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authorMike Erwin <significant.bit@gmail.com>2016-10-11 21:36:16 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-11 21:36:16 +0300
commit53d82c3e8d608bc05e40e26950a98d15b16c562c (patch)
tree0690b828537db41ce10453875f6d3e6eee6aadd2 /source/blender/blenfont
parent2fe7e70e928a80276bb4fbcfa9f32419d6c4baa7 (diff)
BLF/OpenGL: draw text with new immediate mode
Part of T49043
Diffstat (limited to 'source/blender/blenfont')
-rw-r--r--source/blender/blenfont/intern/blf.c23
-rw-r--r--source/blender/blenfont/intern/blf_glyph.c70
-rw-r--r--source/blender/blenfont/intern/blf_internal.h5
3 files changed, 52 insertions, 46 deletions
diff --git a/source/blender/blenfont/intern/blf.c b/source/blender/blenfont/intern/blf.c
index d7fcb2c727f..9bd43f7a69e 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -57,6 +57,7 @@
#ifndef BLF_STANDALONE
#include "GPU_shader.h"
+#include "GPU_immediate.h"
#endif
#include "blf_internal_types.h"
@@ -500,10 +501,6 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#ifndef BLF_STANDALONE
- GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_TEXT));
-#endif
-
/* Save the current matrix mode. */
glGetIntegerv(GL_MATRIX_MODE, mode);
@@ -522,8 +519,20 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
if (font->flags & BLF_ROTATION) /* radians -> degrees */
glRotatef(font->angle * (float)(180.0 / M_PI), 0.0f, 0.0f, 1.0f);
- if (font->shadow || font->blur)
- glGetFloatv(GL_CURRENT_COLOR, font->orig_col);
+ glGetFloatv(GL_CURRENT_COLOR, font->orig_col); /* TODO(merwin): new BLF_color function? */
+
+#ifndef BLF_STANDALONE
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ BLI_assert(pos == BLF_POS_ID);
+ BLI_assert(texCoord == BLF_COORD_ID);
+ BLI_assert(color == BLF_COLOR_ID);
+
+ immBindBuiltinProgram(GPU_SHADER_TEXT);
+#endif
/* always bind the texture for the first glyph */
font->tex_bind_state = -1;
@@ -537,7 +546,7 @@ static void blf_draw_gl__end(GLint mode)
glMatrixMode(mode);
#ifndef BLF_STANDALONE
- GPU_shader_unbind();
+ immUnbindProgram();
#endif
glDisable(GL_BLEND);
diff --git a/source/blender/blenfont/intern/blf_glyph.c b/source/blender/blenfont/intern/blf_glyph.c
index aa7d539538b..2354769fee0 100644
--- a/source/blender/blenfont/intern/blf_glyph.c
+++ b/source/blender/blenfont/intern/blf_glyph.c
@@ -56,7 +56,7 @@
#include "BLF_api.h"
#ifndef BLF_STANDALONE
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#endif
#include "blf_internal_types.h"
@@ -182,17 +182,6 @@ static void blf_glyph_cache_texture(FontBLF *font, GlyphCacheBLF *gc)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
-#ifndef BLF_STANDALONE
- /* needed since basic shader doesn't support alpha-only textures,
- * while we could add support this is only used in a few places
- * (an alternative could be to have a simple shader for BLF). */
- if (GLEW_ARB_texture_swizzle && GPU_basic_shader_use_glsl_get()) {
- GLint swizzle_mask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
- }
-#endif
-
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, gc->p2_width, gc->p2_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
}
@@ -328,19 +317,17 @@ void blf_glyph_free(GlyphBLF *g)
static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2)
{
- glBegin(GL_QUADS);
- glTexCoord2f(uv[0][0], uv[0][1]);
- glVertex2f(dx, y1);
-
- glTexCoord2f(uv[0][0], uv[1][1]);
- glVertex2f(dx, y2);
