[Bf-blender-cvs] [5753a14] blender2.8: OpenGL: new built-in shaders for drawing points
Mike Erwin
noreply at git.blender.org
Sat Oct 1 02:44:53 CEST 2016
Commit: 5753a1462ffbaf3bbcb471a5cca58a217988d88d
Author: Mike Erwin
Date: Fri Sep 30 20:44:22 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB5753a1462ffbaf3bbcb471a5cca58a217988d88d
OpenGL: new built-in shaders for drawing points
Both of these draw round points with jaggy edges, but treat color & size differently.
===================================================================
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_3D_point_fixed_size_varying_color_vert.glsl
A source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
A source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
A source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 0b3e41c..ff826f4 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -135,6 +135,11 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 0b618d1..0845178 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -104,6 +104,9 @@ typedef enum GPUBuiltinShader {
/* basic 2D texture drawing */
GPU_SHADER_2D_TEXTURE_2D,
GPU_SHADER_2D_TEXTURE_RECT,
+ /* points */
+ GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 6a730f3..98c2f23 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -61,6 +61,11 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[];
+
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
@@ -103,6 +108,9 @@ static struct GPUShadersGlobal {
GPUShader *flat_color_3D;
GPUShader *smooth_color_3D;
GPUShader *depth_only_3D;
+ /* points */
+ GPUShader *point_fixed_size_varying_color_3D;
+ GPUShader *point_varying_size_uniform_color_3D;
} shaders;
} GG = {{NULL}};
@@ -709,6 +717,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.depth_only_3D;
break;
+ case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
+ if (!GG.shaders.point_fixed_size_varying_color_3D)
+ GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.point_fixed_size_varying_color_3D;
+ break;
+ case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR:
+ if (!GG.shaders.point_varying_size_uniform_color_3D)
+ GG.shaders.point_varying_size_uniform_color_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.point_varying_size_uniform_color_3D;
+ break;
}
if (retval == NULL)
@@ -865,6 +889,16 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.smooth_color_3D = NULL;
}
+ if (GG.shaders.point_fixed_size_varying_color_3D) {
+ GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
+ GG.shaders.point_fixed_size_varying_color_3D = NULL;
+ }
+
+ if (GG.shaders.point_varying_size_uniform_color_3D) {
+ GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D);
+ GG.shaders.point_varying_size_uniform_color_3D = NULL;
+ }
+
for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
new file mode 100644
index 0000000..451d862
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -0,0 +1,16 @@
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute vec4 color;
+ varying vec4 finalColor;
+#else
+ in vec3 pos;
+ in vec4 color;
+ out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
new file mode 100644
index 0000000..0bdcbd5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
@@ -0,0 +1,14 @@
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute float size;
+#else
+ in vec3 pos;
+ in float size;
+#endif
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
new file mode 100644
index 0000000..8e0c75d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
@@ -0,0 +1,21 @@
+
+uniform vec4 color;
+
+#if __VERSION__ == 120
+ #define fragColor gl_FragColor
+#else
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
new file mode 100644
index 0000000..91092a9
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -0,0 +1,21 @@
+
+#if __VERSION__ == 120
+ varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = finalColor;
+}
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