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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 /source/blender/gpu/shaders
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
Diffstat (limited to 'source/blender/gpu/shaders')
-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
2 files changed, 37 insertions, 11 deletions
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. */