Commit: 5753a1462ffbaf3bbcb471a5cca58a217988d88d
Author: Mike Erwin
Date:   Fri Sep 30 20:44:22 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB5753a1462ffbaf3bbcb471a5cca58a217988d88d

OpenGL: new built-in shaders for drawing points

Both of these draw round points with jaggy edges, but treat color & size 
differently.

===================================================================

M       source/blender/gpu/CMakeLists.txt
M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/intern/gpu_shader.c
A       
source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
A       
source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
A       source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
A       source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 0b3e41c..ff826f4 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -135,6 +135,11 @@ 
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
 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_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_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 0b618d1..0845178 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -104,6 +104,9 @@ typedef enum GPUBuiltinShader {
        /* basic 2D texture drawing */
        GPU_SHADER_2D_TEXTURE_2D,
        GPU_SHADER_2D_TEXTURE_RECT,
+       /* points */
+       GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
+       GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
 } GPUBuiltinShader;
 
 GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index 6a730f3..98c2f23 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -61,6 +61,11 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 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_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_text_vert_glsl[];
 extern char datatoc_gpu_shader_text_frag_glsl[];
 
@@ -103,6 +108,9 @@ static struct GPUShadersGlobal {
                GPUShader *flat_color_3D;
                GPUShader *smooth_color_3D;
                GPUShader *depth_only_3D;
+               /* points */
+               GPUShader *point_fixed_size_varying_color_3D;
+               GPUShader *point_varying_size_uniform_color_3D;
        } shaders;
 } GG = {{NULL}};
 
@@ -709,6 +717,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.depth_only_3D;
                        break;
+               case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
+                       if (!GG.shaders.point_fixed_size_varying_color_3D)
+                               GG.shaders.point_fixed_size_varying_color_3D = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
+                                       
datatoc_gpu_shader_point_varying_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.point_fixed_size_varying_color_3D;
+                       break;
+               case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR:
+                       if (!GG.shaders.point_varying_size_uniform_color_3D)
+                               GG.shaders.point_varying_size_uniform_color_3D 
= GPU_shader_create(
+                                       
datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl,
+                                       
datatoc_gpu_shader_point_uniform_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.point_varying_size_uniform_color_3D;
+                       break;
        }
 
        if (retval == NULL)
@@ -865,6 +889,16 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.smooth_color_3D = NULL;
        }
 
+       if (GG.shaders.point_fixed_size_varying_color_3D) {
+               GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
+               GG.shaders.point_fixed_size_varying_color_3D = NULL;
+       }
+
+       if (GG.shaders.point_varying_size_uniform_color_3D) {
+               GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D);
+               GG.shaders.point_varying_size_uniform_color_3D = NULL;
+       }
+
        for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
                if (GG.shaders.fx_shaders[i]) {
                        GPU_shader_free(GG.shaders.fx_shaders[i]);
diff --git 
a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
 
b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
new file mode 100644
index 0000000..451d862
--- /dev/null
+++ 
b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -0,0 +1,16 @@
+
+#if __VERSION__ == 120
+  attribute vec3 pos;
+  attribute vec4 color;
+  varying vec4 finalColor;
+#else
+  in vec3 pos;
+  in vec4 color;
+  out vec4 finalColor;
+#endif
+
+void main()
+{
+       gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
+       finalColor = color;
+}
diff --git 
a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
 
b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
new file mode 100644
index 0000000..0bdcbd5
--- /dev/null
+++ 
b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl
@@ -0,0 +1,14 @@
+
+#if __VERSION__ == 120
+  attribute vec3 pos;
+  attribute float size;
+#else
+  in vec3 pos;
+  in float size;
+#endif
+
+void main()
+{
+       gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
+       gl_PointSize = size;
+}
diff --git 
a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
new file mode 100644
index 0000000..8e0c75d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
@@ -0,0 +1,21 @@
+
+uniform vec4 color;
+
+#if __VERSION__ == 120
+  #define fragColor gl_FragColor
+#else
+  out vec4 fragColor;
+#endif
+
+void main()
+{
+       vec2 centered = gl_PointCoord - vec2(0.5);
+       float dist_squared = dot(centered, centered);
+       const float rad_squared = 0.25;
+
+       // round point with jaggy edges
+       if (dist_squared > rad_squared)
+               discard;
+
+       fragColor = color;
+}
diff --git 
a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
new file mode 100644
index 0000000..91092a9
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -0,0 +1,21 @@
+
+#if __VERSION__ == 120
+  varying vec4 finalColor;
+  #define fragColor gl_FragColor
+#else
+  in vec4 finalColor;
+  out vec4 fragColor;
+#endif
+
+void main()
+{
+       vec2 centered = gl_PointCoord - vec2(0.5);
+       float dist_squared = dot(centered, centered);
+       const float rad_squared = 0.25;
+
+       // round point with jaggy edges
+       if (dist_squared > rad_squared)
+               discard;
+
+       fragColor = finalColor;
+}

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