diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2017-05-01 17:21:53 +0300 |
---|---|---|
committer | Bastien Montagne <montagne29@wanadoo.fr> | 2017-05-01 17:32:55 +0300 |
commit | d7d4bca23be91ec5b0ce562d47a34ee49dd337b8 (patch) | |
tree | 6184684f5300324294dbaa103522e7e817e3d6bd /source/blender/editors/interface | |
parent | 6ef497d401e5e7842d1e9d33e491672bb77d60e0 (diff) |
Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
Diffstat (limited to 'source/blender/editors/interface')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 22 |
1 files changed, 6 insertions, 16 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index bf821c082f2..3553b5f4d4b 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -585,7 +585,7 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w * The next 4 parameters are the offsets for the view, not the zones. */ void UI_draw_safe_areas( - uint pos, uint line_origin, float x1, float x2, float y1, float y2, + uint pos, float x1, float x2, float y1, float y2, const float title_aspect[2], const float action_aspect[2]) { const float size_x_half = (x2 - x1) * 0.5f; @@ -604,7 +604,7 @@ void UI_draw_safe_areas( float maxx = x2 - margin_x; float maxy = y2 - margin_y; - imm_draw_line_box_dashed(pos, line_origin, minx, miny, maxx, maxy); + imm_draw_line_box(pos, minx, miny, maxx, maxy); } } } @@ -1223,33 +1223,23 @@ static void ui_draw_colorband_handle( if (active || half_width < min_width) { immUnbindProgram(); - VertexFormat *format = immVertexFormat(); - const uint shdr_dashed_pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - const uint shdr_dashed_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR); float viewport_size[4]; glGetFloatv(GL_VIEWPORT, viewport_size); immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); - immUniform4f("color1", 0.8f, 0.8f, 0.8f, 1.0f); - immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f); + immUniform1i("num_colors", 2); /* "advanced" mode */ + immUniformArray4fv("colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2); immUniform1f("dash_width", active ? 4.0f : 2.0f); - immUniform1f("dash_width_on", active ? 2.0f : 1.0f); immBegin(PRIM_LINES, 2); - immAttrib2f(shdr_dashed_origin, x, y1); - immVertex2f(shdr_dashed_pos, x, y1); - immVertex2f(shdr_dashed_pos, x, y2); + immVertex2f(shdr_pos, x, y1); + immVertex2f(shdr_pos, x, y2); immEnd(); immUnbindProgram(); - const uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); - BLI_assert(pos == shdr_pos); - UNUSED_VARS_NDEBUG(pos); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* hide handles when zoomed out too far */ |