diff options
-rw-r--r-- | source/blender/editors/uvedit/uvedit_draw.c | 98 | ||||
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 5 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl | 30 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl | 6 |
5 files changed, 79 insertions, 61 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index 897e2f13774..df6e4f70e99 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -409,70 +409,49 @@ static void draw_uvs(SpaceImage *sima, GPU_blend(true); } - switch (sima->dt_uv) { - case SI_UVDT_DASH: { - float dash_colors[2][4] = { - {0.56f, 0.56f, 0.56f, overlay_alpha}, - {0.07f, 0.07f, 0.07f, overlay_alpha}, - }; - float viewport_size[4]; - GPU_viewport_size_get_f(viewport_size); - - GPU_line_width(1.0f); - GPU_batch_program_set_builtin(batch->edges, GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); - GPU_batch_uniform_4fv_array(batch->edges, "colors", 2, (float *)dash_colors); - GPU_batch_uniform_2f(batch->edges, - "viewport_size", - viewport_size[2] / UI_DPI_FAC, - viewport_size[3] / UI_DPI_FAC); - GPU_batch_uniform_1i(batch->edges, "colors_len", 2); /* "advanced" mode */ - GPU_batch_uniform_1f(batch->edges, "dash_width", 4.0f); - GPU_batch_uniform_1f(batch->edges, "dash_factor", 0.5f); - GPU_batch_draw(batch->edges); - break; - } - case SI_UVDT_BLACK: - case SI_UVDT_WHITE: - case SI_UVDT_OUTLINE: { - /* We could modify the vbo's data filling - * instead of modifying the provoking vert. */ - glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); - - UI_GetThemeColor3fv(TH_EDGE_SELECT, col2); - col2[3] = overlay_alpha; - - GPU_batch_program_set_builtin( - batch->edges, (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH : GPU_SHADER_2D_UV_EDGES); - - if (sima->dt_uv == SI_UVDT_OUTLINE) { - /* Black Outline. */ - GPU_line_width(3.0f); - GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, overlay_alpha); - GPU_batch_uniform_4f(batch->edges, "selectColor", 0.0f, 0.0f, 0.0f, overlay_alpha); - GPU_batch_draw(batch->edges); - - UI_GetThemeColor3fv(TH_WIRE_EDIT, col1); - } - else if (sima->dt_uv == SI_UVDT_WHITE) { - copy_v3_fl3(col1, 1.0f, 1.0f, 1.0f); - } - else { - copy_v3_fl3(col1, 0.0f, 0.0f, 0.0f); - } - col1[3] = overlay_alpha; + { + /* We could modify the vbo's data filling + * instead of modifying the provoking vert. */ + glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); + + UI_GetThemeColor3fv(TH_EDGE_SELECT, col2); + col2[3] = overlay_alpha; - /* Inner Line. Use depth test to insure selection is drawn on top. */ - GPU_depth_test(true); - GPU_line_width(1.0f); - GPU_batch_uniform_4fv(batch->edges, "edgeColor", col1); - GPU_batch_uniform_4fv(batch->edges, "selectColor", col2); + float dash_width = (sima->dt_uv & SI_UVDT_DASH) ? (4.0f * UI_DPI_FAC) : 9999.0f; + + GPU_batch_program_set_builtin( + batch->edges, (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH : GPU_SHADER_2D_UV_EDGES); + + if (sima->dt_uv == SI_UVDT_OUTLINE) { + /* Black Outline. */ + GPU_line_width(3.0f); + GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, overlay_alpha); + GPU_batch_uniform_4f(batch->edges, "selectColor", 0.0f, 0.0f, 0.0f, overlay_alpha); + GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width); GPU_batch_draw(batch->edges); - GPU_depth_test(false); - glProvokingVertex(GL_LAST_VERTEX_CONVENTION); - break; + UI_GetThemeColor3fv(TH_WIRE_EDIT, col1); + } + else if (sima->dt_uv == SI_UVDT_BLACK) { + copy_v3_fl3(col1, 0.0f, 0.0f, 0.0f); } + else { + copy_v3_fl3(col1, 1.0f, 1.0f, 1.0f); + } + col1[3] = overlay_alpha; + + /* Inner Line. Use depth test to insure selection is drawn on top. */ + GPU_depth_test(true); + GPU_line_width(1.0f); + GPU_batch_uniform_4fv(batch->edges, "edgeColor", col1); + GPU_batch_uniform_4fv(batch->edges, "selectColor", col2); + GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width); + GPU_batch_draw(batch->edges); + GPU_depth_test(false); + + glProvokingVertex(GL_LAST_VERTEX_CONVENTION); } + if (sima->flag & SI_SMOOTH_UV) { GPU_line_smooth(false); GPU_blend(false); @@ -481,6 +460,7 @@ static void draw_uvs(SpaceImage *sima, GPU_blend(false); } } + if (batch->verts || batch->facedots) { UI_GetThemeColor4fv(TH_VERTEX_SELECT, col2); if (batch->verts) { diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 1d6a5031d7e..0f7e804de9e 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -210,6 +210,7 @@ data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_ data_to_c_simple(shaders/gpu_shader_2D_edituvs_points_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_facedots_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC) diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 8c03567b95f..711147a61e9 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -117,6 +117,7 @@ extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_ve extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[]; +extern char datatoc_gpu_shader_2D_edituvs_edges_frag_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[]; @@ -1171,12 +1172,12 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { [GPU_SHADER_2D_UV_EDGES] = { .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, + .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl, }, [GPU_SHADER_2D_UV_EDGES_SMOOTH] = { .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl, - .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl, + .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl, .defs = "#define SMOOTH_COLOR\n", }, [GPU_SHADER_2D_UV_FACES] = diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl new file mode 100644 index 00000000000..108fc85c4a5 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl @@ -0,0 +1,30 @@ + + +uniform float dashWidth; + +#ifdef SMOOTH_COLOR +noperspective in vec4 finalColor; +#else +flat in vec4 finalColor; +#endif + +noperspective in vec2 stipple_pos; +flat in vec2 stipple_start; + +out vec4 fragColor; + +void main() +{ + fragColor = finalColor; + + /* Avoid passing viewport size */ + vec2 dd = fwidth(stipple_pos); + + float dist = distance(stipple_start, stipple_pos) / max(dd.x, dd.y); + + if (fract(dist / dashWidth) > 0.5) { + fragColor.rgb = vec3(0.0); + } + + fragColor = blender_srgb_to_framebuffer_space(fragColor); +} diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl index 02bbe545436..69fe5c93a61 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl @@ -12,6 +12,9 @@ noperspective out vec4 finalColor; flat out vec4 finalColor; #endif +noperspective out vec2 stipple_pos; +flat out vec2 stipple_start; + /* TODO: Port drawing to draw manager and * remove constants duplications. */ #define VERT_UV_SELECT (1 << 3) @@ -28,5 +31,8 @@ void main() gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); gl_Position.z = float(!is_select); + /* Avoid precision loss. */ + stipple_start = stipple_pos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w); + finalColor = (is_select) ? selectColor : edgeColor; } |