WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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9 changed files with 6 additions and 39 deletions
Showing only changes of commit 0c64889070 - Show all commits

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@ -1003,8 +1003,8 @@ static void draw_mouse_position(tGPDfill *tgpf)
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
/* Draw mouse click position in Blue. */ /* Draw mouse click position in Blue. */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR); immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
GPU_point_size(point_size); immUniform1f("size", point_size * M_SQRT2);
immBegin(GPU_PRIM_POINTS, 1); immBegin(GPU_PRIM_POINTS, 1);
immAttr4ubv(col, mouse_color); immAttr4ubv(col, mouse_color);
immVertex3fv(pos, &pt->x); immVertex3fv(pos, &pt->x);

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@ -966,9 +966,8 @@ static void min_distance_edit_draw(bContext *C, int /*x*/, int /*y*/, void *cust
const uint pos3d = GPU_vertformat_attr_add(format3d, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); const uint pos3d = GPU_vertformat_attr_add(format3d, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
const uint col3d = GPU_vertformat_attr_add(format3d, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); const uint col3d = GPU_vertformat_attr_add(format3d, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR); immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 4.0f);
GPU_point_size(3.0f);
immBegin(GPU_PRIM_POINTS, points_wo.size()); immBegin(GPU_PRIM_POINTS, points_wo.size());
float3 brush_origin_wo = math::transform_point(op_data.curves_to_world_mat, op_data.pos_cu); float3 brush_origin_wo = math::transform_point(op_data.curves_to_world_mat, op_data.pos_cu);

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@ -1104,8 +1104,8 @@ static void draw_rotation_guide(const RegionView3D *rv3d)
immUnbindProgram(); immUnbindProgram();
/* -- draw rotation center -- */ /* -- draw rotation center -- */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR); immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
GPU_point_size(5.0f); immUniform1f("size", 7.0f);
immBegin(GPU_PRIM_POINTS, 1); immBegin(GPU_PRIM_POINTS, 1);
immAttr4ubv(col, color); immAttr4ubv(col, color);
immVertex3fv(pos, o); immVertex3fv(pos, o);

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@ -377,7 +377,6 @@ set(GLSL_SRC
shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_frag.glsl shaders/gpu_shader_point_varying_color_frag.glsl
shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl

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@ -322,14 +322,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec2 * \param pos: in vec2
*/ */
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
/**
* Draw round points with a hardcoded size.
* Take a single color for all the vertices and a 3D position for each vertex.
*
* \param color: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
/** /**
* Draw round points with a constant size. * Draw round points with a constant size.
* Take a single color for all the vertices and a 3D position for each vertex. * Take a single color for all the vertices and a 3D position for each vertex.

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@ -161,11 +161,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA", .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa", .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
}, },
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
.create_info = "gpu_shader_3D_point_fixed_size_varying_color",
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ {
.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR", .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",

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@ -1,6 +0,0 @@
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
}

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@ -7,16 +7,6 @@
#include "gpu_shader_create_info.hh" #include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_varying_color)
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC4, "color")
.vertex_out(smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.vertex_source("gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color) GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color)
.vertex_in(0, Type::VEC3, "pos") .vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC4, "color") .vertex_in(1, Type::VEC4, "color")

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@ -52,8 +52,6 @@ static void test_shader_builtin()
GPU_SHADER_CFG_DEFAULT); GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_CFG_DEFAULT); GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR, test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_CFG_DEFAULT); GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT);