[Bf-blender-cvs] [f90b480] blender2.8: OpenGL: wm_operators.c uses new immediate mode
Mike Erwin
noreply at git.blender.org
Tue Nov 8 17:01:19 CET 2016
Commit: f90b480f957f17ad86ab76a90bb46d74f27ab521
Author: Mike Erwin
Date: Tue Nov 8 10:51:42 2016 -0500
Branches: blender2.8
https://developer.blender.org/rBf90b480f957f17ad86ab76a90bb46d74f27ab521
OpenGL: wm_operators.c uses new immediate mode
D2311 by @ianwill
This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f".
Also includes a new built-in shader that can be useful in other places.
Part of T49043
===================================================================
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_image_mask_uniform_color_frag.glsl
M source/blender/windowmanager/intern/wm_operators.c
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 88484e0..7a7c68a 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -134,6 +134,7 @@ data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 4084e3d..cf7e00d 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -107,6 +107,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
/* basic image drawing */
+ GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 382faac..4f6206b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -55,6 +55,7 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
@@ -122,6 +123,7 @@ static struct GPUShadersGlobal {
GPUShader *edges_overlay_simple;
GPUShader *edges_overlay;
/* for drawing images */
+ GPUShader *image_mask_uniform_color_2D;
GPUShader *image_modulate_alpha_3D;
GPUShader *image_rect_modulate_alpha_3D;
GPUShader *image_depth_3D;
@@ -721,6 +723,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_overlay;
break;
+ case GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR:
+ if (!GG.shaders.image_mask_uniform_color_2D)
+ GG.shaders.image_mask_uniform_color_2D = GPU_shader_create(
+ datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.image_mask_uniform_color_2D;
+ break;
case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
if (!GG.shaders.image_modulate_alpha_3D)
GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
@@ -1028,6 +1038,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.edges_overlay = NULL;
}
+ if (GG.shaders.image_mask_uniform_color_2D) {
+ GPU_shader_free(GG.shaders.image_mask_uniform_color_2D);
+ GG.shaders.image_mask_uniform_color_2D = 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_image_mask_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
new file mode 100644
index 0000000..e787795
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
@@ -0,0 +1,18 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform sampler2D image;
+uniform vec4 color;
+
+void main()
+{
+ fragColor.a = texture2D(image, texCoord_interp).a * color.a;
+ fragColor.rgb = color.rgb;
+}
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index a132d32..7c68a0c 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -98,6 +98,7 @@
#include "ED_view3d.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "RNA_access.h"
#include "RNA_define.h"
@@ -2988,8 +2989,8 @@ static void radial_control_set_tex(RadialControl *rc)
if ((ibuf = BKE_brush_gen_radial_control_imbuf(rc->image_id_ptr.data, rc->use_secondary_tex))) {
glGenTextures(1, &rc->gltex);
glBindTexture(GL_TEXTURE_2D, rc->gltex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, ibuf->x, ibuf->y, 0,
- GL_ALPHA, GL_FLOAT, ibuf->rect_float);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, ibuf->x, ibuf->y, 0,
+ GL_RED, GL_FLOAT, ibuf->rect_float);
MEM_freeN(ibuf->rect_float);
MEM_freeN(ibuf);
}
@@ -3022,13 +3023,26 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
RNA_property_float_get_array(fill_ptr, fill_prop, col);
}
- glColor4f(col[0], col[1], col[2], alpha);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
if (rc->gltex) {
+
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
glBindTexture(GL_TEXTURE_2D, rc->gltex);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ GLint swizzleMask[] = {GL_ZERO, GL_ZERO, GL_ZERO, GL_RED};
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR);
+
+ immUniform4f("color", col[0], col[1], col[2], alpha);
+ immUniform1i("image", GL_TEXTURE0);
/* set up rotation if available */
if (rc->rot_prop) {
@@ -3038,18 +3052,21 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
/* draw textured quad */
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(-radius, -radius);
- glTexCoord2f(1, 0);
- glVertex2f(radius, -radius);
- glTexCoord2f(1, 1);
- glVertex2f(radius, radius);
- glTexCoord2f(0, 1);
- glVertex2f(-radius, radius);
- glEnd();
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texCoord, 0, 0);
+ immVertex2f(pos, -radius, -radius);
+
+ immAttrib2f(texCoord, 1, 0);
+ immVertex2f(pos, radius, -radius);
+
+ immAttrib2f(texCoord, 1, 1);
+ immVertex2f(pos, radius, radius);
+
+ immAttrib2f(texCoord, 0, 1);
+ immVertex2f(pos, -radius, radius);
+
+ immEnd();
/* undo rotation */
if (rc->rot_prop)
@@ -3057,8 +3074,12 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
else {
/* flat color if no texture available */
- glutil_draw_filled_arc(0, M_PI * 2, radius, 40);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fvAlpha(col, alpha);
+ imm_draw_filled_circle(pos, 0.0f, 0.0f, radius, 40);
}
+
+ immUnbindProgram();
}
static void radial_control_paint_cursor(bContext *C, int x, int y, void *customdata)
@@ -3134,24 +3155,38 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
/* set line color */
if (rc->col_prop)
RNA_property_float_get_array(&rc->col_ptr, rc->col_prop, col);
- glColor4f(col[0], col[1], col[2], 0.5);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fvAlpha(col, 0.5);
if (rc->subtype == PROP_ANGLE) {
glPushMatrix();
+
/* draw original angle line */
glRotatef(RAD2DEGF(rc->initial_value), 0, 0, 1);
- fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immEnd();
+
/* draw new angle line */
glRotatef(RAD2DEGF(rc->current_value - rc->initial_value), 0, 0, 1);
- fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immEnd();
+
glPopMatrix();
}
/* draw circles on top */
- glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r1, 40);
- glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r2, 40);
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, r1, 40);
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, r2, 40);
if (rmin > 0.0f)
- glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), rmin, 40);
+ imm_draw_lined_circle(pos, 0.0, 0.0f, rmin, 40);
BLF_size(fontid, 1.5 * fstyle_points * U.pixelsize, U.dpi);
BLF_enable(fontid, BLF_SHADOW);
@@ -3167,6 +3202,8 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
+
+ immUnbindProgram();
}
typedef enum {
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