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authorAlexander Romanov <a.romanov@blend4web.com>2015-12-26 00:57:50 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-27 00:15:23 +0300
commit700c40e2f9b59b7e780429fdc10fb0d2d5d117a1 (patch)
tree8a6ed722fba1e652fe9756276c83da3467f396aa /source/blender/gpu
parent58cf3327e481cea3dbd2c1c0b89b02d4d2ca7be4 (diff)
OpenGL: stipple support added to basic GLSL shader
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_basic_shader.h20
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c260
-rw-r--r--source/blender/gpu/intern/gpu_draw.c13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_frag.glsl96
4 files changed, 375 insertions, 14 deletions
diff --git a/source/blender/gpu/GPU_basic_shader.h b/source/blender/gpu/GPU_basic_shader.h
index 3298f0f35b4..f964e056d44 100644
--- a/source/blender/gpu/GPU_basic_shader.h
+++ b/source/blender/gpu/GPU_basic_shader.h
@@ -47,10 +47,27 @@ typedef enum GPUBasicShaderOption {
GPU_SHADER_TEXTURE_2D = (1<<3), /* use 2D texture to replace diffuse color */
GPU_SHADER_SOLID_LIGHTING = (1<<4), /* use faster lighting (set automatically) */
- GPU_SHADER_OPTIONS_NUM = 5,
+ GPU_SHADER_STIPPLE = (1<<5), /* use stipple */
+ GPU_SHADER_OPTIONS_NUM = 6,
GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
} GPUBasicShaderOption;
+/* Keep these in sync with gpu_shader_basic_frag.glsl */
+typedef enum GPUBasicShaderStipple {
+ GPU_SHADER_STIPPLE_HALFTONE = 0,
+ GPU_SHADER_STIPPLE_QUARTTONE = 1,
+ GPU_SHADER_STIPPLE_CHECKER_8PX = 2,
+ GPU_SHADER_STIPPLE_HEXAGON = 3,
+ GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
+ GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
+ GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
+} GPUBasicShaderStipple;
+
void GPU_basic_shaders_init(void);
void GPU_basic_shaders_exit(void);
@@ -87,6 +104,7 @@ typedef struct GPULightData {
void GPU_basic_shader_light_set(int light_num, GPULightData *light);
void GPU_basic_shader_light_set_viewer(bool local);
+void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index c441a44c17b..c01d5321fe3 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -63,6 +63,210 @@ static struct {
int lights_directional;
} GPU_MATERIAL_STATE;
+
+/* Stipple patterns */
+/* ******************************************** */
+const GLubyte stipple_halftone[128] = {
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
+
+const GLubyte stipple_quarttone[128] = {
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0};
+
+const GLubyte stipple_diag_stripes_pos[128] = {
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
+
+const GLubyte stipple_diag_stripes_neg[128] = {
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
+
+const GLubyte stipple_checker_8px[128] = {
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
+
+const GLubyte stipple_interlace_row[128] = {
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
+
+const GLubyte stipple_interlace_row_swap[128] = {
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
+
+const GLubyte stipple_interlace_column[128] = {
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
+
+const GLubyte stipple_interlace_column_swap[128] = {
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
+
+const GLubyte stipple_interlace_checker[128] = {
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
+
+const GLubyte stipple_interlace_checker_swap[128] = {
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
+
+const GLubyte stipple_hexagon[128] = {
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
+/* ********************************************* */
+
/* Init / exit */
void GPU_basic_shaders_init(void)
@@ -141,6 +345,8 @@ static GPUShader *gpu_basic_shader(int options)
strcat(defines, "#define USE_TWO_SIDED\n");
if (options & GPU_SHADER_TEXTURE_2D)
strcat(defines, "#define USE_TEXTURE\n");
+ if (options & GPU_SHADER_STIPPLE)
+ strcat(defines, "#define USE_STIPPLE\n");
if (options & GPU_SHADER_SOLID_LIGHTING)
strcat(defines, "#define USE_SOLID_LIGHTING\n");
@@ -214,6 +420,11 @@ void GPU_basic_shader_bind(int options)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
}
+
+ if (options & GPU_SHADER_STIPPLE)
+ glEnable(GL_POLYGON_STIPPLE);
+ else if (bound_options & GPU_SHADER_STIPPLE)
+ glDisable(GL_POLYGON_STIPPLE);
}
GPU_MATERIAL_STATE.bound_options = options;
@@ -329,3 +540,52 @@ void GPU_basic_shader_light_set_viewer(bool local)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);
}
+void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
+{
+ if (USE_GLSL) {
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
+ }
+ else {
+ switch(stipple_id) {
+ case GPU_SHADER_STIPPLE_HALFTONE:
+ glPolygonStipple(stipple_halftone);
+ return;
+ case GPU_SHADER_STIPPLE_QUARTTONE:
+ glPolygonStipple(stipple_quarttone);
+ return;
+ case GPU_SHADER_STIPPLE_CHECKER_8PX:
+ glPolygonStipple(stipple_checker_8px);
+ return;
+ case GPU_SHADER_STIPPLE_HEXAGON:
+ glPolygonStipple(stipple_hexagon);
+ return;
+ case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
+ glPolygonStipple(stipple_diag_stripes_neg);
+ return;
+ case GPU_SHADER_STIPPLE_DIAG_STRIPES:
+ glPolygonStipple(stipple_diag_stripes_pos);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
+ glPolygonStipple(stipple_interlace_row);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
+ glPolygonStipple(stipple_interlace_row_swap);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
+ glPolygonStipple(stipple_interlace_column);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
+ glPolygonStipple(stipple_interlace_column_swap);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
+ glPolygonStipple(stipple_interlace_checker);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
+ glPolygonStipple(stipple_interlace_checker_swap);
+ return;
+ default:
+ glPolygonStipple(stipple_hexagon);
+ return;
+ }
+ }
+}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 27e428d7f69..92195bdf779 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -2085,9 +2085,6 @@ void GPU_state_init(void)
{
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
- int a, x, y;
- GLubyte pat[32 * 32];
- const GLubyte *patc = pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
@@ -2134,16 +2131,6 @@ void GPU_state_init(void)
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
-
- a = 0;
- for (x = 0; x < 32; x++) {
- for (y = 0; y < 4; y++) {
- if (x & 1) pat[a++] = 0x88;
- else pat[a++] = 0x22;
- }
- }
-
- glPolygonStipple(patc);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
index 94c73d9e248..7b4df51c12d 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
@@ -12,6 +12,20 @@
#define NUM_SOLID_LIGHTS 3
#define NUM_SCENE_LIGHTS 8
+/* Keep these in sync with GPU_basic_shader.h */
+#define STIPPLE_HALFTONE 0
+#define STIPPLE_QUARTTONE 1
+#define STIPPLE_CHECKER_8PX 2
+#define STIPPLE_HEXAGON 3
+#define STIPPLE_DIAG_STRIPES 4
+#define STIPPLE_DIAG_STRIPES_SWAP 5
+#define STIPPLE_S3D_INTERLACE_ROW 6
+#define STIPPLE_S3D_INTERLACE_ROW_SWAP 7
+#define STIPPLE_S3D_INTERLACE_COLUMN 8
+#define STIPPLE_S3D_INTERLACE_COLUMN_SWAP 9
+#define STIPPLE_S3D_INTERLACE_CHECKERBOARD 10
+#define STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP 11
+
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying vec3 varying_normal;
@@ -29,8 +43,90 @@ varying vec2 varying_texture_coord;
uniform sampler2D texture_map;
#endif
+#ifdef USE_STIPPLE
+uniform int stipple_id;
+#endif
+
void main()
{
+#if defined(USE_STIPPLE)
+ /* We have to use mod function and integer casting.
+ * This can be optimized further with the bitwise operations
+ * when GLSL 1.3 is supported. */
+ if (stipple_id == STIPPLE_HALFTONE ||
+ stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD ||
+ stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
+ {
+ int result = int(mod(gl_FragCoord.x + gl_FragCoord.y, 2));
+ bool dis = result == 0;
+ if (stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
+ dis = !dis;
+ if (dis)
+ discard;
+ }
+ else if (stipple_id == STIPPLE_QUARTTONE) {
+ int mody = int(mod(gl_FragCoord.y, 4));
+ int modx = int(mod(gl_FragCoord.x, 4));
+ if (mody == 0) {
+ if (modx != 2)
+ discard;
+ }
+ else if (mody == 2){
+ if (modx != 0)
+ discard;
+ }
+ else
+ discard;
+ }
+ else if (stipple_id == STIPPLE_CHECKER_8PX) {
+ int result = int(mod(int(gl_FragCoord.x)/8 + int(gl_FragCoord.y)/8, 2));
+ if (result != 0)
+ discard;
+ }
+ else if (stipple_id == STIPPLE_DIAG_STRIPES) {
+ int mody = int(mod(gl_FragCoord.y, 16));
+ int modx = int(mod(gl_FragCoord.x, 16));
+ if ((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx)
+ discard;
+ }
+ else if (stipple_id == STIPPLE_DIAG_STRIPES_SWAP) {
+ int mody = int(mod(gl_FragCoord.y, 16));
+ int modx = int(mod(gl_FragCoord.x, 16));
+ if (!((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx))
+ discard;
+ }
+ else if (stipple_id == STIPPLE_S3D_INTERLACE_ROW || stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP) {
+ int result = int(mod(gl_FragCoord.y, 2));
+ bool dis = result == 0;
+ if (stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP)
+ dis = !dis;
+ if (dis)
+ discard;
+ }
+ else if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN || stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP) {
+ int result = int(mod(gl_FragCoord.x, 2));
+ bool dis = result != 0;
+ if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP)
+ dis = !dis;
+ if (dis)
+ discard;
+ }
+ else if (stipple_id == STIPPLE_HEXAGON) {
+ int mody = int(mod(gl_FragCoord.y, 2));
+ int modx = int(mod(gl_FragCoord.x, 4));
+ if (mody != 0) {
+ if (modx != 1)
+ discard;
+ }
+ else {
+ if (modx != 3)
+ discard;
+ }
+ }
+
+
+#endif
+
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
/* compute normal */
vec3 N = normalize(varying_normal);