Commit graph

7 commits

Author SHA1 Message Date
Loïc Molinari
42d68e9112 gl-renderer: Remove sub-mesh wireframe coloring
Don't color sub-mesh differently in wireframe mode. There's not much
interest in being able to distinguish the sub-meshes in a paint node
and this allows to simplify the logic by removing the color vertex
stream.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-07-04 14:15:04 +00:00
Loïc Molinari
4566eae245 gl-renderer: Improve wireframe rendering
Render wireframe within paint nodes instead of drawing lines in a
second pass. The wireframe is blended over the node in a single draw
call. This slightly simplifies the logic by removing the computation
of a second set of indices and enables wireframe anti-aliasing using
Celes and Abraham's "Fast and versatile texture-based wireframe
rendering" paper from 2011.

Celes and Abraham use a one-dimensional set of texture coords for each
triangle edge, 1.0 for the 2 vertices defining the edge and 0.0 for
the other vertex, which basically define barycentric coords. Texture
mapping and the mip chain is then exploited to give a constant-width
edge. The main drawback of the technique is that contour edges of
node's damage mesh are drawn half as thick as interior lines since
each triangle draws half of each line's thickness.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-06-27 20:40:37 +00:00
Loïc Molinari
23ae2e7f32 gl-renderer: Batch paint node's draw calls in fan debug mode
Index vertices from the damage mesh as lines and emit a single draw
call in fan debug mode. A new shader path and an additional vertex
stream are added in order to filter the color of the solid shader
variant per sub-mesh.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-06-04 17:24:12 +00:00
Loïc Molinari
22d9b9815f gl-renderer: Use compile-time annotation in vertex shader
Reuse fragment shader's compile-time annotation logic in vertex
shader for consistency.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-06-04 17:24:12 +00:00
Loïc Molinari
bcd04e0fad gl-renderer: Derive texcoords from position in the vertex shader
Let the graphics hardware handle the transformation from surface
position to texture coordinates. Paint nodes now have a single vertex
position attribute from which texture coordinates are derived. A new
vertex shader variant handles the transformation.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Daniel Stone
e07be58dc4 gl-renderer: Use highest precision for vertex shaders
Whilst GLSL requires highp for the vertex shader stage, highp is
optional for the fragment shader.

Make sure that we work in highp by default during the vertex shader
stage, using either highp or mediump for the texcoord varying according
to what the fragment shader supports.

Signed-off-by: Daniel Stone <daniels@collabora.com>
2023-02-02 21:46:06 +00:00
Pekka Paalanen
d913363394 gl-renderer: move vertex shader into new file
This patch adds the tooling for incorporating files as C data, so that
files can be built into the binaries. The tool is in Python to avoid
adding extra dependencies like xxd.

xxd.py is copied from Mesa as-is, from commit
b729cd58d76f97f3fc04a67569535ee5ef2f5278 (master branch on 2021-01-26),
a.k.a 21.0-branchpoint-635-gb729cd58d76.

Moving the GLSL vertex shader into a separate file is not that
interesting, the purpose of this commit is to provide a simple
demonstration of the tooling. The real benefits come in a following
patch where the fragment shaders are re-written and externalized.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 13:16:02 +02:00