diff options
author | Mike Erwin <significant.bit@gmail.com> | 2016-10-01 03:44:22 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2016-10-01 03:44:22 +0300 |
commit | 5753a1462ffbaf3bbcb471a5cca58a217988d88d (patch) | |
tree | d7fe4a91851c7dc483e6235290e1f411bc76a386 /source/blender/gpu | |
parent | d1b21d1278b3f91643fb52ed67320c064e28a0d4 (diff) |
OpenGL: new built-in shaders for drawing points
Both of these draw round points with jaggy edges, but treat color & size differently.
Diffstat (limited to 'source/blender/gpu')
7 files changed, 114 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 0b3e41cb324..ff826f40344 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -135,6 +135,11 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC) + data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC) diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 0b618d1794b..0845178cab8 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -104,6 +104,9 @@ typedef enum GPUBuiltinShader { /* basic 2D texture drawing */ GPU_SHADER_2D_TEXTURE_2D, GPU_SHADER_2D_TEXTURE_RECT, + /* points */ + GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR, + GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR, } GPUBuiltinShader; GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader); diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 6a730f3e53e..98c2f23ae75 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -61,6 +61,11 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; +extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[]; +extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; +extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[]; +extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[]; + extern char datatoc_gpu_shader_text_vert_glsl[]; extern char datatoc_gpu_shader_text_frag_glsl[]; @@ -103,6 +108,9 @@ static struct GPUShadersGlobal { GPUShader *flat_color_3D; GPUShader *smooth_color_3D; GPUShader *depth_only_3D; + /* points */ + GPUShader *point_fixed_size_varying_color_3D; + GPUShader *point_varying_size_uniform_color_3D; } shaders; } GG = {{NULL}}; @@ -709,6 +717,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) NULL, NULL, NULL, 0, 0, 0); retval = GG.shaders.depth_only_3D; break; + case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR: + if (!GG.shaders.point_fixed_size_varying_color_3D) + GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create( + datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl, + datatoc_gpu_shader_point_varying_color_frag_glsl, + NULL, NULL, NULL, 0, 0, 0); + retval = GG.shaders.point_fixed_size_varying_color_3D; + break; + case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR: + if (!GG.shaders.point_varying_size_uniform_color_3D) + GG.shaders.point_varying_size_uniform_color_3D = GPU_shader_create( + datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl, + datatoc_gpu_shader_point_uniform_color_frag_glsl, + NULL, NULL, NULL, 0, 0, 0); + retval = GG.shaders.point_varying_size_uniform_color_3D; + break; } if (retval == NULL) @@ -865,6 +889,16 @@ void GPU_shader_free_builtin_shaders(void) GG.shaders.smooth_color_3D = NULL; } + if (GG.shaders.point_fixed_size_varying_color_3D) { + GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D); + GG.shaders.point_fixed_size_varying_color_3D = NULL; + } + + if (GG.shaders.point_varying_size_uniform_color_3D) { + GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D); + GG.shaders.point_varying_size_uniform_color_3D = NULL; + } + for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) { if (GG.shaders.fx_shaders[i]) { GPU_shader_free(GG.shaders.fx_shaders[i]); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl new file mode 100644 index 00000000000..451d8620596 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl @@ -0,0 +1,16 @@ + +#if __VERSION__ == 120 + attribute vec3 pos; + attribute vec4 color; + varying vec4 finalColor; +#else + in vec3 pos; + in vec4 color; + out vec4 finalColor; +#endif + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0); + finalColor = color; +} diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl new file mode 100644 index 00000000000..0bdcbd5fef3 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl @@ -0,0 +1,14 @@ + +#if __VERSION__ == 120 + attribute vec3 pos; + attribute float size; +#else + in vec3 pos; + in float size; +#endif + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0); + gl_PointSize = size; +} diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl new file mode 100644 index 00000000000..8e0c75db6bf --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl @@ -0,0 +1,21 @@ + +uniform vec4 color; + +#if __VERSION__ == 120 + #define fragColor gl_FragColor +#else + out vec4 fragColor; +#endif + +void main() +{ + vec2 centered = gl_PointCoord - vec2(0.5); + float dist_squared = dot(centered, centered); + const float rad_squared = 0.25; + + // round point with jaggy edges + if (dist_squared > rad_squared) + discard; + + fragColor = color; +} diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl new file mode 100644 index 00000000000..91092a9f727 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl @@ -0,0 +1,21 @@ + +#if __VERSION__ == 120 + varying vec4 finalColor; + #define fragColor gl_FragColor +#else + in vec4 finalColor; + out vec4 fragColor; +#endif + +void main() +{ + vec2 centered = gl_PointCoord - vec2(0.5); + float dist_squared = dot(centered, centered); + const float rad_squared = 0.25; + + // round point with jaggy edges + if (dist_squared > rad_squared) + discard; + + fragColor = finalColor; +} |