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authorDalai Felinto <dalai@blender.org>2021-09-23 16:53:38 +0300
committerDalai Felinto <dalai@blender.org>2021-09-23 18:41:11 +0300
commitd0493796a6f40db8dcdd4a9058b98a69282d4759 (patch)
tree7f9e26a80147fc473d2c6a705cfa89a87302bd97
parentf11bcb5a80eb106560678c8c60be32ad997d6641 (diff)
Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change. The shader is complicated by itself, having hardcoded values makes it even more cryptic. I also renamed the shader because the shader is not for the keyfarme diamond only, but for all the keyframe shapes. Differential Revision: https://developer.blender.org/D12615
-rw-r--r--source/blender/editors/animation/keyframes_draw.c18
-rw-r--r--source/blender/editors/include/ED_keyframes_draw.h2
-rw-r--r--source/blender/editors/interface/interface_icons.c2
-rw-r--r--source/blender/editors/space_clip/clip_dopesheet_draw.c2
-rw-r--r--source/blender/editors/space_nla/nla_draw.c2
-rw-r--r--source/blender/editors/space_node/node_draw.cc18
-rw-r--r--source/blender/gpu/CMakeLists.txt4
-rw-r--r--source/blender/gpu/GPU_shader.h15
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl)31
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl (renamed from source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl)17
-rw-r--r--source/blender/gpu/tests/gpu_shader_builtin_test.cc2
12 files changed, 79 insertions, 46 deletions
diff --git a/source/blender/editors/animation/keyframes_draw.c b/source/blender/editors/animation/keyframes_draw.c
index ac7db9f4f46..e3ea8f0ab21 100644
--- a/source/blender/editors/animation/keyframes_draw.c
+++ b/source/blender/editors/animation/keyframes_draw.c
@@ -146,31 +146,31 @@ void draw_keyframe_shape(float x,
/* Handle type to outline shape. */
switch (handle_type) {
case KEYFRAME_HANDLE_AUTO_CLAMP:
- flags = 0x2;
+ flags = GPU_KEYFRAME_SHAPE_CIRCLE;
break; /* circle */
case KEYFRAME_HANDLE_AUTO:
- flags = 0x12;
+ flags = GPU_KEYFRAME_SHAPE_CIRCLE | GPU_KEYFRAME_SHAPE_INNER_DOT;
break; /* circle with dot */
case KEYFRAME_HANDLE_VECTOR:
- flags = 0xC;
+ flags = GPU_KEYFRAME_SHAPE_SQUARE;
break; /* square */
case KEYFRAME_HANDLE_ALIGNED:
- flags = 0x5;
+ flags = GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL;
break; /* clipped diamond */
case KEYFRAME_HANDLE_FREE:
default:
- flags = 1; /* diamond */
+ flags = GPU_KEYFRAME_SHAPE_DIAMOND; /* diamond */
}
/* Extreme type to arrow-like shading. */
if (extreme_type & KEYFRAME_EXTREME_MAX) {
- flags |= 0x100;
+ flags |= GPU_KEYFRAME_SHAPE_ARROW_END_MAX;
}
if (extreme_type & KEYFRAME_EXTREME_MIN) {
- flags |= 0x200;
+ flags |= GPU_KEYFRAME_SHAPE_ARROW_END_MIN;
}
- if (extreme_type & KEYFRAME_EXTREME_MIXED) {
+ if (extreme_type & GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) {
flags |= 0x400;
}
}
@@ -584,7 +584,7 @@ static void ED_keylist_draw_list_draw_keys(AnimKeylistDrawList *draw_list, View2
sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, visible_key_len);
diff --git a/source/blender/editors/include/ED_keyframes_draw.h b/source/blender/editors/include/ED_keyframes_draw.h
index 61e37f20b1b..6a7037c3eed 100644
--- a/source/blender/editors/include/ED_keyframes_draw.h
+++ b/source/blender/editors/include/ED_keyframes_draw.h
@@ -41,7 +41,7 @@ struct bDopeSheet;
struct bGPDlayer;
/* draw simple diamond-shape keyframe */
-/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND,
+/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_SHAPE,
* immBegin(GPU_PRIM_POINTS, n), then call this n times */
typedef struct KeyframeShaderBindings {
uint pos_id;
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index f739830cfdb..7f1a8ee99e0 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -309,7 +309,7 @@ static void vicon_keytype_draw_wrapper(
sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", -1.0f, -1.0f);
immBegin(GPU_PRIM_POINTS, 1);
diff --git a/source/blender/editors/space_clip/clip_dopesheet_draw.c b/source/blender/editors/space_clip/clip_dopesheet_draw.c
index 8aaf3faffec..42fda3ef464 100644
--- a/source/blender/editors/space_clip/clip_dopesheet_draw.c
+++ b/source/blender/editors/space_clip/clip_dopesheet_draw.c
