Commit: 70ff63e63fc3a63dccc6a6c567bbc347c64d6c7d
Author: Mike Erwin
Date:   Tue Oct 18 00:08:34 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB70ff63e63fc3a63dccc6a6c567bbc347c64d6c7d

OpenGL: tweak image shaders & code that uses them

- rename image shaders to describe exactly what they do
- rename inputs to match other built-in shaders
- set & use active texture unit
- no need to enable/disable textures with GLSL
- pull vertex format setup out of loops

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

M       source/blender/editors/space_view3d/drawobject.c
M       source/blender/gpu/CMakeLists.txt
M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/intern/gpu_shader.c
D       source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
A       source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
R056    source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl   
source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
R055    source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl 
source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
M       source/blender/windowmanager/intern/wm_draw.c
M       source/blender/windowmanager/intern/wm_stereo.c

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

diff --git a/source/blender/editors/space_view3d/drawobject.c 
b/source/blender/editors/space_view3d/drawobject.c
index 408d27e..02702af 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -675,11 +675,11 @@ static void draw_empty_image(Object *ob, const short 
dflag, const unsigned char
                }
 
                VertexFormat *format = immVertexFormat();
-               unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, 
KEEP_FLOAT);
-               unsigned texCoord = add_attrib(format, "texcoord", GL_FLOAT, 2, 
KEEP_FLOAT);
-               immBindBuiltinProgram(GPU_SHADER_2D_TEXTURE_2D); /* TODO: 
rename GPU_SHADER_3D_IMAGE_2D_MODULATE_ALPHA */
+               unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, 
KEEP_FLOAT);
+               unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, 
KEEP_FLOAT);
+               immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
                immUniform1f("alpha", ob_alpha);
-               immUniform1i("texture_map", texUnit); /* TODO: rename "image" */
+               immUniform1i("image", texUnit);
 
                immBegin(GL_TRIANGLE_FAN, 4);
                immAttrib2f(texCoord, 0.0f, 0.0f);
diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index b2a7c78..e960a81 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -133,9 +133,9 @@ 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_2D_texture_2D_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_texture_rect_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_texture_vert.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_3D_image_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
 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)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index d52a0a2..1fe0f6f 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,9 +101,9 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_3D_FLAT_COLOR,
        GPU_SHADER_3D_SMOOTH_COLOR,
        GPU_SHADER_3D_DEPTH_ONLY,
-       /* basic 2D texture drawing */
-       GPU_SHADER_2D_TEXTURE_2D,
-       GPU_SHADER_2D_TEXTURE_RECT,
+       /* basic image drawing */
+       GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
+       GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
        /* points */
        GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
        GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index 4641354..e8ea642 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -53,9 +53,9 @@ extern char datatoc_gpu_shader_2D_vert_glsl[];
 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_2D_texture_vert_glsl[];
-extern char datatoc_gpu_shader_2D_texture_2D_frag_glsl[];
-extern char datatoc_gpu_shader_2D_texture_rect_frag_glsl[];
+extern char datatoc_gpu_shader_3D_image_vert_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_3D_vert_glsl[];
 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
@@ -105,9 +105,9 @@ static struct GPUShadersGlobal {
                GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
                /* for drawing text */
                GPUShader *text;
-               /* for drawing texture */
-               GPUShader *texture_2D;
-               GPUShader *texture_rect;
+               /* for drawing images */
+               GPUShader *image_modulate_alpha_3D;
+               GPUShader *image_rect_modulate_alpha_3D;
                /* for simple 2D drawing */
                GPUShader *uniform_color_2D;
                GPUShader *flat_color_2D;
@@ -651,21 +651,21 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.text;
                        break;
-               case GPU_SHADER_2D_TEXTURE_2D:
-                       if (!GG.shaders.texture_2D)
-                               GG.shaders.texture_2D = GPU_shader_create(
-                                       datatoc_gpu_shader_2D_texture_vert_glsl,
-                                       
datatoc_gpu_shader_2D_texture_2D_frag_glsl,
+               case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
+                       if (!GG.shaders.image_modulate_alpha_3D)
+                               GG.shaders.image_modulate_alpha_3D = 
GPU_shader_create(
+                                       datatoc_gpu_shader_3D_image_vert_glsl,
+                                       
datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
                                        NULL, NULL, NULL, 0, 0, 0);
-                       retval = GG.shaders.texture_2D;
+                       retval = GG.shaders.image_modulate_alpha_3D;
                        break;
-               case GPU_SHADER_2D_TEXTURE_RECT:
-                       if (!GG.shaders.texture_rect)
-                               GG.shaders.texture_rect = GPU_shader_create(
-                               datatoc_gpu_shader_2D_texture_vert_glsl,
-                               datatoc_gpu_shader_2D_texture_rect_frag_glsl,
+               case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA:
+                       if (!GG.shaders.image_rect_modulate_alpha_3D)
+                               GG.shaders.image_rect_modulate_alpha_3D = 
GPU_shader_create(
+                               datatoc_gpu_shader_3D_image_vert_glsl,
+                               
datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl,
                                NULL, NULL, NULL, 0, 0, 0);
-                       retval = GG.shaders.texture_rect;
+                       retval = GG.shaders.image_rect_modulate_alpha_3D;
                        break;
                case GPU_SHADER_2D_UNIFORM_COLOR:
                        if (!GG.shaders.uniform_color_2D)
@@ -917,14 +917,14 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.text = NULL;
        }
 
