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authorMike Erwin <significant.bit@gmail.com>2016-10-18 07:08:34 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-18 07:08:34 +0300
commit70ff63e63fc3a63dccc6a6c567bbc347c64d6c7d (patch)
tree76934061ddae6dc4091541f5ee227bedc0346ad6
parent0c6939f5f597e4e7fe5777de7a49b49ff53fa987 (diff)
OpenGL: tweak image shaders & code that uses them
- rename image shaders to describe exactly what they do - rename inputs to match other built-in shaders - set & use active texture unit - no need to enable/disable textures with GLSL - pull vertex format setup out of loops
-rw-r--r--source/blender/editors/space_view3d/drawobject.c8
-rw-r--r--source/blender/gpu/CMakeLists.txt6
-rw-r--r--source/blender/gpu/GPU_shader.h6
-rw-r--r--source/blender/gpu/intern/gpu_shader.c48
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl)9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl)9
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c13
-rw-r--r--source/blender/windowmanager/intern/wm_stereo.c42
10 files changed, 92 insertions, 86 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 408d27e9648..02702af597e 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -675,11 +675,11 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned texCoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_TEXTURE_2D); /* TODO: rename GPU_SHADER_3D_IMAGE_2D_MODULATE_ALPHA */
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
immUniform1f("alpha", ob_alpha);
- immUniform1i("texture_map", texUnit); /* TODO: rename "image" */
+ immUniform1i("image", texUnit);
immBegin(GL_TRIANGLE_FAN, 4);
immAttrib2f(texCoord, 0.0f, 0.0f);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index b2a7c784d4a..e960a817a55 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -133,9 +133,9 @@ 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_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_texture_2D_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_texture_rect_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_texture_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index d52a0a2965d..1fe0f6f9717 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,9 +101,9 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
- /* basic 2D texture drawing */
- GPU_SHADER_2D_TEXTURE_2D,
- GPU_SHADER_2D_TEXTURE_RECT,
+ /* basic image drawing */
+ GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
+ GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 464135426d2..e8ea6425d7b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -53,9 +53,9 @@ extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
-extern char datatoc_gpu_shader_2D_texture_vert_glsl[];
-extern char datatoc_gpu_shader_2D_texture_2D_frag_glsl[];
-extern char datatoc_gpu_shader_2D_texture_rect_frag_glsl[];
+extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
@@ -105,9 +105,9 @@ static struct GPUShadersGlobal {
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* for drawing text */
GPUShader *text;
- /* for drawing texture */
- GPUShader *texture_2D;
- GPUShader *texture_rect;
+ /* for drawing images */
+ GPUShader *image_modulate_alpha_3D;
+ GPUShader *image_rect_modulate_alpha_3D;
/* for simple 2D drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
@@ -651,21 +651,21 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.text;
break;
- case GPU_SHADER_2D_TEXTURE_2D:
- if (!GG.shaders.texture_2D)
- GG.shaders.texture_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_texture_vert_glsl,
- datatoc_gpu_shader_2D_texture_2D_frag_glsl,
+ case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
+ if (!GG.shaders.image_modulate_alpha_3D)
+ GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.texture_2D;
+ retval = GG.shaders.image_modulate_alpha_3D;
break;
- case GPU_SHADER_2D_TEXTURE_RECT:
- if (!GG.shaders.texture_rect)
- GG.shaders.texture_rect = GPU_shader_create(
- datatoc_gpu_shader_2D_texture_vert_glsl,
- datatoc_gpu_shader_2D_texture_rect_frag_glsl,
+ case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA:
+ if (!GG.shaders.image_rect_modulate_alpha_3D)
+ GG.shaders.image_rect_modulate_alpha_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.texture_rect;
+ retval = GG.shaders.image_rect_modulate_alpha_3D;
break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
@@ -917,14 +917,14 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.text = NULL;
}
- if (GG.shaders.texture_2D) {
- GPU_shader_free(GG.shaders.texture_2D);
- GG.shaders.texture_2D = NULL;
+ if (GG.shaders.image_modulate_alpha_3D) {
+ GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
+ GG.shaders.image_modulate_alpha_3D = NULL;
}
- if (GG.shaders.texture_rect) {
- GPU_shader_free(GG.shaders.texture_rect);
- GG.shaders.texture_rect = NULL;
+ if (GG.shaders.image_rect_modulate_alpha_3D) {
+ GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D);
+ GG.shaders.image_rect_modulate_alpha_3D = NULL;
}
if (GG.shaders.uniform_color_2D) {
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