-
- glTexCoord2f(uv[1][0], uv[1][1]);
- glVertex2f(dx1, y2);
-
- glTexCoord2f(uv[1][0], uv[0][1]);
- glVertex2f(dx1, y1);
- glEnd();
+ immAttrib2f(BLF_COORD_ID, uv[0][0], uv[0][1]);
+ immVertex2f(BLF_POS_ID, dx, y1);
+
+ immAttrib2f(BLF_COORD_ID, uv[0][0], uv[1][1]);
+ immVertex2f(BLF_POS_ID, dx, y2);
+
+ immAttrib2f(BLF_COORD_ID, uv[1][0], uv[1][1]);
+ immVertex2f(BLF_POS_ID, dx1, y2);
+
+ immAttrib2f(BLF_COORD_ID, uv[1][0], uv[0][1]);
+ immVertex2f(BLF_POS_ID, dx1, y1);
}
static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
@@ -350,7 +337,7 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
2 / 60.0f, 5 / 60.0f, 8 / 60.0f, 5 / 60.0f, 2 / 60.0f,
1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f};
-
+
const float *fp = soft;
float color[4];
float dx, dy;
@@ -358,16 +345,14 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
color[0] = shadow_col[0];
color[1] = shadow_col[1];
color[2] = shadow_col[2];
-
+
for (dx = -2; dx < 3; dx++) {
for (dy = -2; dy < 3; dy++, fp++) {
color[3] = *(fp) * shadow_col[3];
- glColor4fv(color);
+ immAttrib4fv(BLF_COLOR_ID, color);
blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
}
}
-
- glColor4fv(color);
}
static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
@@ -387,12 +372,10 @@ static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x
for (dx = -1; dx < 2; dx++) {
for (dy = -1; dy < 2; dy++, fp++) {
color[3] = *(fp) * shadow_col[3];
- glColor4fv(color);
+ immAttrib4fv(BLF_COLOR_ID, color);
blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
}
}
-
- glColor4fv(color);
}
static void blf_glyph_calc_rect(rctf *rect, GlyphBLF *g, float x, float y)
@@ -486,6 +469,18 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state = g->tex));
}
+#if 0 /* determine exact count of quads */
+ unsigned quad_ct = 1 + (unsigned)font->blur;
+ if (font->flags & BLF_SHADOW)
+ quad_ct += (unsigned)font->shadow;
+
+ immBegin(GL_QUADS, quad_ct * 4);
+#else
+ immBeginAtMost(GL_QUADS, 40); /* (5 shadow + 5 blur) * 4 verts per quad */
+#endif
+
+ /* TODO: blur & shadow in shader, single quad per glyph */
+
if (font->flags & BLF_SHADOW) {
rctf rect_ofs;
blf_glyph_calc_rect(&rect_ofs, g,
@@ -500,12 +495,9 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
blf_texture5_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
break;
default:
- glColor4fv(font->shadow_col);
+ immAttrib4fv(BLF_COLOR_ID, font->shadow_col);
blf_texture_draw(g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
- break;
}
-
- glColor4fv(font->orig_col);
}
switch (font->blur) {
@@ -516,9 +508,9 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
blf_texture5_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
break;
default:
+ immAttrib4fv(BLF_COLOR_ID, font->orig_col);
blf_texture_draw(g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
- break;
}
- return;
+ immEnd();
}
diff --git a/source/blender/blenfont/intern/blf_internal.h b/source/blender/blenfont/intern/blf_internal.h
index d9d758ce548..ba17e050399 100644
--- a/source/blender/blenfont/intern/blf_internal.h
+++ b/source/blender/blenfont/intern/blf_internal.h
@@ -37,6 +37,11 @@ struct GlyphBLF;
struct GlyphCacheBLF;
struct rctf;
+/* vertex attribute IDs (fixed IDs so we don't have to pass them around) */
+#define BLF_POS_ID 0
+#define BLF_COORD_ID 1
+#define BLF_COLOR_ID 2
+
unsigned int blf_next_p2(unsigned int x);
unsigned int blf_hash(unsigned int val);