[Bf-blender-cvs] [53267d2] blender2.8: convert icon_draw_texture to gawain imm mode replacements
Martijn Berger
noreply at git.blender.org
Fri Nov 18 16:04:49 CET 2016
Commit: 53267d2579d8fa10d76721c0bea3fbca37d739db
Author: Martijn Berger
Date: Fri Nov 18 16:04:25 2016 +0100
Branches: blender2.8
https://developer.blender.org/rB53267d2579d8fa10d76721c0bea3fbca37d739db
convert icon_draw_texture to gawain imm mode replacements
===================================================================
M source/blender/editors/interface/interface_icons.c
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_2D_image_vert.glsl
A source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
===================================================================
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 650ef4d..c0360d9 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -35,6 +35,7 @@
#include "GPU_extensions.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -1016,33 +1017,40 @@ static void icon_draw_texture(
{
float x1, x2, y1, y2;
- if (rgb) glColor4f(rgb[0], rgb[1], rgb[2], alpha);
- else glColor4f(alpha, alpha, alpha, alpha);
-
x1 = ix * icongltex.invw;
x2 = (ix + ih) * icongltex.invw;
y1 = iy * icongltex.invh;
y2 = (iy + ih) * icongltex.invh;
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
- glBindTexture(GL_TEXTURE_2D, icongltex.id);
-
/* sharper downscaling, has no effect when scale matches with a mip level */
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.5f);
- glBegin(GL_QUADS);
- glTexCoord2f(x1, y1);
- glVertex2f(x, y);
+ glBindTexture(GL_TEXTURE_2D, icongltex.id);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- glTexCoord2f(x2, y1);
- glVertex2f(x + w, y);
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ if (rgb) immUniform4f("color", rgb[0], rgb[1], rgb[2], alpha);
+ else immUniform4f("color", alpha, alpha, alpha, alpha);
- glTexCoord2f(x2, y2);
- glVertex2f(x + w, y + h);
+ immUniform1i("image", 0);
- glTexCoord2f(x1, y2);
- glVertex2f(x, y + h);
- glEnd();
+ immBegin(GL_TRIANGLE_STRIP, 4);
+ immAttrib2f(texCoord, x1, y2);
+ immVertex2f(pos, x, y + h);
+
+ immAttrib2f(texCoord, x1, y1);
+ immVertex2f(pos, x, y);
+
+ immAttrib2f(texCoord, x2, y2);
+ immVertex2f(pos, x + w, y + h);
+
+ immAttrib2f(texCoord, x2, y1);
+ immVertex2f(pos, x + w, y);
+ immEnd();
+
+ immUnbindProgram();
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 7a7c68a..b66085b 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -134,8 +134,10 @@ 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_2D_image_vert.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_color_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)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 91214c3..c6e4fb5 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_UNIFORM_COLOR,
GPU_SHADER_2D_FLAT_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR,
+ GPU_SHADER_2D_IMAGE_COLOR,
/* for simple 3D drawing */
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_FLAT_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index ae5aab2..5f41cda 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -54,7 +54,10 @@ extern char datatoc_gpu_shader_2D_vert_glsl[];
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_2D_image_vert_glsl[];
+
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_color_frag_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[];
@@ -635,6 +638,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
new file mode 100644
index 0000000..a6c00b0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 texCoord;
+ attribute vec2 pos;
+ varying vec2 texCoord_interp;
+#else
+ in vec2 texCoord;
+ in vec2 pos;
+ out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
new file mode 100644
index 0000000..b7697b0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -0,0 +1,17 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform vec4 color;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture2D(image, texCoord_interp) * color;
+}
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