Cleanup: Remove hardcoded values and rename keyframe shape shaders

No functional change.

The shader is complicated by itself, having hardcoded values makes it
even more cryptic.

I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.

Differential Revision: https://developer.blender.org/D12615
This commit is contained in:
2021-09-23 15:53:38 +02:00
parent f11bcb5a80
commit d0493796a6
12 changed files with 79 additions and 46 deletions

View File

@@ -146,31 +146,31 @@ void draw_keyframe_shape(float x,
/* Handle type to outline shape. */
switch (handle_type) {
case KEYFRAME_HANDLE_AUTO_CLAMP:
flags = 0x2;
flags = GPU_KEYFRAME_SHAPE_CIRCLE;
break; /* circle */
case KEYFRAME_HANDLE_AUTO:
flags = 0x12;
flags = GPU_KEYFRAME_SHAPE_CIRCLE | GPU_KEYFRAME_SHAPE_INNER_DOT;
break; /* circle with dot */
case KEYFRAME_HANDLE_VECTOR:
flags = 0xC;
flags = GPU_KEYFRAME_SHAPE_SQUARE;
break; /* square */
case KEYFRAME_HANDLE_ALIGNED:
flags = 0x5;
flags = GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL;
break; /* clipped diamond */
case KEYFRAME_HANDLE_FREE:
default:
flags = 1; /* diamond */
flags = GPU_KEYFRAME_SHAPE_DIAMOND; /* diamond */
}
/* Extreme type to arrow-like shading. */
if (extreme_type & KEYFRAME_EXTREME_MAX) {
flags |= 0x100;
flags |= GPU_KEYFRAME_SHAPE_ARROW_END_MAX;
}
if (extreme_type & KEYFRAME_EXTREME_MIN) {
flags |= 0x200;
flags |= GPU_KEYFRAME_SHAPE_ARROW_END_MIN;
}
if (extreme_type & KEYFRAME_EXTREME_MIXED) {
if (extreme_type & GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) {
flags |= 0x400;
}
}
@@ -584,7 +584,7 @@ static void ED_keylist_draw_list_draw_keys(AnimKeylistDrawList *draw_list, View2
sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, visible_key_len);

View File

@@ -41,7 +41,7 @@ struct bDopeSheet;
struct bGPDlayer;
/* draw simple diamond-shape keyframe */
/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND,
/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_SHAPE,
* immBegin(GPU_PRIM_POINTS, n), then call this n times */
typedef struct KeyframeShaderBindings {
uint pos_id;

View File

@@ -309,7 +309,7 @@ static void vicon_keytype_draw_wrapper(
sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", -1.0f, -1.0f);
immBegin(GPU_PRIM_POINTS, 1);

View File

@@ -224,7 +224,7 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *region, Scene *scene)
uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f(
"ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);

View File

@@ -152,7 +152,7 @@ static void nla_action_draw_keyframes(
format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 1.0f);
immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, key_len);

View File

@@ -733,12 +733,6 @@ static void node_draw_mute_line(const View2D *v2d, const SpaceNode *snode, const
GPU_blend(GPU_BLEND_NONE);
}
/* Flags used in gpu_shader_keyframe_diamond_frag.glsl. */
#define MARKER_SHAPE_DIAMOND 0x1
#define MARKER_SHAPE_SQUARE 0xC
#define MARKER_SHAPE_CIRCLE 0x2
#define MARKER_SHAPE_INNER_DOT 0x10
static void node_socket_draw(const bNodeSocket *sock,
const float color[4],
const float color_outline[4],
@@ -757,16 +751,16 @@ static void node_socket_draw(const bNodeSocket *sock,
switch (sock->display_shape) {
case SOCK_DISPLAY_SHAPE_DIAMOND:
case SOCK_DISPLAY_SHAPE_DIAMOND_DOT:
flags = MARKER_SHAPE_DIAMOND;
flags = GPU_KEYFRAME_SHAPE_DIAMOND;
break;
case SOCK_DISPLAY_SHAPE_SQUARE:
case SOCK_DISPLAY_SHAPE_SQUARE_DOT:
flags = MARKER_SHAPE_SQUARE;
flags = GPU_KEYFRAME_SHAPE_SQUARE;
break;
default:
case SOCK_DISPLAY_SHAPE_CIRCLE:
case SOCK_DISPLAY_SHAPE_CIRCLE_DOT:
flags = MARKER_SHAPE_CIRCLE;
flags = GPU_KEYFRAME_SHAPE_CIRCLE;
break;
}
@@ -774,7 +768,7 @@ static void node_socket_draw(const bNodeSocket *sock,
SOCK_DISPLAY_SHAPE_DIAMOND_DOT,
SOCK_DISPLAY_SHAPE_SQUARE_DOT,
SOCK_DISPLAY_SHAPE_CIRCLE_DOT)) {
flags |= MARKER_SHAPE_INNER_DOT;
flags |= GPU_KEYFRAME_SHAPE_INNER_DOT;
}
immAttr4fv(col_id, color);
@@ -1132,7 +1126,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 0.7f);
immUniform2f("ViewportSize", -1.0f, -1.0f);
@@ -1277,7 +1271,7 @@ void node_draw_sockets(const View2D *v2d,
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
immUniform1f("outline_scale", 0.7f);
immUniform2f("ViewportSize", -1.0f, -1.0f);

