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-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c12
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl17
5 files changed, 28 insertions, 6 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 2094aeabfbc..976c27ee7a4 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -335,8 +335,8 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima
glBindTexture(GL_TEXTURE_2D, target->overlay_texture);
if (refresh) {
- GLenum format = col ? GL_RGBA : GL_ALPHA;
- GLenum internalformat = col ? GL_RGBA8 : GL_ALPHA8;
+ GLenum format = col ? GL_RGBA : GL_RED;
+ GLenum internalformat = col ? GL_RGBA8 : GL_R8;
if (!init || (target->old_col != col)) {
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, size, size, 0, format, GL_UNSIGNED_BYTE, buffer);
@@ -457,10 +457,10 @@ static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom)
if (refresh) {
if (!init) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, size, size, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size, size, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
}
else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_ALPHA, GL_UNSIGNED_BYTE, buffer);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RED, GL_UNSIGNED_BYTE, buffer);
}
if (buffer)
@@ -664,12 +664,12 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
-
if (col) {
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, overlay_alpha * 0.01f);
}
else {
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA_COLOR);
immUniformColor3fvAlpha(U.sculpt_paint_overlay_col, overlay_alpha * 0.01f);
}
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 8d1d45d34cc..ea142361d81 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -141,6 +141,7 @@ data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 6783dee7201..7e4524142d3 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -111,6 +111,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_FLAT_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_IMAGE_COLOR,
+ GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 26bfd70c025..33be3b74aff 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -63,6 +63,7 @@ extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
@@ -688,6 +689,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_alpha_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
new file mode 100644
index 00000000000..bc8758470eb
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
@@ -0,0 +1,17 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform vec4 color;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture2D(image, texCoord_interp).r * color;
+}