[Bf-blender-cvs] [827ad41] blender2.8: OpenGL: new built-in shader for smooth round 3D points
Mike Erwin
noreply at git.blender.org
Tue Oct 18 19:15:01 CEST 2016
Commit: 827ad4125cf32caa32d53a3234c3ab7bd062f404
Author: Mike Erwin
Date: Tue Oct 18 13:03:30 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB827ad4125cf32caa32d53a3234c3ab7bd062f404
OpenGL: new built-in shader for smooth round 3D points
===================================================================
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_uniform_size_smooth_vert.glsl
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index e960a81..d8925b1 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -149,6 +149,7 @@ 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_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 1fe0f6f..7a47b5a 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -112,6 +112,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index e8ea642..db133fd 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -69,6 +69,7 @@ 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_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
@@ -127,6 +128,7 @@ static struct GPUShadersGlobal {
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
GPUShader *point_varying_size_varying_color_3D;
+ GPUShader *point_uniform_size_uniform_color_smooth_3D;
GPUShader *point_uniform_size_uniform_color_outline_smooth_3D;
} shaders;
} GG = {{NULL}};
@@ -795,6 +797,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_3D;
break;
+ case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
+ if (!GG.shaders.point_uniform_size_uniform_color_smooth_3D)
+ GG.shaders.point_uniform_size_uniform_color_smooth_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.point_uniform_size_uniform_color_smooth_3D;
+ break;
case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D)
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = GPU_shader_create(
@@ -1002,6 +1012,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_varying_size_varying_color_3D = NULL;
}
+ if (GG.shaders.point_uniform_size_uniform_color_smooth_3D) {
+ GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_3D);
+ GG.shaders.point_uniform_size_uniform_color_smooth_3D = NULL;
+ }
+
if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D);
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = NULL;
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl
new file mode 100644
index 0000000..287f95b
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl
@@ -0,0 +1,26 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ varying vec2 radii;
+#else
+ in vec3 pos;
+ out vec2 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
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