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authorMike Erwin <significant.bit@gmail.com>2016-09-17 14:33:02 +0300
committerMike Erwin <significant.bit@gmail.com>2016-09-17 14:33:48 +0300
commit1b1275f0db85101345def817fee486beebaa6b9a (patch)
tree1c6338f84ca852f587e213cea609a3f026984886 /source
parentc3034afa586e3c5009f852e42c6a46000daa2551 (diff)
add GPU_SHADER_TEXT for font rendering
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details. I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenfont/intern/blf.c7
-rw-r--r--source/blender/gpu/CMakeLists.txt3
-rw-r--r--source/blender/gpu/GPU_shader.h2
-rw-r--r--source/blender/gpu/intern/gpu_shader.c18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl16
6 files changed, 57 insertions, 3 deletions
diff --git a/source/blender/blenfont/intern/blf.c b/source/blender/blenfont/intern/blf.c
index 132a0ec3808..ec1f3d1f1f1 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -56,7 +56,7 @@
#include "IMB_colormanagement.h"
#ifndef BLF_STANDALONE
-#include "GPU_basic_shader.h"
+#include "GPU_shader.h"
#endif
#include "blf_internal_types.h"
@@ -501,7 +501,7 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef BLF_STANDALONE
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_TEXT));
#endif
/* Save the current matrix mode. */
@@ -544,8 +544,9 @@ static void blf_draw_gl__end(GLint mode)
glMatrixMode(mode);
#ifndef BLF_STANDALONE
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_shader_unbind();
#endif
+
glDisable(GL_BLEND);
}
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 6d3052b1190..a0b236d67a9 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -130,6 +130,9 @@ 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_text_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 196b0ec71f8..9b3077e9abd 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -90,6 +90,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_SMOKE = 2,
GPU_SHADER_SMOKE_FIRE = 3,
+ GPU_SHADER_TEXT,
+
/* for simple 2D drawing */
GPU_SHADER_2D_UNIFORM_COLOR,
GPU_SHADER_2D_FLAT_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index dd576a1fcf7..fbb9c9ed899 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -58,6 +58,9 @@ 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_text_vert_glsl[];
+extern char datatoc_gpu_shader_text_frag_glsl[];
+
extern char datatoc_gpu_shader_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
@@ -83,6 +86,8 @@ static struct GPUShadersGlobal {
GPUShader *smoke_fire;
/* cache for shader fx. Those can exist in combinations so store them here */
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
+ /* for drawing text */
+ GPUShader *text;
/* for simple 2D drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
@@ -610,6 +615,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smoke_fire;
break;
+ case GPU_SHADER_TEXT:
+ if (!GG.shaders.text)
+ GG.shaders.text = GPU_shader_create(
+ datatoc_gpu_shader_text_vert_glsl,
+ datatoc_gpu_shader_text_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.text;
+ break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
@@ -777,6 +790,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.smoke_fire = NULL;
}
+ if (GG.shaders.text) {
+ GPU_shader_free(GG.shaders.text);
+ GG.shaders.text = 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_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
new file mode 100644
index 00000000000..4869a6360fa
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -0,0 +1,14 @@
+
+flat varying vec4 color;
+varying vec2 texcoord;
+
+uniform sampler2D glyph;
+
+void main()
+{
+ // input color replaces texture color
+ gl_FragColor.rgb = color.rgb;
+
+ // modulate input alpha & texture alpha
+ gl_FragColor.a = color.a * texture2D(glyph, texcoord).a;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
new file mode 100644
index 00000000000..8449c4229b3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -0,0 +1,16 @@
+
+// TODO(merwin):
+// - use modern GLSL
+// - uniform color, not per vertex
+// - generic attrib inputs (2D pos, tex coord)
+
+flat varying vec4 color;
+varying vec2 texcoord;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ color = gl_Color;
+ texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
+}