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-rw-r--r--source/blender/gpu/CMakeLists.txt4
-rw-r--r--source/blender/gpu/GPU_shader.h2
-rw-r--r--source/blender/gpu/intern/gpu_shader.c32
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert.glsl28
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl34
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl24
7 files changed, 149 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 9d747bac980..6b23bfc4642 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -136,11 +136,15 @@ 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_uniform_color_smooth_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_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_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_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 9fc1f29d98f..8ccaa9d470e 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -106,6 +106,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_TEXTURE_RECT,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 1b9747b78db..2ad3927d8c6 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -62,11 +62,15 @@ 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_uniform_color_smooth_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_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_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
@@ -113,6 +117,8 @@ static struct GPUShadersGlobal {
/* points */
GPUShader *point_fixed_size_uniform_color_2D;
GPUShader *point_varying_size_varying_color_2D;
+ GPUShader *point_uniform_size_uniform_color_smooth_2D;
+ GPUShader *point_uniform_size_uniform_color_outline_smooth_2D;
GPUShader *point_fixed_size_uniform_color_3D;
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
@@ -739,6 +745,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_2D;
break;
+ case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
+ if (!GG.shaders.point_uniform_size_uniform_color_smooth_2D)
+ GG.shaders.point_uniform_size_uniform_color_smooth_2D = GPU_shader_create(
+ datatoc_gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.point_uniform_size_uniform_color_smooth_2D;
+ break;
+ case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
+ if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D)
+ GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = GPU_shader_create(
+ datatoc_gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D;
+ break;
case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_fixed_size_uniform_color_3D)
GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
@@ -935,6 +957,16 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_varying_size_varying_color_2D = NULL;
}
+ if (GG.shaders.point_uniform_size_uniform_color_smooth_2D) {
+ GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_2D);
+ GG.shaders.point_uniform_size_uniform_color_smooth_2D = NULL;
+ }
+
+ if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D) {
+ GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D);
+ GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = NULL;
+ }
+
if (GG.shaders.point_fixed_size_uniform_color_3D) {
GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
GG.shaders.point_fixed_size_uniform_color_3D = NULL;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert.glsl
new file mode 100644
index 00000000000..cff493bcfc7
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert.glsl
@@ -0,0 +1,28 @@
+
+uniform float size;
+uniform float outlineWidth;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ varying vec4 radii;
+#else
+ in vec2 pos;
+ out vec4 radii;
+#endif
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl
new file mode 100644
index 00000000000..f72c4c5a9e7
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl
@@ -0,0 +1,25 @@
+
+uniform float size;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ varying vec2 radii;
+#else
+ in vec2 pos;
+ out vec2 radii;
+#endif
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl
new file mode 100644
index 00000000000..605235b9335
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl
@@ -0,0 +1,34 @@
+
+uniform vec4 color;
+uniform vec4 outlineColor;
+
+#if __VERSION__ == 120
+ varying vec4 radii;
+ #define fragColor gl_FragColor
+#else
+ in vec4 radii;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke)
+ fragColor = mix(outlineColor, vec4(0.0), smoothstep(radii[1], radii[0], dist));
+ else
+ fragColor = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl
new file mode 100644
index 00000000000..dd8ecd6daa6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl
@@ -0,0 +1,24 @@
+
+uniform vec4 color;
+
+#if __VERSION__ == 120
+ varying vec2 radii;
+ #define fragColor gl_FragColor
+#else
+ in vec2 radii;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ fragColor = mix(color, vec4(0.0), smoothstep(radii[1], radii[0], dist));
+}