[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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