[Bf-viewport] OpenGL low level shader API proposal

Jason Wilkins jason.a.wilkins at gmail.com
Sat Dec 5 16:47:11 CET 2015


There seem to be a lot of similarities between this and what I have done.
In fact, I used GPU_simple_shader has a template for my work in 2014 (I
renamed it "basic" because it I thought "simple" was misleading).

I've been covered up with graduate school and other issues.  I'm not sure
what kind of commitment I can make to help, but if you'd like my input I'll
be available.

On Sat, Dec 5, 2015 at 8:44 AM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> UI code could still be simple. I don't have the design for that worked
> out, but you'd have a set of simple shaders that you could use like
> this.
>
> GPUShader *shader = GPU_simple_color_shader();
> GPUShaderParams *params = GPU_simple_color_params(1.0f, 0.5f, 0.0f);
>
> No need to inspect vertex attributes because there aren't any, just
> pass these to a draw function. It can be made more compact, for
> example with a utility function like this:
>
> UI_theme_color_draw(TH_NODE_COLOR, vertex_buffers, transformation);
>
> The purpose of this proposal is to provide the  GPUShader /
> GPUShaderParams that these things can be built on. I have some code
> for simple shaders but wanted to get the underlying mechanism worked
> out first.
> https://developer.blender.org/D1645
>
> On Sat, Dec 5, 2015 at 10:13 AM, Ton Roosendaal <ton at blender.org> wrote:
> > Hi,
> >
> > Thanks for the writeup. For the more complex (3d viewport) case this
> would be fine I guess.
> >
> > How would then the case for "simple constant color" work? We can
> probably ditch most of the hardcoded glColor cases, but the theme color api
> should preferably stay very simple and quick to use.
> >
> > Maybe each editor (spacetype) can prepare a set of per-editor callbacks
> for it?
> >
> > -Ton-
> >
> > --------------------------------------------------------
> > Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> > Chairman Blender Foundation - Producer Blender Institute
> > Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> >
> >
> >
> >> On 5 Dec, 2015, at 3:02, Brecht Van Lommel <brechtvanlommel at gmail.com>
> wrote:
> >>
> >> Hi all,
> >>
> >> I've written a rough proposal for the low level shader API that all
> >> OpenGL shaders would use, both for mesh and UI drawing.
> >> http://wiki.blender.org/index.php/Dev:2.8/Source/OpenGL/Shaders
> >>
> >> It builds on data structures and APIs that are already there, moving
> >> information about required vertex attributes from GPUMaterial to
> >> GPUShader, while moving uniform and texture values into a new
> >> GPUShaderParams. Nothing radical really.
> >>
> >> What do you think?
> >>
> >> Thanks,
> >> Brecht.
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> >
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