View File

@@ -268,8 +268,8 @@ data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_shape_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_shape_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)

View File

@@ -169,7 +169,7 @@ void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
typedef enum eGPUBuiltinShader {
/* specialized drawing */
GPU_SHADER_TEXT,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_KEYFRAME_SHAPE,
GPU_SHADER_SIMPLE_LIGHTING,
/* for simple 2D drawing */
/**
@@ -423,6 +423,19 @@ void GPU_shader_free_builtin_shaders(void);
/* Determined by the maximum uniform buffer size divided by chunk size. */
#define GPU_MAX_UNIFORM_ATTR 8
typedef enum eGPUKeyframeShapes {
GPU_KEYFRAME_SHAPE_DIAMOND = (1 << 0),
GPU_KEYFRAME_SHAPE_CIRCLE = (1 << 1),
GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL = (1 << 2),
GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL = (1 << 3),
GPU_KEYFRAME_SHAPE_INNER_DOT = (1 << 4),
GPU_KEYFRAME_SHAPE_ARROW_END_MAX = (1 << 8),
GPU_KEYFRAME_SHAPE_ARROW_END_MIN = (1 << 9),
GPU_KEYFRAME_SHAPE_ARROW_END_MIXED = (1 << 10),
} eGPUKeyframeShapes;
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
#ifdef __cplusplus
}
#endif

View File

@@ -121,8 +121,8 @@ extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
extern char datatoc_gpu_shader_keyframe_shape_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_shape_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
@@ -166,11 +166,11 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_text_vert_glsl,
.frag = datatoc_gpu_shader_text_frag_glsl,
},
[GPU_SHADER_KEYFRAME_DIAMOND] =
[GPU_SHADER_KEYFRAME_SHAPE] =
{
.name = "GPU_SHADER_KEYFRAME_DIAMOND",
.vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
.frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
.name = "GPU_SHADER_KEYFRAME_SHAPE",
.vert = datatoc_gpu_shader_keyframe_shape_vert_glsl,
.frag = datatoc_gpu_shader_keyframe_shape_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{

View File

@@ -1,3 +1,16 @@
/* Values in GPU_shader.h. */
#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0)
#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1)
#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2)
#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3)
#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4)
#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8)
#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9)
#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10)
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
flat in vec4 radii;
flat in vec4 thresholds;
@@ -27,24 +40,24 @@ void main()
float outline_dist = -1.0;
/* Diamond outline */
if (test(0x1)) {
if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) {
outline_dist = max(outline_dist, radius - radii[0]);
}
/* Circle outline */
if (test(0x2)) {
if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
radius = length(absPos);
outline_dist = max(outline_dist, radius - radii[1]);
}
/* Top & Bottom clamp */
if (test(0x4)) {
if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
outline_dist = max(outline_dist, absPos.y - radii[2]);
}
/* Left & Right clamp */
if (test(0x8)) {
if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
outline_dist = max(outline_dist, absPos.x - radii[2]);
}
@@ -53,20 +66,20 @@ void main()
/* Inside the outline. */
if (outline_dist < 0) {
/* Middle dot */
if (test(0x10)) {
if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius));
}
/* Up and down arrow-like shading. */
if (test(0x300)) {
if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
float ypos = -1.0;
/* Up arrow (maximum) */
if (test(0x100)) {
if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
ypos = max(ypos, pos.y);
}
/* Down arrow (minimum) */
if (test(0x200)) {
if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
ypos = max(ypos, -pos.y);
}
@@ -75,7 +88,7 @@ void main()
float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
/* Reduced alpha for uncertain extremes. */
float minmax_alpha = test(0x400) ? 0.55 : 0.85;
float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55 : 0.85;
alpha = max(alpha, minmax_step * minmax_alpha);
}

View File

@@ -1,4 +1,16 @@
/* Values in GPU_shader.h. */
#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0)
#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1)
#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2)
#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3)
#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4)
#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8)
#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9)
#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10)
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 ViewportSize = vec2(-1, -1);
uniform float outline_scale = 1.0;
@@ -49,8 +61,9 @@ void main()
finalOutlineColor = outlineColor;
finalFlags = flags;
if (!test(0xF)) {
finalFlags |= 1;
if (!test(GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CIRCLE |
GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
finalFlags |= GPU_KEYFRAME_SHAPE_DIAMOND;
}
/* Size-dependent line thickness. */

View File

@@ -32,7 +32,7 @@ static void test_shader_builtin()
test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
test_compile_builtin_shader(GPU_SHADER_TEXT, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_KEYFRAME_DIAMOND, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_FLAT_COLOR, GPU_SHADER_CFG_DEFAULT);