deleted file mode 100644
index 4c05cf1d25b..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-
-#if __VERSION__ == 120
- attribute vec2 texcoord;
- attribute vec3 position;
- varying vec2 texture_coord;
-#else
- in vec2 texcoord;
- in vec3 position;
- out vec2 texture_coord;
-#endif
-
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(position.xyz, 1.0f);
- texture_coord = texcoord;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
new file mode 100644
index 00000000000..e9f847f28b3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 texCoord;
+ attribute vec3 pos;
+ varying vec2 texCoord_interp;
+#else
+ in vec2 texCoord;
+ in vec3 pos;
+ out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
index cd4f0d2f4c5..74e17198985 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -1,17 +1,18 @@
+
#if __VERSION__ == 120
- varying vec2 texture_coord;
+ varying vec2 texCoord_interp;
#define fragColor gl_FragColor
#else
- in vec2 texture_coord;
+ in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2D texture
#endif
uniform float alpha;
-uniform sampler2D texture_map;
+uniform sampler2D image;
void main()
{
- fragColor = texture2D(texture_map, texture_coord);
+ fragColor = texture2D(image, texCoord_interp);
fragColor.a *= alpha;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
index 9dad41dd832..aae3b40efd4 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
@@ -1,17 +1,18 @@
+
#if __VERSION__ == 120
- varying vec2 texture_coord;
+ varying vec2 texCoord_interp;
#define fragColor gl_FragColor
#else
- in vec2 texture_coord;
+ in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2DRect texture
#endif
uniform float alpha;
-uniform sampler2DRect texture_map;
+uniform sampler2DRect image;
void main()
{
- fragColor = texture2DRect(texture_map, texture_coord);
+ fragColor = texture2DRect(image, texCoord_interp);
fragColor.a *= alpha;
}
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index e9eaa5677e4..f38f1eee7ec 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -447,16 +447,16 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
}
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
-
- glEnable(triple->target);
- immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ const int activeTex = GL_TEXTURE0;
+ glActiveTexture(activeTex);
glBindTexture(triple->target, triple->bind);
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
immUniform1f("alpha", alpha);
- immUniform1i("texture_map", 0);
+ immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
@@ -476,7 +476,6 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
immUnbindProgram();
glBindTexture(triple->target, 0);
- glDisable(triple->target);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c
index e2b6df65ce8..c72bd676364 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -173,6 +173,13 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
int soffx;
bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
+ const int activeTex = GL_TEXTURE0;
+ glActiveTexture(activeTex);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
triple = drawdata->triple;
@@ -204,16 +211,12 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
halfy /= triple->y;
}
- VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
-
- glEnable(triple->target);
- immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
+ /* TODO: if target is always same for both eyes, bind program & set uniform before loop */
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
glBindTexture(triple->target, triple->bind);
- immUniform1i("texture_map", 0);
+ immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
@@ -230,10 +233,10 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
immVertex2f(pos, soffx, sizey);
immEnd();
- immUnbindProgram();
+ /* TODO: if target is always same for both eyes, unbind program & texture target after loop */
glBindTexture(triple->target, 0);
- glDisable(triple->target);
+ immUnbindProgram();
}
}
@@ -245,6 +248,13 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
int view;
int soffy;
+ const int activeTex = GL_TEXTURE0;
+ glActiveTexture(activeTex);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
triple = drawdata->triple;
@@ -273,17 +283,13 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
halfy /= triple->y;
}
- VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
-
- glEnable(triple->target);
- immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
+ /* TODO: if target is always same for both eyes, bind program & set uniforms before loop */
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
glBindTexture(triple->target, triple->bind);
immUniform1f("alpha", 1.0f);
- immUniform1i("texture_map", 0);
+ immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
@@ -300,10 +306,10 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f));
immEnd();
- immUnbindProgram();
+ /* TODO: if target is always same for both eyes, unbind program & texture target after loop */
+ immUnbindProgram();
glBindTexture(triple->target, 0);
- glDisable(triple->target);
}
}