add builtin GPU_SHADER_KEYFRAME_DIAMOND
Now we can draw keyframe markers as point sprites, with fewer draw calls and state changes. Based on the builtin shader for round points with anti-aliased outline. This one is more pointy.
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@@ -185,6 +185,8 @@ data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
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@@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
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GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
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GPU_SHADER_EDGES_OVERLAY_SIMPLE,
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GPU_SHADER_EDGES_OVERLAY_SIMPLE,
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GPU_SHADER_EDGES_OVERLAY,
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GPU_SHADER_EDGES_OVERLAY,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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GPU_SHADER_SIMPLE_LIGHTING,
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/* for simple 2D drawing */
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/* for simple 2D drawing */
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GPU_SHADER_2D_UNIFORM_COLOR,
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GPU_SHADER_2D_UNIFORM_COLOR,
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@@ -102,6 +102,8 @@ extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
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extern char datatoc_gpu_shader_fire_frag_glsl[];
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extern char datatoc_gpu_shader_fire_frag_glsl[];
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extern char datatoc_gpu_shader_smoke_vert_glsl[];
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extern char datatoc_gpu_shader_smoke_vert_glsl[];
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@@ -647,6 +649,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
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[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
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[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
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[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
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[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
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datatoc_gpu_shader_keyframe_diamond_frag_glsl },
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[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
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[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
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/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
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/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
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/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
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/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
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@@ -0,0 +1,38 @@
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#if __VERSION__ == 120
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varying vec4 radii;
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varying vec4 finalColor;
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varying vec4 finalOutlineColor;
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#define fragColor gl_FragColor
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#else
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in vec4 radii;
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in vec4 finalColor;
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in vec4 finalOutlineColor;
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out vec4 fragColor;
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#endif
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void main() {
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vec2 quad = abs(gl_PointCoord - vec2(0.5));
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float dist = quad.x + quad.y;
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// transparent outside of point
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// --- 0 ---
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// smooth transition
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// --- 1 ---
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// pure outline color
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// --- 2 ---
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// smooth transition
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// --- 3 ---
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// pure point color
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// ...
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// dist = 0 at center of point
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float mid_stroke = 0.5 * (radii[1] + radii[2]);
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vec4 backgroundColor = vec4(finalColor.rgb, 0.0);
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if (dist > mid_stroke)
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fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
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else
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fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
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}
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@@ -0,0 +1,44 @@
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uniform mat4 ModelViewProjectionMatrix;
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const float pixel_fudge = sqrt(2.0);
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const float outline_width = 1.25 * pixel_fudge;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute float size;
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attribute vec4 color;
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attribute vec4 outlineColor;
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varying vec4 finalColor;
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varying vec4 finalOutlineColor;
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varying vec4 radii;
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#else
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in vec2 pos;
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in float size;
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in vec4 color;
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in vec4 outlineColor;
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out vec4 finalColor;
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out vec4 finalOutlineColor;
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out vec4 radii;
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#endif
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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// pass through unchanged
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gl_PointSize = size;
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finalColor = color;
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finalOutlineColor = outlineColor;
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// calculate concentric radii in pixels
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float radius = 0.5 * gl_PointSize;
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// start at the outside and progress toward the center
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radii[0] = radius;
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radii[1] = radius - pixel_fudge;
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radii[2] = radius - outline_width;
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radii[3] = radius - outline_width - pixel_fudge;
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// convert to PointCoord units
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radii /= size;
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}
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