OpenGL: wm_operators.c uses new immediate mode

D2311 by @ianwill

This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f".

Also includes a new built-in shader that can be useful in other places.

Part of T49043
This commit is contained in:
2016-11-08 10:51:42 -05:00
parent 4e80bd2d6d
commit f90b480f95
5 changed files with 96 additions and 24 deletions

View File

@@ -134,6 +134,7 @@ 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_image_mask_uniform_color_frag.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_image_depth_linear_frag.glsl SRC)

View File

@@ -107,6 +107,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
/* basic image drawing */
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,

View File

@@ -55,6 +55,7 @@ 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_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_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_image_depth_linear_frag_glsl[];
@@ -122,6 +123,7 @@ static struct GPUShadersGlobal {
GPUShader *edges_overlay_simple;
GPUShader *edges_overlay;
/* for drawing images */
GPUShader *image_mask_uniform_color_2D;
GPUShader *image_modulate_alpha_3D;
GPUShader *image_rect_modulate_alpha_3D;
GPUShader *image_depth_3D;
@@ -721,6 +723,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_overlay;
break;
case GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR:
if (!GG.shaders.image_mask_uniform_color_2D)
GG.shaders.image_mask_uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_mask_uniform_color_2D;
break;
case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
if (!GG.shaders.image_modulate_alpha_3D)
GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
@@ -1028,6 +1038,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.edges_overlay = NULL;
}
if (GG.shaders.image_mask_uniform_color_2D) {
GPU_shader_free(GG.shaders.image_mask_uniform_color_2D);
GG.shaders.image_mask_uniform_color_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;

View File

@@ -0,0 +1,18 @@
#if __VERSION__ == 120
varying vec2 texCoord_interp;
#define fragColor gl_FragColor
#else
in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2D texture
#endif
uniform sampler2D image;
uniform vec4 color;
void main()
{
fragColor.a = texture2D(image, texCoord_interp).a * color.a;
fragColor.rgb = color.rgb;
}

View File

@@ -98,6 +98,7 @@
#include "ED_view3d.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "RNA_access.h"
#include "RNA_define.h"
@@ -2988,8 +2989,8 @@ static void radial_control_set_tex(RadialControl *rc)
if ((ibuf = BKE_brush_gen_radial_control_imbuf(rc->image_id_ptr.data, rc->use_secondary_tex))) {
glGenTextures(1, &rc->gltex);
glBindTexture(GL_TEXTURE_2D, rc->gltex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, ibuf->x, ibuf->y, 0,
GL_ALPHA, GL_FLOAT, ibuf->rect_float);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, ibuf->x, ibuf->y, 0,
GL_RED, GL_FLOAT, ibuf->rect_float);
MEM_freeN(ibuf->rect_float);
MEM_freeN(ibuf);
}
@@ -3022,13 +3023,26 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
RNA_property_float_get_array(fill_ptr, fill_prop, col);
}
glColor4f(col[0], col[1], col[2], alpha);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
if (rc->gltex) {
unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
glBindTexture(GL_TEXTURE_2D, rc->gltex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLint swizzleMask[] = {GL_ZERO, GL_ZERO, GL_ZERO, GL_RED};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR);
immUniform4f("color", col[0], col[1], col[2], alpha);
immUniform1i("image", GL_TEXTURE0);
/* set up rotation if available */
if (rc->rot_prop) {
@@ -3038,18 +3052,21 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
/* draw textured quad */
GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-radius, -radius);
glTexCoord2f(1, 0);
glVertex2f(radius, -radius);
glTexCoord2f(1, 1);
glVertex2f(radius, radius);
glTexCoord2f(0, 1);
glVertex2f(-radius, radius);
glEnd();
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
immBegin(GL_QUADS, 4);
immAttrib2f(texCoord, 0, 0);
immVertex2f(pos, -radius, -radius);
immAttrib2f(texCoord, 1, 0);
immVertex2f(pos, radius, -radius);
immAttrib2f(texCoord, 1, 1);
immVertex2f(pos, radius, radius);
immAttrib2f(texCoord, 0, 1);
immVertex2f(pos, -radius, radius);
immEnd();
/* undo rotation */
if (rc->rot_prop)
@@ -3057,8 +3074,12 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
else {
/* flat color if no texture available */
glutil_draw_filled_arc(0, M_PI * 2, radius, 40);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fvAlpha(col, alpha);
imm_draw_filled_circle(pos, 0.0f, 0.0f, radius, 40);
}
immUnbindProgram();
}
static void radial_control_paint_cursor(bContext *C, int x, int y, void *customdata)
@@ -3134,24 +3155,38 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
/* set line color */
if (rc->col_prop)
RNA_property_float_get_array(&rc->col_ptr, rc->col_prop, col);
glColor4f(col[0], col[1], col[2], 0.5);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fvAlpha(col, 0.5);
if (rc->subtype == PROP_ANGLE) {
glPushMatrix();
/* draw original angle line */
glRotatef(RAD2DEGF(rc->initial_value), 0, 0, 1);
fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
immBegin(GL_LINES, 2);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
immEnd();
/* draw new angle line */
glRotatef(RAD2DEGF(rc->current_value - rc->initial_value), 0, 0, 1);
fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
immBegin(GL_LINES, 2);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
immEnd();
glPopMatrix();
}
/* draw circles on top */
glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r1, 40);
glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r2, 40);
imm_draw_lined_circle(pos, 0.0f, 0.0f, r1, 40);
imm_draw_lined_circle(pos, 0.0f, 0.0f, r2, 40);
if (rmin > 0.0f)
glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), rmin, 40);
imm_draw_lined_circle(pos, 0.0, 0.0f, rmin, 40);
BLF_size(fontid, 1.5 * fstyle_points * U.pixelsize, U.dpi);
BLF_enable(fontid, BLF_SHADOW);
@@ -3167,6 +3202,8 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
immUnbindProgram();
}
typedef enum {