From 827ad4125cf32caa32d53a3234c3ab7bd062f404 Mon Sep 17 00:00:00 2001 From: Mike Erwin Date: Tue, 18 Oct 2016 13:03:30 -0400 Subject: OpenGL: new built-in shader for smooth round 3D points --- source/blender/gpu/CMakeLists.txt | 1 + source/blender/gpu/GPU_shader.h | 1 + source/blender/gpu/intern/gpu_shader.c | 15 +++++++++++++ ...u_shader_3D_point_uniform_size_smooth_vert.glsl | 26 ++++++++++++++++++++++ 4 files changed, 43 insertions(+) create mode 100644 source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index e960a817a55..d8925b17924 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -149,6 +149,7 @@ 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_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_3D_point_uniform_size_smooth_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_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_smooth_vert.glsl SRC) diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 1fe0f6f9717..7a47b5ae331 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -112,6 +112,7 @@ typedef enum GPUBuiltinShader { GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR, GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR, GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR, + GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH, GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR, GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR, diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index e8ea6425d7b..db133fd7c29 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -69,6 +69,7 @@ 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_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[]; +extern char datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[]; @@ -127,6 +128,7 @@ static struct GPUShadersGlobal { GPUShader *point_fixed_size_varying_color_3D; GPUShader *point_varying_size_uniform_color_3D; GPUShader *point_varying_size_varying_color_3D; + GPUShader *point_uniform_size_uniform_color_smooth_3D; GPUShader *point_uniform_size_uniform_color_outline_smooth_3D; } shaders; } GG = {{NULL}}; @@ -795,6 +797,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) NULL, NULL, NULL, 0, 0, 0); retval = GG.shaders.point_varying_size_varying_color_3D; break; + case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH: + if (!GG.shaders.point_uniform_size_uniform_color_smooth_3D) + GG.shaders.point_uniform_size_uniform_color_smooth_3D = GPU_shader_create( + datatoc_gpu_shader_3D_point_uniform_size_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_3D; + break; case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH: if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = GPU_shader_create( @@ -1002,6 +1012,11 @@ void GPU_shader_free_builtin_shaders(void) GG.shaders.point_varying_size_varying_color_3D = NULL; } + if (GG.shaders.point_uniform_size_uniform_color_smooth_3D) { + GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_3D); + GG.shaders.point_uniform_size_uniform_color_smooth_3D = NULL; + } + if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) { GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D); GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = NULL; diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl new file mode 100644 index 00000000000..287f95b48ab --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl @@ -0,0 +1,26 @@ + +uniform mat4 ModelViewProjectionMatrix; +uniform float size; + +#if __VERSION__ == 120 + attribute vec3 pos; + varying vec2 radii; +#else + in vec3 pos; + out vec2 radii; +#endif + +void main() { + gl_Position = ModelViewProjectionMatrix * vec4(pos, 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; +} -- cgit v1.2.3