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
This commit is contained in:
2016-10-18 00:08:34 -04:00
parent 0c6939f5f5
commit 70ff63e63f
10 changed files with 92 additions and 86 deletions

View File

@@ -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);

View File

@@ -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)

View File

@@ -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,

View File

@@ -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) {

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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);
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
const int activeTex = GL_TEXTURE0;
glActiveTexture(activeTex);
glBindTexture(triple->target, triple->bind);
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
immUniform1f("alpha", alpha);
immUniform1i("texture_map", 0);
immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
@@ -476,7 +476,6 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
immUnbindProgram();
glBindTexture(triple->target, 0);
glDisable(triple->target);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)

View File

@@ -173,6 +173,13 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
int soffx;
bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
const int activeTex = GL_TEXTURE0;
glActiveTexture(activeTex);
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
triple = drawdata->triple;
@@ -204,16 +211,12 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
halfy /= triple->y;
}
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);
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
/* TODO: if target is always same for both eyes, bind program & set uniform before loop */
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
glBindTexture(triple->target, triple->bind);
immUniform1i("texture_map", 0);
immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
@@ -230,10 +233,10 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
immVertex2f(pos, soffx, sizey);
immEnd();
immUnbindProgram();
/* TODO: if target is always same for both eyes, unbind program & texture target after loop */
glBindTexture(triple->target, 0);
glDisable(triple->target);
immUnbindProgram();
}
}
@@ -245,6 +248,13 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
int view;
int soffy;
const int activeTex = GL_TEXTURE0;
glActiveTexture(activeTex);
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
triple = drawdata->triple;
@@ -273,17 +283,13 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
halfy /= triple->y;
}
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);
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
/* TODO: if target is always same for both eyes, bind program & set uniforms before loop */
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
glBindTexture(triple->target, triple->bind);
immUniform1f("alpha", 1.0f);
immUniform1i("texture_map", 0);
immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
@@ -300,10 +306,10 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f));
immEnd();
immUnbindProgram();
/* TODO: if target is always same for both eyes, unbind program & texture target after loop */
immUnbindProgram();
glBindTexture(triple->target, 0);
glDisable(triple->target);
}
}