forked from blender/blender
me-main #1
@ -1003,8 +1003,8 @@ static void draw_mouse_position(tGPDfill *tgpf)
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uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
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uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
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/* Draw mouse click position in Blue. */
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/* Draw mouse click position in Blue. */
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immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
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GPU_point_size(point_size);
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immUniform1f("size", point_size * M_SQRT2);
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immBegin(GPU_PRIM_POINTS, 1);
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immBegin(GPU_PRIM_POINTS, 1);
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immAttr4ubv(col, mouse_color);
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immAttr4ubv(col, mouse_color);
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immVertex3fv(pos, &pt->x);
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immVertex3fv(pos, &pt->x);
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@ -966,9 +966,8 @@ static void min_distance_edit_draw(bContext *C, int /*x*/, int /*y*/, void *cust
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const uint pos3d = GPU_vertformat_attr_add(format3d, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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const uint pos3d = GPU_vertformat_attr_add(format3d, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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const uint col3d = GPU_vertformat_attr_add(format3d, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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const uint col3d = GPU_vertformat_attr_add(format3d, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
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immUniform1f("size", 4.0f);
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GPU_point_size(3.0f);
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immBegin(GPU_PRIM_POINTS, points_wo.size());
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immBegin(GPU_PRIM_POINTS, points_wo.size());
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float3 brush_origin_wo = math::transform_point(op_data.curves_to_world_mat, op_data.pos_cu);
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float3 brush_origin_wo = math::transform_point(op_data.curves_to_world_mat, op_data.pos_cu);
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@ -1104,8 +1104,8 @@ static void draw_rotation_guide(const RegionView3D *rv3d)
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immUnbindProgram();
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immUnbindProgram();
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/* -- draw rotation center -- */
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/* -- draw rotation center -- */
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immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
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GPU_point_size(5.0f);
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immUniform1f("size", 7.0f);
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immBegin(GPU_PRIM_POINTS, 1);
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immBegin(GPU_PRIM_POINTS, 1);
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immAttr4ubv(col, color);
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immAttr4ubv(col, color);
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immVertex3fv(pos, o);
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immVertex3fv(pos, o);
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@ -377,7 +377,6 @@ set(GLSL_SRC
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shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
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shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
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shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
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shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
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shaders/gpu_shader_point_varying_color_frag.glsl
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shaders/gpu_shader_point_varying_color_frag.glsl
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shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
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shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
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shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
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shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
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shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
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shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
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shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
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@ -322,14 +322,6 @@ typedef enum eGPUBuiltinShader {
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* \param pos: in vec2
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* \param pos: in vec2
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*/
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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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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/**
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* Draw round points with a constant size.
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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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* Take a single color for all the vertices and a 3D position for each vertex.
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@ -161,11 +161,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
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.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
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.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
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.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
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},
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},
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[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
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{
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.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
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.create_info = "gpu_shader_3D_point_fixed_size_varying_color",
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},
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[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
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[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
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{
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{
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.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
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.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
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@ -1,6 +0,0 @@
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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@ -7,16 +7,6 @@
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_varying_color)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC4, "color")
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.vertex_out(smooth_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.vertex_source("gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color)
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC4, "color")
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.vertex_in(1, Type::VEC4, "color")
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@ -52,8 +52,6 @@ static void test_shader_builtin()
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GPU_SHADER_CFG_DEFAULT);
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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GPU_SHADER_CFG_DEFAULT);
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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GPU_SHADER_CFG_DEFAULT);
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT);
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Reference in New Issue
Block a user