Commit: f90b480f957f17ad86ab76a90bb46d74f27ab521
Author: Mike Erwin
Date:   Tue Nov 8 10:51:42 2016 -0500
Branches: blender2.8
https://developer.blender.org/rBf90b480f957f17ad86ab76a90bb46d74f27ab521

OpenGL: wm_operators.c uses new immediate mode

D2311 by @ianwill

This is the radial control that appears when we change the size of a brush in 
sculpt and vertex and texture painting modes, by pressing "f".

Also includes a new built-in shader that can be useful in other places.

Part of T49043

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

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_image_mask_uniform_color_frag.glsl
M       source/blender/windowmanager/intern/wm_operators.c

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

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 88484e0..7a7c68a 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -134,6 +134,7 @@ data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_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_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 4084e3d..cf7e00d 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -107,6 +107,7 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_3D_SMOOTH_COLOR,
        GPU_SHADER_3D_DEPTH_ONLY,
        /* basic image drawing */
+       GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
        GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
        GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
        GPU_SHADER_3D_IMAGE_DEPTH,
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index 382faac..4f6206b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -55,6 +55,7 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
 extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
 extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
 extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
 extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
@@ -122,6 +123,7 @@ static struct GPUShadersGlobal {
                GPUShader *edges_overlay_simple;
                GPUShader *edges_overlay;
                /* for drawing images */
+               GPUShader *image_mask_uniform_color_2D;
                GPUShader *image_modulate_alpha_3D;
                GPUShader *image_rect_modulate_alpha_3D;
                GPUShader *image_depth_3D;
@@ -721,6 +723,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.edges_overlay;
                        break;
+               case GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR:
+                       if (!GG.shaders.image_mask_uniform_color_2D)
+                               GG.shaders.image_mask_uniform_color_2D = 
GPU_shader_create(
+                                       datatoc_gpu_shader_3D_image_vert_glsl,
+                                       
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.image_mask_uniform_color_2D;
+                       break;
                case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
                        if (!GG.shaders.image_modulate_alpha_3D)
                                GG.shaders.image_modulate_alpha_3D = 
GPU_shader_create(
@@ -1028,6 +1038,11 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.edges_overlay = NULL;
        }
 
+       if (GG.shaders.image_mask_uniform_color_2D) {
+               GPU_shader_free(GG.shaders.image_mask_uniform_color_2D);
+               GG.shaders.image_mask_uniform_color_2D = NULL;
+       }
+
        if (GG.shaders.image_modulate_alpha_3D) {
                GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
                GG.shaders.image_modulate_alpha_3D = NULL;
diff --git 
a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
new file mode 100644
index 0000000..e787795
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
@@ -0,0 +1,18 @@
+
+#if __VERSION__ == 120
+  varying vec2 texCoord_interp;
+  #define fragColor gl_FragColor
+#else
+  in vec2 texCoord_interp;
+  out vec4 fragColor;
+  #define texture2D texture
+#endif
+
+uniform sampler2D image;
+uniform vec4 color;
+
+void main()
+{
+       fragColor.a = texture2D(image, texCoord_interp).a * color.a;
+       fragColor.rgb = color.rgb;
+}
diff --git a/source/blender/windowmanager/intern/wm_operators.c 
b/source/blender/windowmanager/intern/wm_operators.c
index a132d32..7c68a0c 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -98,6 +98,7 @@
 #include "ED_view3d.h"
 
 #include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
 
 #include "RNA_access.h"
 #include "RNA_define.h"
@@ -2988,8 +2989,8 @@ static void radial_control_set_tex(RadialControl *rc)
                        if ((ibuf = 
BKE_brush_gen_radial_control_imbuf(rc->image_id_ptr.data, 
rc->use_secondary_tex))) {
                                glGenTextures(1, &rc->gltex);
                                glBindTexture(GL_TEXTURE_2D, rc->gltex);
-                               glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, 
ibuf->x, ibuf->y, 0,
-                                            GL_ALPHA, GL_FLOAT, 
ibuf->rect_float);
+                               glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, ibuf->x, 
ibuf->y, 0,
+                                            GL_RED, GL_FLOAT, 
ibuf->rect_float);
                                MEM_freeN(ibuf->rect_float);
                                MEM_freeN(ibuf);
                        }
@@ -3022,13 +3023,26 @@ static void radial_control_paint_tex(RadialControl *rc, 
float radius, float alph
 
