diff options
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 6 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 48 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl | 19 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl | 18 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl) | 9 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl) | 9 | ||||
-rw-r--r-- | source/blender/windowmanager/intern/wm_draw.c | 13 | ||||
-rw-r--r-- | source/blender/windowmanager/intern/wm_stereo.c | 42 |
10 files changed, 92 insertions, 86 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 408d27e9648..02702af597e 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -675,11 +675,11 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char } VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT); - unsigned texCoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_TEXTURE_2D); /* TODO: rename GPU_SHADER_3D_IMAGE_2D_MODULATE_ALPHA */ + unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT); + immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA); immUniform1f("alpha", ob_alpha); - immUniform1i("texture_map", texUnit); /* TODO: rename "image" */ + immUniform1i("image", texUnit); immBegin(GL_TRIANGLE_FAN, 4); immAttrib2f(texCoord, 0.0f, 0.0f); diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index b2a7c784d4a..e960a817a55 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -133,9 +133,9 @@ 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_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_image_modulate_alpha_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_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 d52a0a2965d..1fe0f6f9717 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -101,9 +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, + /* basic image drawing */ + GPU_SHADER_3D_IMAGE_MODULATE_ALPHA, + GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA, /* points */ GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR, GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH, diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 464135426d2..e8ea6425d7b 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -53,9 +53,9 @@ extern char datatoc_gpu_shader_2D_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_image_vert_glsl[]; +extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[]; +extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[]; @@ -105,9 +105,9 @@ 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 drawing images */ + GPUShader *image_modulate_alpha_3D; + GPUShader *image_rect_modulate_alpha_3D; /* for simple 2D drawing */ GPUShader *uniform_color_2D; GPUShader *flat_color_2D; @@ -651,21 +651,21 @@ 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, + case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA: + if (!GG.shaders.image_modulate_alpha_3D) + GG.shaders.image_modulate_alpha_3D = GPU_shader_create( + datatoc_gpu_shader_3D_image_vert_glsl, + datatoc_gpu_shader_image_modulate_alpha_frag_glsl, NULL, NULL, NULL, 0, 0, 0); - retval = GG.shaders.texture_2D; + retval = GG.shaders.image_modulate_alpha_3D; 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, + case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA: + if (!GG.shaders.image_rect_modulate_alpha_3D) + GG.shaders.image_rect_modulate_alpha_3D = GPU_shader_create( + datatoc_gpu_shader_3D_image_vert_glsl, + datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl, NULL, NULL, NULL, 0, 0, 0); - retval = GG.shaders.texture_rect; + retval = GG.shaders.image_rect_modulate_alpha_3D; break; case GPU_SHADER_2D_UNIFORM_COLOR: if (!GG.shaders.uniform_color_2D) @@ -917,14 +917,14 @@ 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.image_modulate_alpha_3D) { + GPU_shader_free(GG.shaders.image_modulate_alpha_3D); + GG.shaders.image_modulate_alpha_3D = NULL; } - if (GG.shaders.texture_rect) { - GPU_shader_free(GG.shaders.texture_rect); - GG.shaders.texture_rect = NULL; + if (GG.shaders.image_rect_modulate_alpha_3D) { + GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D); + GG.shaders.image_rect_modulate_alpha_3D = NULL; } if (GG.shaders.uniform_color_2D) { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl deleted file mode 100644 index 4c05cf1d25b..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl +++ /dev/null @@ -1,19 +0,0 @@ - -uniform mat4 ModelViewProjectionMatrix; - -#if __VERSION__ == 120 - attribute vec2 texcoord; - attribute vec3 position; - varying vec2 texture_coord; -#else - in vec2 texcoord; - in vec3 position; - out vec2 texture_coord; -#endif - - -void main() -{ - gl_Position = ModelViewProjectionMatrix * vec4(position.xyz, 1.0f); - texture_coord = texcoord; -} diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl new file mode 100644 index 00000000000..e9f847f28b3 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl @@ -0,0 +1,18 @@ + +uniform mat4 ModelViewProjectionMatrix; + +#if __VERSION__ == 120 + attribute vec2 texCoord; + attribute vec3 pos; + varying vec2 texCoord_interp; +#else + in