[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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