[Bf-blender-cvs] [8a76049e84] blender2.8: rename built-in point shaders, SMOOTH --> AA

Mike Erwin noreply at git.blender.org
Tue Feb 28 08:20:38 CET 2017


Commit: 8a76049e84c79c6267c3c51fe32145f0ebf7805c
Author: Mike Erwin
Date:   Tue Feb 28 02:18:52 2017 -0500
Branches: blender2.8
https://developer.blender.org/rB8a76049e84c79c6267c3c51fe32145f0ebf7805c

rename built-in point shaders, SMOOTH --> AA

Updated shader names and code that uses them.

All of these shaders produce round points that are anti-aliased and blended against the background.

These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).

Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".

===================================================================

M	source/blender/draw/intern/draw_mode_pass.c
M	source/blender/editors/gpencil/drawgpencil.c
M	source/blender/editors/mask/mask_draw.c
M	source/blender/editors/screen/area.c
M	source/blender/editors/space_graph/graph_draw.c
M	source/blender/editors/space_node/node_draw.c
M	source/blender/editors/space_view3d/drawobject.c
M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/intern/gpu_shader.c
R100	source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl	source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
R100	source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl	source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
R100	source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl	source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
R100	source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl	source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
R100	source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl	source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
R100	source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl	source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
R100	source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl	source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
R100	source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl	source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl

===================================================================

diff --git a/source/blender/draw/intern/draw_mode_pass.c b/source/blender/draw/intern/draw_mode_pass.c
index 043ac9573a..8b5bfbf9f8 100644
--- a/source/blender/draw/intern/draw_mode_pass.c
+++ b/source/blender/draw/intern/draw_mode_pass.c
@@ -97,7 +97,7 @@ static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float colo
 
 static DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
 {
-	GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+	GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 
 	DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
 	DRW_shgroup_uniform_vec4(grp, "color", color, 1);
@@ -333,7 +333,7 @@ void DRW_mode_passes_setup(DRWPass **psl_wire_overlay,
 		UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, colorDeselect);
 		UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
 
-		GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+		GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 
 		/* Active */
 		grp = DRW_shgroup_point_batch_create(sh, *psl_ob_center);
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 05eb51fb02..0f0c1c9752 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -629,10 +629,10 @@ static void gp_draw_stroke_point(
 	unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
 
 	if (sflag & GP_STROKE_3DSPACE) {
-		immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+		immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 	}
 	else {
-		immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+		immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 
 		/* get 2D coordinates of point */
 		float co[3] = { 0.0f };
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index e1d303965b..7a30cefd9f 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -159,7 +159,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
 	immUnbindProgram();
 
 	/* draw handle points */
-	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 	immUniform1f("size", handle_size);
 	immUniform1f("outlineWidth", 1.5f);
 
@@ -213,7 +213,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
 	VertexFormat *format = immVertexFormat();
 	unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 
-	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 	immUniform1f("size", 0.7f * handle_size);
 
 	/* feather points */
@@ -306,7 +306,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
 		}
 
 		/* bind program in loop so it does not interfere with draw_single_handle */
-		immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+		immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 
 		/* draw CV point */
 		if (MASKPOINT_ISSEL_KNOT(point)) {
@@ -335,7 +335,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
 		float x = (min[0] + max[0]) * 0.5f;
 		float y = (min[1] + max[1]) * 0.5f;
 
-		immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+		immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 		immUniform1f("outlineWidth", 1.5f);
 
 		if (masklay->act_spline == spline) {
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 46864f6c54..f036473524 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -302,7 +302,7 @@ static void region_draw_azone_icon(AZone *az)
 
 	/* outlined circle */
 	GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
-	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 	immUniform4f("color", 1.0f, 1.0f, 1.0f, 0.8f);
 	immUniform4f("outlineColor", 0.2f, 0.2f, 0.2f, 0.9f);
 	immUniform1f("outlineWidth", 1.0f);
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 9781c909ef..cdc7d62e26 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -181,7 +181,7 @@ static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, boo
 /* helper func - draw keyframe vertices only for an F-Curve */
 static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, unsigned pos)
 {
-	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 
 	immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.pixelsize);
 
@@ -236,7 +236,7 @@ static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool
 static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, unsigned pos)
 {
 	/* smooth outlines for more consistent appearance */
-	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 
 	/* set handle size */
 	immUniform1f("size", (UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) + 1.0f) * U.pixelsize);
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 6f848cff95..f78087c4b5 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -760,7 +760,7 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
 	glEnable(GL_BLEND);
 	GPU_enable_program_point_size();
 
-	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA);
 
 	/* set handle size */
 	immUniform1f("size", 2.0f * NODE_SOCKSIZE * xscale); // 2 * size to have diameter
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 7072cfdba9..52cdaa6291 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -817,7 +817,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
 	GPU_enable_program_point_size();
 
 	unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
-	immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+	immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 	immUniform1f("size", size);
 
 	if (special_color) {
@@ -1317,7 +1317,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
 			glEnable(GL_BLEND);
 			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-			immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+			immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 			immUniform1f("size", lampdot_size);
 			immUniform1f("outlineWidth", outlineWidth);
 			immUniformColor3fvAlpha(color, 0.3f);
@@ -4130,7 +4130,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED(
 	Batch *verts = MBC_get_all_verts(me);
 	glEnable(GL_BLEND);
 
-	Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+	Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
 	Batch_Uniform4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
 	Batch_Uniform1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
 	Batch_draw(verts);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 29326a7bd3..66e792c974 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -169,19 +169,19 @@ data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
 
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_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_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_3D_point_uniform_size_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_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)
-data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_point_uni

@@ Diff output truncated at 10240 characters. @@




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