Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3
).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
411 lines
15 KiB
C++
411 lines
15 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUIndexBuf;
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struct GPUVertBuf;
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/** Opaque type hiding #blender::gpu::shader::ShaderCreateInfo */
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typedef struct GPUShaderCreateInfo GPUShaderCreateInfo;
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/** Opaque type hiding #blender::gpu::Shader */
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typedef struct GPUShader GPUShader;
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typedef enum eGPUShaderTFBType {
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GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
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GPU_SHADER_TFB_POINTS = 1,
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GPU_SHADER_TFB_LINES = 2,
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GPU_SHADER_TFB_TRIANGLES = 3,
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} eGPUShaderTFBType;
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GPUShader *GPU_shader_create(const char *vertcode,
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const char *fragcode,
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const char *geomcode,
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const char *libcode,
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const char *defines,
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const char *shname);
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GPUShader *GPU_shader_create_compute(const char *computecode,
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const char *libcode,
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const char *defines,
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const char *shname);
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GPUShader *GPU_shader_create_from_python(const char *vertcode,
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const char *fragcode,
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const char *geomcode,
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const char *libcode,
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const char *defines,
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const char *name);
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GPUShader *GPU_shader_create_ex(const char *vertcode,
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const char *fragcode,
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const char *geomcode,
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const char *computecode,
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const char *libcode,
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const char *defines,
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eGPUShaderTFBType tf_type,
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const char **tf_names,
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int tf_count,
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const char *shname);
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GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
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GPUShader *GPU_shader_create_from_info_name(const char *info_name);
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const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
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bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
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struct GPU_ShaderCreateFromArray_Params {
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const char **vert, **geom, **frag, **defs;
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};
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/**
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* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
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*
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* Similar to #DRW_shader_create_with_lib with the ability to include libraries for each type of
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* shader.
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*
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* It has the advantage that each item can be conditionally included
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* without having to build the string inline, then free it.
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*
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* \param params: NULL terminated arrays of strings.
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*
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* Example:
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* \code{.c}
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* sh = GPU_shader_create_from_arrays({
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* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
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* .geom = (const char *[]){shader_geom_glsl, NULL},
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* .frag = (const char *[]){shader_frag_glsl, NULL},
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* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
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* });
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* \endcode
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*/
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struct GPUShader *GPU_shader_create_from_arrays_impl(
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const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line);
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#define GPU_shader_create_from_arrays(...) \
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GPU_shader_create_from_arrays_impl( \
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&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, __func__, __LINE__)
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#define GPU_shader_create_from_arrays_named(name, ...) \
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GPU_shader_create_from_arrays_impl( \
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&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, name, 0)
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(void);
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const char *GPU_shader_get_name(GPUShader *shader);
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/**
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* Returns true if transform feedback was successfully enabled.
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*/
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bool GPU_shader_transform_feedback_enable(GPUShader *shader, struct GPUVertBuf *vertbuf);
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void GPU_shader_transform_feedback_disable(GPUShader *shader);
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/** DEPRECATED: Kept only because of BGL API. */
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int GPU_shader_get_program(GPUShader *shader);
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typedef enum {
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GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
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GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
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GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
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GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
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GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
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GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
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GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
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GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
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GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
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GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
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GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
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GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
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GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
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GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
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GPU_UNIFORM_COLOR, /* vec4 color */
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GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
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GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
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GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
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GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
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GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
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} GPUUniformBuiltin;
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typedef enum {
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/** Deprecated */
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GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
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GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
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GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
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/** New ones */
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GPU_UNIFORM_BLOCK_DRW_VIEW,
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GPU_UNIFORM_BLOCK_DRW_MODEL,
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GPU_UNIFORM_BLOCK_DRW_INFOS,
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GPU_UNIFORM_BLOCK_DRW_CLIPPING,
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GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
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} GPUUniformBlockBuiltin;
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typedef enum {