vec2 texCoord; + in vec3 pos; + out vec2 texCoord_interp; +#endif + +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f); + texCoord_interp = texCoord; +} diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl index cd4f0d2f4c5..74e17198985 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl @@ -1,17 +1,18 @@ + #if __VERSION__ == 120 - varying vec2 texture_coord; + varying vec2 texCoord_interp; #define fragColor gl_FragColor #else - in vec2 texture_coord; + in vec2 texCoord_interp; out vec4 fragColor; #define texture2D texture #endif uniform float alpha; -uniform sampler2D texture_map; +uniform sampler2D image; void main() { - fragColor = texture2D(texture_map, texture_coord); + fragColor = texture2D(image, texCoord_interp); fragColor.a *= alpha; } diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl index 9dad41dd832..aae3b40efd4 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl @@ -1,17 +1,18 @@ + #if __VERSION__ == 120 - varying vec2 texture_coord; + varying vec2 texCoord_interp; #define fragColor gl_FragColor #else - in vec2 texture_coord; + in vec2 texCoord_interp; out vec4 fragColor; #define texture2DRect texture #endif uniform float alpha; -uniform sampler2DRect texture_map; +uniform sampler2DRect image; void main() { - fragColor = texture2DRect(texture_map, texture_coord); + fragColor = texture2DRect(image, texCoord_interp); fragColor.a *= alpha; } diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c index e9eaa5677e4..f38f1eee7ec 100644 --- a/source/blender/windowmanager/intern/wm_draw.c +++ b/source/blender/windowmanager/intern/wm_draw.c @@ -447,16 +447,16 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) } 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); + unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT); + unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + const int activeTex = GL_TEXTURE0; + glActiveTexture(activeTex); glBindTexture(triple->target, triple->bind); + immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); immUniform1f("alpha", alpha); - immUniform1i("texture_map", 0); + immUniform1i("image", activeTex); immBegin(GL_QUADS, 4); @@ -476,7 +476,6 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) immUnbindProgram(); glBindTexture(triple->target, 0); - glDisable(triple->target); } static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple) diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c index e2b6df65ce8..c72bd676364 100644 --- a/source/blender/windowmanager/intern/wm_stereo.c +++ b/source/blender/windowmanager/intern/wm_stereo.c @@ -173,6 +173,13 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) int soffx; bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0; + const int activeTex = GL_TEXTURE0; + glActiveTexture(activeTex); + + VertexFormat *format = immVertexFormat(); + unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT); + unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + for (view = 0; view < 2; view ++) { drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); triple = drawdata->triple; @@ -204,16 +211,12 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) halfy /= triple->y; } - 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); + /* TODO: if target is always same for both eyes, bind program & set uniform before loop */ + immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); glBindTexture(triple->target, triple->bind); - immUniform1i("texture_map", 0); + immUniform1i("image", activeTex); immBegin(GL_QUADS, 4); @@ -230,10 +233,10 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) immVertex2f(pos, soffx, sizey); immEnd(); - immUnbindProgram(); + /* TODO: if target is always same for both eyes, unbind program & texture target after loop */ glBindTexture(triple->target, 0); - glDisable(triple->target); + immUnbindProgram(); } } @@ -245,6 +248,13 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) int view; int soffy; + const int activeTex = GL_TEXTURE0; + glActiveTexture(activeTex); + + VertexFormat *format = immVertexFormat(); + unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT); + unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + for (view = 0; view < 2; view ++) { drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); triple = drawdata->triple; @@ -273,17 +283,13 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) halfy /= triple->y; } - 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); + /* TODO: if target is always same for both eyes, bind program & set uniforms before loop */ + immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); glBindTexture(triple->target, triple->bind); immUniform1f("alpha", 1.0f); - immUniform1i("texture_map", 0); + immUniform1i("image", activeTex); immBegin(GL_QUADS, 4); @@ -300,10 +306,10 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f)); immEnd(); - immUnbindProgram(); + /* TODO: if target is always same for both eyes, unbind program & texture target after loop */ + immUnbindProgram(); glBindTexture(triple->target, 0); - glDisable(triple->target); } } |