diff options
-rw-r--r-- | source/blender/gpu/GPU_basic_shader.h | 9 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_basic_shader.c | 44 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_basic_frag.glsl | 19 | ||||
-rw-r--r-- | source/blender/windowmanager/intern/wm_draw.c | 7 |
4 files changed, 63 insertions, 16 deletions
diff --git a/source/blender/gpu/GPU_basic_shader.h b/source/blender/gpu/GPU_basic_shader.h index f30b40c37f1..1e2db6acc52 100644 --- a/source/blender/gpu/GPU_basic_shader.h +++ b/source/blender/gpu/GPU_basic_shader.h @@ -46,11 +46,12 @@ typedef enum GPUBasicShaderOption { GPU_SHADER_LIGHTING = (1 << 1), /* use lighting */ GPU_SHADER_TWO_SIDED = (1 << 2), /* flip normals towards viewer */ GPU_SHADER_TEXTURE_2D = (1 << 3), /* use 2D texture to replace diffuse color */ + GPU_SHADER_TEXTURE_RECT = (1 << 4), /* same as GPU_SHADER_TEXTURE_2D, for GL_TEXTURE_RECTANGLE */ - GPU_SHADER_SOLID_LIGHTING = (1 << 4), /* use faster lighting (set automatically) */ - GPU_SHADER_STIPPLE = (1 << 5), /* use stipple */ - GPU_SHADER_LINE = (1 << 6), /* draw lines */ - GPU_SHADER_OPTIONS_NUM = 7, + GPU_SHADER_SOLID_LIGHTING = (1 << 5), /* use faster lighting (set automatically) */ + GPU_SHADER_STIPPLE = (1 << 6), /* use stipple */ + GPU_SHADER_LINE = (1 << 7), /* draw lines */ + GPU_SHADER_OPTIONS_NUM = 8, GPU_SHADER_OPTION_COMBINATIONS = (1 << GPU_SHADER_OPTIONS_NUM) } GPUBasicShaderOption; diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c index e4ec57d9cd3..b0669225a4d 100644 --- a/source/blender/gpu/intern/gpu_basic_shader.c +++ b/source/blender/gpu/intern/gpu_basic_shader.c @@ -324,6 +324,9 @@ static int detect_options() if (glIsEnabled(GL_TEXTURE_2D)) options |= GPU_SHADER_TEXTURE_2D; + if (glIsEnabled(GL_TEXTURE_RECTANGLE)) + options |= GPU_SHADER_TEXTURE_RECT; + GPU_SHADER_TEXTURE_RECT if (glIsEnabled(GL_COLOR_MATERIAL)) options |= GPU_SHADER_USE_COLOR; @@ -363,8 +366,10 @@ static GPUShader *gpu_basic_shader(int options) strcat(defines, "#define USE_COLOR\n"); if (options & GPU_SHADER_TWO_SIDED) strcat(defines, "#define USE_TWO_SIDED\n"); - if (options & GPU_SHADER_TEXTURE_2D) + if (options & (GPU_SHADER_TEXTURE_2D | GPU_SHADER_TEXTURE_RECT)) strcat(defines, "#define USE_TEXTURE\n"); + if (options & GPU_SHADER_TEXTURE_RECT) + strcat(defines, "#define USE_TEXTURE_RECTANGLE\n"); if (options & GPU_SHADER_STIPPLE) strcat(defines, "#define USE_STIPPLE\n"); if (options & GPU_SHADER_LINE) { @@ -385,7 +390,7 @@ static GPUShader *gpu_basic_shader(int options) if (shader) { /* set texture map to first texture unit */ - if (options & GPU_SHADER_TEXTURE_2D) { + if (options & (GPU_SHADER_TEXTURE_2D | GPU_SHADER_TEXTURE_RECT)) { GPU_shader_bind(shader); glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0); GPU_shader_unbind(); @@ -415,6 +420,23 @@ void GPU_basic_shader_bind(int options) { if (USE_GLSL) { if (options) { + const int bound_options = GPU_MATERIAL_STATE.bound_options; + + /* texture options need to be set for basic shader too */ + if (options & GPU_SHADER_TEXTURE_2D) { + glEnable(GL_TEXTURE_2D); + } + else if (bound_options & GPU_SHADER_TEXTURE_2D) { + glDisable(GL_TEXTURE_2D); + } + + if (options & GPU_SHADER_TEXTURE_RECT) { + glEnable(GL_TEXTURE_RECTANGLE); + } + else if (bound_options & GPU_SHADER_TEXTURE_RECT) { + glDisable(GL_TEXTURE_RECTANGLE); + } + GPUShader *shader = gpu_basic_shader(options); if (shader) { @@ -427,7 +449,7 @@ void GPU_basic_shader_bind(int options) } } else { - int bound_options = GPU_MATERIAL_STATE.bound_options; + const int bound_options = GPU_MATERIAL_STATE.bound_options; if (options & GPU_SHADER_LIGHTING) { glEnable(GL_LIGHTING); @@ -454,10 +476,24 @@ void GPU_basic_shader_bind(int options) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode); } else if (bound_options & GPU_SHADER_TEXTURE_2D) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + if ((options & GPU_SHADER_TEXTURE_RECT) == 0) { + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + } glDisable(GL_TEXTURE_2D); } + if (options & GPU_SHADER_TEXTURE_RECT) { + GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE; + glEnable(GL_TEXTURE_RECTANGLE); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode); + } + else if (bound_options & GPU_SHADER_TEXTURE_RECT) { + if ((options & GPU_SHADER_TEXTURE_2D) == 0) { + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + } + glDisable(GL_TEXTURE_RECTANGLE); + } + if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) { glEnable(GL_LINE_STIPPLE); } diff --git a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl index 6b6679b60df..ea5f6aef005 100644 --- a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl @@ -3,6 +3,7 @@ * * USE_COLOR: use glColor for diffuse colors * USE_TEXTURE: use texture for diffuse colors + * USE_TEXTURE_RECTANGLE: use GL_TEXTURE_RECTANGLE instead of GL_TEXTURE_2D * USE_SCENE_LIGHTING: use lights (up to 8) * USE_SOLID_LIGHTING: assume 3 directional lights for solid draw mode * USE_TWO_SIDED: flip normal towards viewer @@ -39,8 +40,16 @@ varying vec4 varying_vertex_color; #endif #ifdef USE_TEXTURE +#ifdef USE_TEXTURE_RECTANGLE +#define sampler2D_default sampler2DRect +#define texture2D_default texture2DRect +#else +#define sampler2D_default sampler2D +#define texture2D_default texture2D +#endif + varying vec2 varying_texture_coord; -uniform sampler2D texture_map; +uniform sampler2D_default texture_map; #endif #ifdef USE_STIPPLE @@ -229,12 +238,12 @@ void main() float alpha; #if defined(USE_TEXTURE) && defined(USE_COLOR) - vec4 texture_color = texture2D(texture_map, varying_texture_coord); + vec4 texture_color = texture2D_default(texture_map, varying_texture_coord); L_diffuse *= texture_color.rgb * varying_vertex_color.rgb; alpha = texture_color.a * varying_vertex_color.a; #elif defined(USE_TEXTURE) - vec4 texture_color = texture2D(texture_map, varying_texture_coord); + vec4 texture_color = texture2D_default(texture_map, varying_texture_coord); L_diffuse *= texture_color.rgb; alpha = texture_color.a; @@ -259,9 +268,9 @@ void main() /* no lighting */ #if defined(USE_TEXTURE) && defined(USE_COLOR) - gl_FragColor = texture2D(texture_map, varying_texture_coord) * varying_vertex_color; + gl_FragColor = texture2D_default(texture_map, varying_texture_coord) * varying_vertex_color; #elif defined(USE_TEXTURE) - gl_FragColor = texture2D(texture_map, varying_texture_coord); + gl_FragColor = texture2D_default(texture_map, varying_texture_coord); #elif defined(USE_COLOR) gl_FragColor = varying_vertex_color; #else diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c index 8f15d94f538..962ed3c040d 100644 --- a/source/blender/windowmanager/intern/wm_draw.c +++ b/source/blender/windowmanager/intern/wm_draw.c @@ -437,8 +437,6 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) float halfx, halfy, ratiox, ratioy; - glEnable(triple->target); - /* wmOrtho for the screen has this same offset */ ratiox = sizex; ratioy = sizey; @@ -453,6 +451,8 @@ 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); + glBindTexture(triple->target, triple->bind); glColor4f(1.0f, 1.0f, 1.0f, alpha); @@ -471,7 +471,8 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) glEnd(); glBindTexture(triple->target, 0); - glDisable(triple->target); + + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple) |