                RNA_property_float_get_array(fill_ptr, fill_prop, col);
        }
-       glColor4f(col[0], col[1], col[2], alpha);
+               
+       VertexFormat *format = immVertexFormat();
+       unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
 
        if (rc->gltex) {
+
+               unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, 
KEEP_FLOAT);
+
                glBindTexture(GL_TEXTURE_2D, rc->gltex);
 
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
GL_LINEAR);
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
GL_LINEAR);
+
+               GLint swizzleMask[] = {GL_ZERO, GL_ZERO, GL_ZERO, GL_RED};
+               glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, 
swizzleMask);
+
+               immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR);
+
+               immUniform4f("color", col[0], col[1], col[2], alpha);
+               immUniform1i("image", GL_TEXTURE0);
 
                /* set up rotation if available */
                if (rc->rot_prop) {
@@ -3038,18 +3052,21 @@ static void radial_control_paint_tex(RadialControl *rc, 
float radius, float alph
                }
 
                /* draw textured quad */
-               GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | 
GPU_SHADER_USE_COLOR);
-               glBegin(GL_QUADS);
-               glTexCoord2f(0, 0);
-               glVertex2f(-radius, -radius);
-               glTexCoord2f(1, 0);
-               glVertex2f(radius, -radius);
-               glTexCoord2f(1, 1);
-               glVertex2f(radius, radius);
-               glTexCoord2f(0, 1);
-               glVertex2f(-radius, radius);
-               glEnd();
-               GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+               immBegin(GL_QUADS, 4);
+
+               immAttrib2f(texCoord, 0, 0);
+               immVertex2f(pos, -radius, -radius);
+
+               immAttrib2f(texCoord, 1, 0);
+               immVertex2f(pos, radius, -radius);
+               
+               immAttrib2f(texCoord, 1, 1);
+               immVertex2f(pos, radius, radius);
+               
+               immAttrib2f(texCoord, 0, 1);
+               immVertex2f(pos, -radius, radius);
+
+               immEnd();
 
                /* undo rotation */
                if (rc->rot_prop)
@@ -3057,8 +3074,12 @@ static void radial_control_paint_tex(RadialControl *rc, 
float radius, float alph
        }
        else {
                /* flat color if no texture available */
-               glutil_draw_filled_arc(0, M_PI * 2, radius, 40);
+               immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+               immUniformColor3fvAlpha(col, alpha);
+               imm_draw_filled_circle(pos, 0.0f, 0.0f, radius, 40);
        }
+       
+       immUnbindProgram();
 }
 
 static void radial_control_paint_cursor(bContext *C, int x, int y, void 
*customdata)
@@ -3134,24 +3155,38 @@ static void radial_control_paint_cursor(bContext *C, 
int x, int y, void *customd
        /* set line color */
        if (rc->col_prop)
                RNA_property_float_get_array(&rc->col_ptr, rc->col_prop, col);
-       glColor4f(col[0], col[1], col[2], 0.5);
+
+       VertexFormat *format = immVertexFormat();
+       unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+       immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+       immUniformColor3fvAlpha(col, 0.5); 
 
        if (rc->subtype == PROP_ANGLE) {
                glPushMatrix();
+
                /* draw original angle line */
                glRotatef(RAD2DEGF(rc->initial_value), 0, 0, 1);
-               fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, 
(float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+               immBegin(GL_LINES, 2);
+               immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 
0.0f);
+               immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+               immEnd();
+
                /* draw new angle line */
                glRotatef(RAD2DEGF(rc->current_value - rc->initial_value), 0, 
0, 1);
-               fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, 
(float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+               immBegin(GL_LINES, 2);
+               immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 
0.0f);
+               immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+               immEnd();
+
                glPopMatrix();
        }
 
        /* draw circles on top */
-       glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r1, 40);
-       glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r2, 40);
+       imm_draw_lined_circle(pos, 0.0f, 0.0f, r1, 40);
+       imm_draw_lined_circle(pos, 0.0f, 0.0f, r2, 40);
        if (rmin > 0.0f)
-               glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), rmin, 40);
+               imm_draw_lined_circle(pos, 0.0, 0.0f, rmin, 40);
 
        BLF_size(fontid, 1.5 * fstyle_points * U.pixelsize, U.dpi);
        BLF_enable(fontid, BLF_SHADOW);
@@ -3167,6 +3202,8 @@ static void radial_control_paint_cursor(bContext *C, int 
x, int y, void *customd
 
        glDisable(GL_BLEND);
        glDisable(GL_LINE_SMOOTH);
+
+       immUnbindProgram();
 }
 
 typedef enum {

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