@@ -224,7 +224,7 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *region, Scene *scene)
uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f(
"ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index c1b308d213f..4694d8652f6 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -152,7 +152,7 @@ static void nla_action_draw_keyframes(
format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, key_len);
diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc
index 10a3285be8b..b57696cb676 100644
--- a/source/blender/editors/space_node/node_draw.cc
+++ b/source/blender/editors/space_node/node_draw.cc
@@ -733,12 +733,6 @@ static void node_draw_mute_line(const View2D *v2d, const SpaceNode *snode, const
GPU_blend(GPU_BLEND_NONE);
}
-/* Flags used in gpu_shader_keyframe_diamond_frag.glsl. */
-#define MARKER_SHAPE_DIAMOND 0x1
-#define MARKER_SHAPE_SQUARE 0xC
-#define MARKER_SHAPE_CIRCLE 0x2
-#define MARKER_SHAPE_INNER_DOT 0x10
-
static void node_socket_draw(const bNodeSocket *sock,
const float color[4],
const float color_outline[4],
@@ -757,16 +751,16 @@ static void node_socket_draw(const bNodeSocket *sock,
switch (sock->display_shape) {
case SOCK_DISPLAY_SHAPE_DIAMOND:
case SOCK_DISPLAY_SHAPE_DIAMOND_DOT:
- flags = MARKER_SHAPE_DIAMOND;
+ flags = GPU_KEYFRAME_SHAPE_DIAMOND;
break;
case SOCK_DISPLAY_SHAPE_SQUARE:
case SOCK_DISPLAY_SHAPE_SQUARE_DOT:
- flags = MARKER_SHAPE_SQUARE;
+ flags = GPU_KEYFRAME_SHAPE_SQUARE;
break;
default:
case SOCK_DISPLAY_SHAPE_CIRCLE:
case SOCK_DISPLAY_SHAPE_CIRCLE_DOT:
- flags = MARKER_SHAPE_CIRCLE;
+ flags = GPU_KEYFRAME_SHAPE_CIRCLE;
break;
}
@@ -774,7 +768,7 @@ static void node_socket_draw(const bNodeSocket *sock,
SOCK_DISPLAY_SHAPE_DIAMOND_DOT,
SOCK_DISPLAY_SHAPE_SQUARE_DOT,
SOCK_DISPLAY_SHAPE_CIRCLE_DOT)) {
- flags |= MARKER_SHAPE_INNER_DOT;
+ flags |= GPU_KEYFRAME_SHAPE_INNER_DOT;
}
immAttr4fv(col_id, color);
@@ -1132,7 +1126,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 0.7f);
immUniform2f("ViewportSize", -1.0f, -1.0f);
@@ -1277,7 +1271,7 @@ void node_draw_sockets(const View2D *v2d,
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 0.7f);
immUniform2f("ViewportSize", -1.0f, -1.0f);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index b7dc3210c41..df370c7079b 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -268,8 +268,8 @@ data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_shape_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_shape_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 62b748b7edf..c6cfac79699 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -169,7 +169,7 @@ void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
typedef enum eGPUBuiltinShader {
/* specialized drawing */
GPU_SHADER_TEXT,
- GPU_SHADER_KEYFRAME_DIAMOND,
+ GPU_SHADER_KEYFRAME_SHAPE,
GPU_SHADER_SIMPLE_LIGHTING,
/* for simple 2D drawing */
/**
@@ -423,6 +423,19 @@ void GPU_shader_free_builtin_shaders(void);
/* Determined by the maximum uniform buffer size divided by chunk size. */
#define GPU_MAX_UNIFORM_ATTR 8
+typedef enum eGPUKeyframeShapes {
+ GPU_KEYFRAME_SHAPE_DIAMOND = (1 << 0),
+ GPU_KEYFRAME_SHAPE_CIRCLE = (1 << 1),
+ GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL = (1 << 2),
+ GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL = (1 << 3),
+ GPU_KEYFRAME_SHAPE_INNER_DOT = (1 << 4),
+ GPU_KEYFRAME_SHAPE_ARROW_END_MAX = (1 << 8),
+ GPU_KEYFRAME_SHAPE_ARROW_END_MIN = (1 << 9),
+ GPU_KEYFRAME_SHAPE_ARROW_END_MIXED = (1 << 10),
+} eGPUKeyframeShapes;
+#define GPU_KEYFRAME_SHAPE_SQUARE \
+ (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index c5122b76001..9ea46788f44 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -121,8 +121,8 @@ extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
-extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
-extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
+extern char datatoc_gpu_shader_keyframe_shape_vert_glsl[];
+extern char datatoc_gpu_shader_keyframe_shape_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
@@ -166,11 +166,11 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_text_vert_glsl,
.frag = datatoc_gpu_shader_text_frag_glsl,
},
- [GPU_SHADER_KEYFRAME_DIAMOND] =
