[Bf-blender-cvs] [bda0456933] blender2.8: OpenGL: wm_gesture uses new imm mode
ianwill
noreply at git.blender.org
Fri Feb 24 21:40:59 CET 2017
Commit: bda0456933e87c2f623a8e4f980bf7cfc6b3982a
Author: ianwill
Date: Fri Feb 24 15:33:09 2017 -0500
Branches: blender2.8
https://developer.blender.org/rBbda0456933e87c2f623a8e4f980bf7cfc6b3982a
OpenGL: wm_gesture uses new imm mode
D2376 by @ianwill, part of T49043
review by @merwin
Box select, circle select, etc. Introducing the dashed-line shader! See D2376 for more info.
===================================================================
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_line_dashed_frag.glsl
A source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
M source/blender/windowmanager/intern/wm_gesture.c
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index f4627231af..2d82eb692e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -140,6 +140,8 @@ data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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_line_dashed_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.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)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 57309c2ebd..36a59102df 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -136,6 +136,8 @@ typedef enum GPUBuiltinShader {
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,
+ /* lines */
+ GPU_SHADER_2D_LINE_DASHED_COLOR,
/* lamp drawing */
GPU_SHADER_3D_GROUNDPOINT,
GPU_SHADER_3D_GROUNDLINE,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index a9a8a10cc7..4f5c542850 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -98,6 +98,9 @@ extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
+
extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
@@ -705,6 +708,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_uniform_color_frag_glsl,
datatoc_gpu_shader_3D_groundline_geom_glsl },
+ [GPU_SHADER_2D_LINE_DASHED_COLOR] = { datatoc_gpu_shader_2D_line_dashed_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl },
+
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl},
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
new file mode 100644
index 0000000000..85aab7e06e
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -0,0 +1,25 @@
+
+// Draw dashed lines, perforated in screen space.
+// Based on a (3D) version by Mike Erwin.
+
+#if __VERSION__ == 120
+ noperspective varying float distance_along_line;
+ #define fragColor gl_FragColor
+#else
+ noperspective in float distance_along_line;
+ out vec4 fragColor;
+#endif
+
+uniform float dash_width;
+uniform float dash_width_on;
+uniform vec4 color1;
+uniform vec4 color2;
+
+void main()
+{
+ if (mod(distance_along_line, dash_width) <= dash_width_on) {
+ fragColor = color1;
+ } else {
+ fragColor = color2;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
new file mode 100644
index 0000000000..e89b3262fa
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
@@ -0,0 +1,20 @@
+
+// Draw dashed lines, perforated in screen space.
+// Based on a (3D) version by Mike Erwin.
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec2 line_origin; // = pos for one vertex of the line
+ noperspective varying float distance_along_line;
+#else
+ in vec2 pos;
+ in vec2 line_origin;
+ noperspective out float distance_along_line;
+#endif
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ distance_along_line = distance(line_origin, pos);
+}
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index 196ddfbdac..e95d5cbc2e 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -54,6 +54,7 @@
#include "wm_draw.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "GPU_shader.h"
#include "BIF_glutil.h"
@@ -169,69 +170,156 @@ int wm_gesture_evaluate(wmGesture *gesture)
/* ******************* gesture draw ******************* */
+static void wm_gesture_draw_line(wmGesture *gt)
+{
+ rcti *rect = (rcti *)gt->customdata;
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 8.0f);
+ immUniform1f("dash_width_on", 4.0f);
+
+ float xmin = (float)rect->xmin;
+ float ymin = (float)rect->ymin;
+
+ immBegin(PRIM_LINES, 2);
+
+ immAttrib2f(line_origin, xmin, ymin);
+ immVertex2f(pos, xmin, ymin);
+ immAttrib2f(line_origin, xmin, ymin);
+ immVertex2f(pos, (float)rect->xmax, (float)rect->ymax);
+
+ immEnd();
+
+ immUnbindProgram();
+}
+
+static void imm_draw_line_box_dashed(unsigned pos, unsigned line_origin, float x1, float y1, float x2, float y2)
+{
+ immBegin(PRIM_LINES, 8);
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ immAttrib2f(line_origin, x1, y2);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ immAttrib2f(line_origin, x2, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2, y1);
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x1, y1);
+ immEnd();
+}
+
static void wm_gesture_draw_rect(wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_BLEND);
- glColor4f(1.0, 1.0, 1.0, 0.05);
- glBegin(GL_QUADS);
- glVertex2s(rect->xmax, rect->ymin);
- glVertex2s(rect->xmax, rect->ymax);
- glVertex2s(rect->xmin, rect->ymax);
- glVertex2s(rect->xmin, rect->ymin);
- glEnd();
+
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, 0.05f);
+
+ immBegin(GL_QUADS, 4);
+
+ immVertex2f(pos, (float)rect->xmax, (float)rect->ymin);
+ immVertex2f(pos, (float)rect->xmax, (float)rect->ymax);
+ immVertex2f(pos, (float)rect->xmin, (float)rect->ymax);
+ immVertex2f(pos, (float)rect->xmin, (float)rect->ymin);
+
+ immEnd();
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
+
+ format = immVertexFormat();
+ pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 8.0f);
+ immUniform1f("dash_width_on", 4.0f);
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xCCCC);
- sdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x3333);
- sdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ imm_draw_line_box_dashed(pos, line_origin,
+ (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, (float)rect->ymax);
+
+ immUnbindProgram();
+
+ // wm_gesture_draw_line(gt); // draws a diagonal line in the lined box to test wm_gesture_draw_line
}
-static void wm_gesture_draw_line(wmGesture *gt)
+static void imm_draw_lined_dashed_circle(unsigned pos, unsigned line_origin, float x, float y, float rad, int nsegments)
{
- rcti *rect = (rcti *)gt->customdata;
-
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xAAAA);
- sdrawline(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x5555);
- sdrawline(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
-
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
-
+ float xpos, ypos;
+
+ xpos = x + rad;
+ ypos = y;
+
+ immBegin(PRIM_LINES, nsegments * 2);
+
+ for (int i = 1; i <= nsegments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)nsegments);
+
+ immAttrib2f(line_origin, xpos, ypos);
+ immVertex2f(pos, xpos, ypos);
+
+ xpos = x + rad * cosf(angle);
+ ypos = y + rad * sinf(angle);
+
+ immVertex2f(pos, xpos, ypos);
+ }
+
+ immEnd();
}
static void wm_gesture_draw_circle(wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
- glTranslatef((float)rect->xmin, (float)rect->ymin, 0.0f);
-
glEnable(GL_BLEND);
- glColor4f(1.0, 1.0, 1.0, 0.05);
- glutil_draw_filled_arc(0.0, M_PI * 2.0, rect->xmax, 40);
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(1.0, 1.0, 1.0, 0.05);
+ imm_draw_filled_circle(pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
- // for USE_GLSL works bad because of no relation between lines
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xAAAA);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, rect->xmax, 40);
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list