-       if (GG.shaders.texture_2D) {
-               GPU_shader_free(GG.shaders.texture_2D);
-               GG.shaders.texture_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;
        }
 
-       if (GG.shaders.texture_rect) {
-               GPU_shader_free(GG.shaders.texture_rect);
-               GG.shaders.texture_rect = NULL;
+       if (GG.shaders.image_rect_modulate_alpha_3D) {
+               GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D);
+               GG.shaders.image_rect_modulate_alpha_3D = NULL;
        }
 
        if (GG.shaders.uniform_color_2D) {
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
deleted file mode 100644
index 4c05cf1..0000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-
-#if __VERSION__ == 120
-  attribute vec2 texcoord;
-  attribute vec3 position;
-  varying vec2 texture_coord;
-#else
-  in vec2 texcoord;
-  in vec3 position;
-  out vec2 texture_coord;
-#endif
-
-
-void main()
-{
-       gl_Position = ModelViewProjectionMatrix * vec4(position.xyz, 1.0f);
-       texture_coord = texcoord;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
new file mode 100644
index 0000000..e9f847f
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+  attribute vec2 texCoord;
+  attribute vec3 pos;
+  varying vec2 texCoord_interp;
+#else
+  in vec2 texCoord;
+  in vec3 pos;
+  out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+       gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
+       texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
similarity index 56%
rename from source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl
rename to source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
index cd4f0d2..74e1719 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_texture_2D_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -1,17 +1,18 @@
+
 #if __VERSION__ == 120
-  varying vec2 texture_coord;
+  varying vec2 texCoord_interp;
   #define fragColor gl_FragColor
 #else
-  in vec2 texture_coord;
+  in vec2 texCoord_interp;
   out vec4 fragColor;
   #define texture2D texture
 #endif
 
 uniform float alpha;
-uniform sampler2D texture_map;
+uniform sampler2D image;
 
 void main()
 {
-       fragColor = texture2D(texture_map, texture_coord);
+       fragColor = texture2D(image, texCoord_interp);
        fragColor.a *= alpha;
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
similarity index 55%
rename from source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl
rename to 
source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
index 9dad41d..aae3b40 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_texture_rect_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
@@ -1,17 +1,18 @@
+
 #if __VERSION__ == 120
-  varying vec2 texture_coord;
+  varying vec2 texCoord_interp;
   #define fragColor gl_FragColor
 #else
-  in vec2 texture_coord;
+  in vec2 texCoord_interp;
   out vec4 fragColor;
   #define texture2DRect texture
 #endif
 
 uniform float alpha;
-uniform sampler2DRect texture_map;
+uniform sampler2DRect image;
 
 void main()
 {
-       fragColor = texture2DRect(texture_map, texture_coord);
+       fragColor = texture2DRect(image, texCoord_interp);
        fragColor.a *= alpha;
 }
diff --git a/source/blender/windowmanager/intern/wm_draw.c 
b/source/blender/windowmanager/intern/wm_draw.c
index e9eaa56..f38f1ee 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -447,16 +447,16 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple 
*triple, float alpha)
        }
 
        VertexFormat *format = immVertexFormat();
-       unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, 
KEEP_FLOAT);
-       unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
-
-       glEnable(triple->target);

@@ Diff output truncated at 10240 characters. @@

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