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authorMike Erwin <significant.bit@gmail.com>2017-02-11 08:02:28 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-11 08:02:28 +0300
commita161d45cfb6de45c5227f4bfc5161f5567c25e6c (patch)
tree45970f3b935b253f16e71746ecb5a1976929e315
parentf7b1b87ba953ba9ae86ca9a70d6da66b6e0ea3f7 (diff)
add builtin GPU_SHADER_KEYFRAME_DIAMOND
Now we can draw keyframe markers as point sprites, with fewer draw calls and state changes. Based on the builtin shader for round points with anti-aliased outline. This one is more pointy.
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl38
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl44
5 files changed, 91 insertions, 2 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 03a948cc839..a71390592ed 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -185,6 +185,8 @@ data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.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_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 818cd80a3d7..0ed3e24348a 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
GPU_SHADER_EDGES_OVERLAY_SIMPLE,
GPU_SHADER_EDGES_OVERLAY,
+ GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
/* for simple 2D drawing */
GPU_SHADER_2D_UNIFORM_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 5d680fdcc4f..d796fb96c37 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -102,6 +102,8 @@ extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_frag_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_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
@@ -647,6 +649,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
+ [GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
+ datatoc_gpu_shader_keyframe_diamond_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
@@ -668,8 +672,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
- [GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_interlace_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
new file mode 100644
index 00000000000..43a7e42153a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
@@ -0,0 +1,38 @@
+
+#if __VERSION__ == 120
+ varying vec4 radii;
+ varying vec4 finalColor;
+ varying vec4 finalOutlineColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 radii;
+ in vec4 finalColor;
+ in vec4 finalOutlineColor;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ vec2 quad = abs(gl_PointCoord - vec2(0.5));
+ float dist = quad.x + quad.y;
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ float mid_stroke = 0.5 * (radii[1] + radii[2]);
+
+ vec4 backgroundColor = vec4(finalColor.rgb, 0.0);
+
+ if (dist > mid_stroke)
+ fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
+ else
+ fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
new file mode 100644
index 00000000000..69afefa685f
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
@@ -0,0 +1,44 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+const float pixel_fudge = sqrt(2.0);
+const float outline_width = 1.25 * pixel_fudge;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute float size;
+ attribute vec4 color;
+ attribute vec4 outlineColor;
+ varying vec4 finalColor;
+ varying vec4 finalOutlineColor;
+ varying vec4 radii;
+#else
+ in vec2 pos;
+ in float size;
+ in vec4 color;
+ in vec4 outlineColor;
+ out vec4 finalColor;
+ out vec4 finalOutlineColor;
+ out vec4 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ // pass through unchanged
+ gl_PointSize = size;
+ finalColor = color;
+ finalOutlineColor = outlineColor;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * gl_PointSize;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - pixel_fudge;
+ radii[2] = radius - outline_width;
+ radii[3] = radius - outline_width - pixel_fudge;
+
+ // convert to PointCoord units
+ radii /= size;
+}