+ [GPU_SHADER_KEYFRAME_SHAPE] =
{
- .name = "GPU_SHADER_KEYFRAME_DIAMOND",
- .vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
- .frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
+ .name = "GPU_SHADER_KEYFRAME_SHAPE",
+ .vert = datatoc_gpu_shader_keyframe_shape_vert_glsl,
+ .frag = datatoc_gpu_shader_keyframe_shape_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
index 1c4039bc590..f0ff70f7690 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
@@ -1,3 +1,16 @@
+
+/* Values in GPU_shader.h. */
+#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0)
+#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1)
+#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2)
+#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3)
+#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10)
+#define GPU_KEYFRAME_SHAPE_SQUARE \
+ (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
+
flat in vec4 radii;
flat in vec4 thresholds;
@@ -27,24 +40,24 @@ void main()
float outline_dist = -1.0;
/* Diamond outline */
- if (test(0x1)) {
+ if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) {
outline_dist = max(outline_dist, radius - radii[0]);
}
/* Circle outline */
- if (test(0x2)) {
+ if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
radius = length(absPos);
outline_dist = max(outline_dist, radius - radii[1]);
}
/* Top & Bottom clamp */
- if (test(0x4)) {
+ if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
outline_dist = max(outline_dist, absPos.y - radii[2]);
}
/* Left & Right clamp */
- if (test(0x8)) {
+ if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
outline_dist = max(outline_dist, absPos.x - radii[2]);
}
@@ -53,20 +66,20 @@ void main()
/* Inside the outline. */
if (outline_dist < 0) {
/* Middle dot */
- if (test(0x10)) {
+ if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius));
}
/* Up and down arrow-like shading. */
- if (test(0x300)) {
+ if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
float ypos = -1.0;
/* Up arrow (maximum) */
- if (test(0x100)) {
+ if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
ypos = max(ypos, pos.y);
}
/* Down arrow (minimum) */
- if (test(0x200)) {
+ if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
ypos = max(ypos, -pos.y);
}
@@ -75,7 +88,7 @@ void main()
float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
/* Reduced alpha for uncertain extremes. */
- float minmax_alpha = test(0x400) ? 0.55 : 0.85;
+ float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55 : 0.85;
alpha = max(alpha, minmax_step * minmax_alpha);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
index 2ba89230d80..18e8b76ba23 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
@@ -1,4 +1,16 @@
+/* Values in GPU_shader.h. */
+#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0)
+#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1)
+#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2)
+#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3)
+#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10)
+#define GPU_KEYFRAME_SHAPE_SQUARE \
+ (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
+
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 ViewportSize = vec2(-1, -1);
uniform float outline_scale = 1.0;
@@ -49,8 +61,9 @@ void main()
finalOutlineColor = outlineColor;
finalFlags = flags;
- if (!test(0xF)) {
- finalFlags |= 1;
+ if (!test(GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CIRCLE |
+ GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
+ finalFlags |= GPU_KEYFRAME_SHAPE_DIAMOND;
}
/* Size-dependent line thickness. */
diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
index f0061a6bf5c..523a7e5b881 100644
--- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc
+++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
@@ -32,7 +32,7 @@ static void test_shader_builtin()
test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
test_compile_builtin_shader(GPU_SHADER_TEXT, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_KEYFRAME_DIAMOND, GPU_SHADER_CFG_DEFAULT);
+ test_compile_builtin_shader(GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_FLAT_COLOR, GPU_SHADER_CFG_DEFAULT);