immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT
Use the same vertex shader for both fragment shaders
This commit is contained in:
@@ -125,6 +125,9 @@ data_to_c_simple(shaders/gpu_shader_2D_no_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_texture_2D_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_texture_rect_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_texture_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_no_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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@@ -101,6 +101,9 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_3D_FLAT_COLOR,
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_DEPTH_ONLY,
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/* basic 2D texture drawing */
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GPU_SHADER_2D_TEXTURE_2D,
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GPU_SHADER_2D_TEXTURE_RECT,
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} GPUBuiltinShader;
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GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
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@@ -650,3 +650,14 @@ void immUniformColor4ubv(const unsigned char rgba[4])
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const float scale = 1.0f / 255.0f;
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immUniform4f("color", scale * rgba[0], scale * rgba[1], scale * rgba[2], rgba[3]);
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}
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void immUniform1i(const char *name, const unsigned int data)
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{
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int loc = glGetUniformLocation(imm.bound_program, name);
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#if TRUST_NO_ONE
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assert(loc != -1);
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#endif
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glUniform1i(loc, data);
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}
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@@ -72,3 +72,5 @@ void immUniform4f(const char* name, float x, float y, float z, float w);
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// TODO: treat as sRGB?
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void immUniformColor3ubv(const unsigned char data[3]);
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void immUniformColor4ubv(const unsigned char data[4]);
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void immUniform1i(const char *name, const unsigned int data);
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@@ -53,6 +53,9 @@ extern char datatoc_gpu_shader_2D_no_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_texture_vert_glsl[];
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extern char datatoc_gpu_shader_2D_texture_2D_frag_glsl[];
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extern char datatoc_gpu_shader_2D_texture_rect_frag_glsl[];
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extern char datatoc_gpu_shader_3D_no_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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@@ -88,6 +91,9 @@ static struct GPUShadersGlobal {
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GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
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/* for drawing text */
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GPUShader *text;
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/* for drawing texture */
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GPUShader *texture_2D;
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GPUShader *texture_rect;
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/* for simple 2D drawing */
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GPUShader *uniform_color_2D;
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GPUShader *flat_color_2D;
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@@ -623,6 +629,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.text;
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break;
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case GPU_SHADER_2D_TEXTURE_2D:
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if (!GG.shaders.texture_2D)
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GG.shaders.texture_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_texture_vert_glsl,
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datatoc_gpu_shader_2D_texture_2D_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.texture_2D;
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break;
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case GPU_SHADER_2D_TEXTURE_RECT:
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if (!GG.shaders.texture_rect)
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GG.shaders.texture_rect = GPU_shader_create(
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datatoc_gpu_shader_2D_texture_vert_glsl,
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datatoc_gpu_shader_2D_texture_rect_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.texture_rect;
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break;
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case GPU_SHADER_2D_UNIFORM_COLOR:
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if (!GG.shaders.uniform_color_2D)
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GG.shaders.uniform_color_2D = GPU_shader_create(
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@@ -795,6 +817,16 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.text = NULL;
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}
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if (GG.shaders.texture_2D) {
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GPU_shader_free(GG.shaders.texture_2D);
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GG.shaders.texture_2D = NULL;
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}
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if (GG.shaders.texture_rect) {
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GPU_shader_free(GG.shaders.texture_rect);
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GG.shaders.texture_rect = NULL;
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}
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if (GG.shaders.uniform_color_2D) {
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GPU_shader_free(GG.shaders.uniform_color_2D);
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GG.shaders.uniform_color_2D = NULL;
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@@ -0,0 +1,14 @@
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#if __VERSION__ == 120
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varying vec2 texture_coord;
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#define fragColor gl_FragColor
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#else
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in vec2 texture_coord;
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out vec4 fragColor;
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#endif
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uniform sampler2D texture_map;
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void main()
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{
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fragColor = texture2D(texture_map, texture_coord);
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}
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@@ -0,0 +1,14 @@
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#if __VERSION__ == 120
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varying vec2 texture_coord;
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#define fragColor gl_FragColor
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#else
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in vec2 texture_coord;
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out vec4 fragColor;
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#endif
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uniform sampler2DRect texture_map;
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void main()
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{
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fragColor = texture2DRect(texture_map, texture_coord);
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}
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14
source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
Normal file
14
source/blender/gpu/shaders/gpu_shader_2D_texture_vert.glsl
Normal file
@@ -0,0 +1,14 @@
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#if __VERSION__ == 120
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varying vec2 texture_coord;
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#else
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out vec2 texture_coord;
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#endif
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in vec2 texcoord;
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in vec3 position;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0f);
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texture_coord = texcoord;
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}
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@@ -59,6 +59,7 @@
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "GPU_basic_shader.h"
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#include "GPU_immediate.h"
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#include "RE_engine.h"
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@@ -445,28 +446,36 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
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halfy /= triple->y;
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}
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GPU_basic_shader_bind((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_TEXTURE_2D : GPU_SHADER_TEXTURE_RECT);
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VertexFormat *format = immVertexFormat();
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unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
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glEnable(triple->target);
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immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
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glBindTexture(triple->target, triple->bind);
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glColor4f(1.0f, 1.0f, 1.0f, alpha);
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glBegin(GL_QUADS);
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glTexCoord2f(halfx, halfy);
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glVertex2f(0, 0);
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immUniform1i("texture_map", 0);
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glTexCoord2f(ratiox + halfx, halfy);
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glVertex2f(sizex, 0);
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immBegin(GL_QUADS, 4);
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glTexCoord2f(ratiox + halfx, ratioy + halfy);
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glVertex2f(sizex, sizey);
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immAttrib2f(texcoord, halfx, halfy);
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immVertex2f(pos, 0.0f, 0.0f);
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glTexCoord2f(halfx, ratioy + halfy);
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glVertex2f(0, sizey);
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glEnd();
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immAttrib2f(texcoord, ratiox + halfx, halfy);
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immVertex2f(pos, sizex, 0.0f);
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immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
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immVertex2f(pos, sizex, sizey);
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immAttrib2f(texcoord, halfx, ratioy + halfy);
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immVertex2f(pos, 0.0f, sizey);
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immEnd();
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immUnbindProgram();
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glBindTexture(triple->target, 0);
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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glDisable(triple->target);
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}
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static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
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