Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
authorDalai Felinto <dfelinto@gmail.com>2016-09-22 16:20:44 +0300
committerDalai Felinto <dfelinto@gmail.com>2016-09-22 16:40:33 +0300
commit4a1feaa5558ed60388fd3be41db74fbc54f2ab08 (patch)
treeecba74ff6a02205035ba6dffec9f967cfbd8a3d9 /source
parent1d469f3780dc9138448a49851a9056c3596a7cf8 (diff)
immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT
Use the same vertex shader for both fragment shaders
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/CMakeLists.txt3
-rw-r--r--source/blender/gpu/GPU_shader.h3
-rw-r--r--source/blender/gpu/gawain/immediate.c11
-rw-r--r--source/blender/gpu/gawain/immediate.h2
-rw-r--r--source/blender/gpu/intern/gpu_shader.c32
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl14
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c37
9 files changed, 116 insertions, 14 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index a0b236d67a9..e8e0a7b91b8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -125,6 +125,9 @@ data_to_c_simple(shaders/gpu_shader_2D_no_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.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_texture_2D_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_texture_rect_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_texture_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_no_color_vert.glsl SRC)
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)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 9b3077e9abd..0b618d1794b 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,6 +101,9 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
+ /* basic 2D texture drawing */
+ GPU_SHADER_2D_TEXTURE_2D,
+ GPU_SHADER_2D_TEXTURE_RECT,
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
diff --git a/source/blender/gpu/gawain/immediate.c b/source/blender/gpu/gawain/immediate.c
index bcc84c1b230..9c3904f21cb 100644
--- a/source/blender/gpu/gawain/immediate.c
+++ b/source/blender/gpu/gawain/immediate.c
@@ -650,3 +650,14 @@ void immUniformColor4ubv(const unsigned char rgba[4])
const float scale = 1.0f / 255.0f;
immUniform4f("color", scale * rgba[0], scale * rgba[1], scale * rgba[2], rgba[3]);
}
+
+void immUniform1i(const char *name, const unsigned int data)
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1i(loc, data);
+ } \ No newline at end of file
diff --git a/source/blender/gpu/gawain/immediate.h b/source/blender/gpu/gawain/immediate.h
index d33f6804084..84fb0760e2e 100644
--- a/source/blender/gpu/gawain/immediate.h
+++ b/source/blender/gpu/gawain/immediate.h
@@ -72,3 +72,5 @@ void immUniform4f(const char* name, float x, float y, float z, float w);
// TODO: treat as sRGB?
void immUniformColor3ubv(const unsigned char data[3]);
void immUniformColor4ubv(const unsigned char data[4]);
+
+void immUniform1i(const char *name, const unsigned int data);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index fbb9c9ed899..41a45377ad8 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -53,6 +53,9 @@ extern char datatoc_gpu_shader_2D_no_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_2D_texture_vert_glsl[];
+extern char datatoc_gpu_shader_2D_texture_2D_frag_glsl[];
+extern char datatoc_gpu_shader_2D_texture_rect_frag_glsl[];
extern char datatoc_gpu_shader_3D_no_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
@@ -88,6 +91,9 @@ static struct GPUShadersGlobal {
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* for drawing text */
GPUShader *text;
+ /* for drawing texture */
+ GPUShader *texture_2D;
+ GPUShader *texture_rect;
/* for simple 2D drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
@@ -623,6 +629,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.text;
break;
+ case GPU_SHADER_2D_TEXTURE_2D:
+ if (!GG.shaders.texture_2D)
+ GG.shaders.texture_2D = GPU_shader_create(
+ datatoc_gpu_shader_2D_texture_vert_glsl,
+ datatoc_gpu_shader_2D_texture_2D_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.texture_2D;
+ break;
+ case GPU_SHADER_2D_TEXTURE_RECT:
+ if (!GG.shaders.texture_rect)
+ GG.shaders.texture_rect = GPU_shader_create(
+ datatoc_gpu_shader_2D_texture_vert_glsl,
+ datatoc_gpu_shader_2D_texture_rect_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.texture_rect;
+ break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
@@ -795,6 +817,16 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.text = NULL;
}
+ if (GG.shaders.texture_2D) {
+ GPU_shader_free(GG.shaders.texture_2D);
+ GG.shaders.texture_2D = NULL;
+ }
+
+ if (GG.shaders.texture_rect) {
+ GPU_shader_free(GG.shaders.texture_rect);
+ GG.shaders.texture_rect = NULL;
+ }
+
if (GG.shaders.uniform_color_2D) {
GPU_shader_free(GG.shaders.uniform_color_2D);
GG.shaders.uniform_color_2D = NULL;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl
new file mode 100644
index 00000000000..6029fd89f64
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl
@@ -0,0 +1,14 @@
+#if __VERSION__ == 120
+ varying vec2 texture_coord;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texture_coord;
+ out vec4 fragColor;
+#endif
+
+uniform sampler2D texture_map;
+
+void main()
+{
+ fragColor = texture2D(texture_map, texture_coord);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl
new file mode 100644
index 00000000000..d32b8bac3b8
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl
@@ -0,0 +1,14 @@
+#if __VERSION__ == 120
+ varying vec2 texture_coord;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texture_coord;
+ out vec4 fragColor;
+#endif
+
+uniform sampler2DRect texture_map;
+
+void main()
+{
+ fragColor = texture2DRect(texture_map, texture_coord);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
new file mode 100644
index 00000000000..8c0d761dec6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
@@ -0,0 +1,14 @@
+#if __VERSION__ == 120
+ varying vec2 texture_coord;
+#else
+ out vec2 texture_coord;
+#endif
+
+in vec2 texcoord;
+in vec3 position;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0f);
+ texture_coord = texcoord;
+}
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index b0586e8111a..4303ce30d9e 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -59,6 +59,7 @@
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "RE_engine.h"
@@ -445,28 +446,36 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
halfy /= triple->y;
}
- GPU_basic_shader_bind((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_TEXTURE_2D : GPU_SHADER_TEXTURE_RECT);
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
+
+ glEnable(triple->target);
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(0, 0);
+ immUniform1i("texture_map", 0);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(sizex, 0);
+ immBegin(GL_QUADS, 4);
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(sizex, sizey);
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, 0.0f, 0.0f);
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(0, sizey);
- glEnd();
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, sizex, 0.0f);
- glBindTexture(triple->target, 0);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, sizex, sizey);
+
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, 0.0f, sizey);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immEnd();
+ immUnbindProgram();
+
+ glBindTexture(triple->target, 0);
+ glDisable(triple->target);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)