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GPU_STORAGE_BUFFER_DEBUG_VERTS = 0, /* drw_debug_verts_buf */
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GPU_STORAGE_BUFFER_DEBUG_PRINT, /* drw_debug_print_buf */
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GPU_NUM_STORAGE_BUFFERS, /* Special value, denotes number of builtin buffer blocks. */
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} GPUStorageBufferBuiltin;
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void GPU_shader_set_srgb_uniform(GPUShader *shader);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
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int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin);
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/** DEPRECATED: Kept only because of Python GPU API. */
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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int GPU_shader_get_ssbo(GPUShader *shader, const char *name);
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(
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GPUShader *shader, int location, int length, int arraysize, const float *value);
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void GPU_shader_uniform_vector_int(
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GPUShader *shader, int location, int length, int arraysize, const int *value);
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
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void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
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void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
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void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
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void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
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void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
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void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
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void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
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void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
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void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
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void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
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void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
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void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
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void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
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unsigned int GPU_shader_get_attribute_len(const GPUShader *shader);
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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bool GPU_shader_get_attribute_info(const GPUShader *shader,
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int attr_location,
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char r_name[256],
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int *r_type);
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void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
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/* Builtin/Non-generated shaders */
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typedef enum eGPUBuiltinShader {
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/* specialized drawing */
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GPU_SHADER_TEXT,
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GPU_SHADER_KEYFRAME_SHAPE,
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GPU_SHADER_SIMPLE_LIGHTING,
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/**
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* Draw an icon, leaving a semi-transparent rectangle on top of the icon.
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*/
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GPU_SHADER_ICON,
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/**
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* Take a 2D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_SMOOTH_COLOR,
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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* Used for drawing wide lines.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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* Used for drawing wide lines.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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* Used for drawing wide lines.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
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/**
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* Take a 3D position for each vertex and output only depth.
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* Used for drawing wide lines.
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*
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_DEPTH_ONLY,
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/* basic image drawing */
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GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
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GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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/**
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* Draw a texture in 3D. Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* Exposed via Python-API for add-ons.
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*
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE,
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/**
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* Take a 3D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: uniform vec4
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_COLOR,
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/* points */
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a 3D position and a color for each vertex.
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*
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* \param size: in float
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/* lines */
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* grease pencil drawing */
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GPU_SHADER_GPENCIL_STROKE,
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/* specialized for widget drawing */
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GPU_SHADER_2D_AREA_BORDERS,
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_2D_WIDGET_BASE_INST,
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GPU_SHADER_2D_WIDGET_SHADOW,
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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
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} eGPUBuiltinShader;
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#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_NODELINK_INST + 1)
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/** Support multiple configurations. */
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typedef enum eGPUShaderConfig {
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GPU_SHADER_CFG_DEFAULT = 0,
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GPU_SHADER_CFG_CLIPPED = 1,
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} eGPUShaderConfig;
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#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
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typedef struct GPUShaderConfigData {
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const char *lib;
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const char *def;
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} GPUShaderConfigData;
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/* gpu_shader.c */
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extern const GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN];
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GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
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eGPUShaderConfig sh_cfg);
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GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
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void GPU_shader_free_builtin_shaders(void);
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/* Vertex attributes for shaders */
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/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
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* This makes sure the GPUVertexFormat name buffer does not overflow. */
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#define GPU_MAX_ATTR 15
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/* Determined by the maximum uniform buffer size divided by chunk size. */
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#define GPU_MAX_UNIFORM_ATTR 8
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typedef enum eGPUKeyframeShapes {
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GPU_KEYFRAME_SHAPE_DIAMOND = (1 << 0),
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GPU_KEYFRAME_SHAPE_CIRCLE = (1 << 1),
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GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL = (1 << 2),
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GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL = (1 << 3),
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GPU_KEYFRAME_SHAPE_INNER_DOT = (1 << 4),
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GPU_KEYFRAME_SHAPE_ARROW_END_MAX = (1 << 8),
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GPU_KEYFRAME_SHAPE_ARROW_END_MIN = (1 << 9),
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GPU_KEYFRAME_SHAPE_ARROW_END_MIXED = (1 << 10),
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} eGPUKeyframeShapes;
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#define GPU_KEYFRAME_SHAPE_SQUARE \
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(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
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#ifdef __cplusplus
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}
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#endif
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