21 GPU_SHADER_CREATE_INFO(basic_mesh)
22  .vertex_in(0, Type::VEC3, "pos")
23  .vertex_source("basic_depth_vert.glsl")
24  .additional_info("draw_mesh");
25 
26 GPU_SHADER_CREATE_INFO(basic_pointcloud)
27  .vertex_source("basic_depth_pointcloud_vert.glsl")
28  .additional_info("draw_pointcloud");
29 
30 GPU_SHADER_CREATE_INFO(basic_curves)
31  .vertex_source("basic_depth_curves_vert.glsl")
32  .additional_info("draw_hair");
35 /* -------------------------------------------------------------------- */
39 #define BASIC_FINAL_VARIATION(name, ...) \
40  GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);
41 
42 #define BASIC_CLIPPING_VARIATIONS(prefix, ...) \
43  BASIC_FINAL_VARIATION(prefix##_clipped, "drw_clipped", __VA_ARGS__) \
44  BASIC_FINAL_VARIATION(prefix, __VA_ARGS__)
45 
46 #define BASIC_CONSERVATIVE_VARIATIONS(prefix, ...) \
47  BASIC_CLIPPING_VARIATIONS(prefix##_conservative, "basic_conservative", __VA_ARGS__) \
48  BASIC_CLIPPING_VARIATIONS(prefix, __VA_ARGS__)
49 
50 #define BASIC_OBTYPE_VARIATIONS(prefix, ...) \
51  BASIC_CONSERVATIVE_VARIATIONS(prefix##_mesh, "basic_mesh", __VA_ARGS__) \
52  BASIC_CONSERVATIVE_VARIATIONS(prefix##_pointcloud, "basic_pointcloud", __VA_ARGS__) \
53  BASIC_CLIPPING_VARIATIONS(prefix##_curves, "basic_curves", __VA_ARGS__)
54 
57 /* -------------------------------------------------------------------- */
61 GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl");
62 
63 BASIC_OBTYPE_VARIATIONS(basic_depth, "basic_depth");
64 
#define BASIC_OBTYPE_VARIATIONS(prefix,...)
GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl")