Revert "Revert "GPUShaderCreateInfo for interface abstraction""

This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
This commit is contained in:
2022-01-17 14:45:22 +01:00
parent edee5a947b
commit 9d3f35a0bf
151 changed files with 5209 additions and 812 deletions

View File

@@ -51,7 +51,9 @@
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
#include "GPU_shader_shared.h"
#include "GPU_state.h"
#include "GPU_uniform_buffer.h"
#include "DRW_engine.h"
@@ -1873,23 +1875,29 @@ static void nodelink_batch_draw(const SpaceNode &snode)
}
GPU_blend(GPU_BLEND_ALPHA);
NodeLinkInstanceData node_link_data;
float colors[6][4] = {{0.0f}};
UI_GetThemeColor4fv(TH_WIRE_INNER, colors[nodelink_get_color_id(TH_WIRE_INNER)]);
UI_GetThemeColor4fv(TH_WIRE, colors[nodelink_get_color_id(TH_WIRE)]);
UI_GetThemeColor4fv(TH_ACTIVE, colors[nodelink_get_color_id(TH_ACTIVE)]);
UI_GetThemeColor4fv(TH_EDGE_SELECT, colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
UI_GetThemeColor4fv(TH_REDALERT, colors[nodelink_get_color_id(TH_REDALERT)]);
UI_GetThemeColor4fv(TH_WIRE_INNER, node_link_data.colors[nodelink_get_color_id(TH_WIRE_INNER)]);
UI_GetThemeColor4fv(TH_WIRE, node_link_data.colors[nodelink_get_color_id(TH_WIRE)]);
UI_GetThemeColor4fv(TH_ACTIVE, node_link_data.colors[nodelink_get_color_id(TH_ACTIVE)]);
UI_GetThemeColor4fv(TH_EDGE_SELECT,
node_link_data.colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
UI_GetThemeColor4fv(TH_REDALERT, node_link_data.colors[nodelink_get_color_id(TH_REDALERT)]);
node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH;
node_link_data.arrowSize = ARROW_SIZE;
GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(sizeof(node_link_data), &node_link_data, __func__);
GPU_vertbuf_data_len_set(g_batch_link.inst_vbo, g_batch_link.count);
GPU_vertbuf_use(g_batch_link.inst_vbo); /* force update. */
GPU_batch_program_set_builtin(g_batch_link.batch, GPU_SHADER_2D_NODELINK_INST);
GPU_batch_uniform_4fv_array(g_batch_link.batch, "colors", 6, colors);
GPU_batch_uniform_1f(g_batch_link.batch, "expandSize", snode.runtime->aspect * LINK_WIDTH);
GPU_batch_uniform_1f(g_batch_link.batch, "arrowSize", ARROW_SIZE);
GPU_batch_uniformbuf_bind(g_batch_link.batch, "node_link_data", ubo);
GPU_batch_draw(g_batch_link.batch);
GPU_uniformbuf_unbind(ubo);
GPU_uniformbuf_free(ubo);
nodelink_batch_reset();
GPU_blend(GPU_BLEND_NONE);
@@ -2060,19 +2068,32 @@ void node_draw_link_bezier(const bContext &C,
copy_v4_v4(colors[2], link_preselection_highlight_color);
}
NodeLinkData node_link_data;
for (int i = 0; i < 4; i++) {
copy_v2_v2(node_link_data.bezierPts[i], vec[i]);
}
for (int i = 0; i < 3; i++) {
copy_v2_v2(node_link_data.colors[i], colors[i]);
}
node_link_data.doArrow = drawarrow;
node_link_data.doMuted = drawmuted;
node_link_data.dim_factor = dim_factor;
node_link_data.thickness = thickness;
node_link_data.dash_factor = dash_factor;
node_link_data.dash_alpha = dash_alpha;
node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH;
node_link_data.arrowSize = ARROW_SIZE;
GPUBatch *batch = g_batch_link.batch_single;
GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(
sizeof(node_link_data), &node_link_data, __func__);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_NODELINK);
GPU_batch_uniform_2fv_array(batch, "bezierPts", 4, vec);
GPU_batch_uniform_4fv_array(batch, "colors", 3, colors);
GPU_batch_uniform_1f(batch, "expandSize", snode.runtime->aspect * LINK_WIDTH);
GPU_batch_uniform_1f(batch, "arrowSize", ARROW_SIZE);
GPU_batch_uniform_1i(batch, "doArrow", drawarrow);
GPU_batch_uniform_1i(batch, "doMuted", drawmuted);
GPU_batch_uniform_1f(batch, "dim_factor", dim_factor);
GPU_batch_uniform_1f(batch, "thickness", thickness);
GPU_batch_uniform_1f(batch, "dash_factor", dash_factor);
GPU_batch_uniform_1f(batch, "dash_alpha", dash_alpha);
GPU_batch_uniformbuf_bind(batch, "node_link_data", ubo);
GPU_batch_draw(batch);
GPU_uniformbuf_unbind(ubo);
GPU_uniformbuf_free(ubo);
}
}
}