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authorianwill <wpgermano@gmail.com>2017-02-24 23:33:09 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-24 23:33:32 +0300
commitbda0456933e87c2f623a8e4f980bf7cfc6b3982a (patch)
tree87375bc766b4c0866f6b4ad4c96544c74509ff12 /source/blender/gpu
parent1f453a8909527a95fedd597b4fdaab90c18712f9 (diff)
OpenGL: wm_gesture uses new imm mode
D2376 by @ianwill, part of T49043 review by @merwin Box select, circle select, etc. Introducing the dashed-line shader! See D2376 for more info.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_shader.h2
-rw-r--r--source/blender/gpu/intern/gpu_shader.c6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl20
5 files changed, 55 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index f4627231afc..2d82eb692ed 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -140,6 +140,8 @@ data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 57309c2ebde..36a59102df8 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -136,6 +136,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
+ /* lines */
+ GPU_SHADER_2D_LINE_DASHED_COLOR,
/* lamp drawing */
GPU_SHADER_3D_GROUNDPOINT,
GPU_SHADER_3D_GROUNDLINE,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index a9a8a10cc79..4f5c5428508 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -98,6 +98,9 @@ extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
+
extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
@@ -705,6 +708,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_uniform_color_frag_glsl,
datatoc_gpu_shader_3D_groundline_geom_glsl },
+ [GPU_SHADER_2D_LINE_DASHED_COLOR] = { datatoc_gpu_shader_2D_line_dashed_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl },
+
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl},
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
new file mode 100644
index 00000000000..85aab7e06ef
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -0,0 +1,25 @@
+
+// Draw dashed lines, perforated in screen space.
+// Based on a (3D) version by Mike Erwin.
+
+#if __VERSION__ == 120
+ noperspective varying float distance_along_line;
+ #define fragColor gl_FragColor
+#else
+ noperspective in float distance_along_line;
+ out vec4 fragColor;
+#endif
+
+uniform float dash_width;
+uniform float dash_width_on;
+uniform vec4 color1;
+uniform vec4 color2;
+
+void main()
+{
+ if (mod(distance_along_line, dash_width) <= dash_width_on) {
+ fragColor = color1;
+ } else {
+ fragColor = color2;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
new file mode 100644
index 00000000000..e89b3262fab
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
@@ -0,0 +1,20 @@
+
+// Draw dashed lines, perforated in screen space.
+// Based on a (3D) version by Mike Erwin.
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec2 line_origin; // = pos for one vertex of the line
+ noperspective varying float distance_along_line;
+#else
+ in vec2 pos;
+ in vec2 line_origin;
+ noperspective out float distance_along_line;
+#endif
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ distance_along_line = distance(line_origin, pos);
+}