OpenGL: add simple shaders for 2D drawing
The first two of several new simple built-in shaders (will test these before adding more). These are intended for the new immediate mode API, but you can use them just like any built-in GPUShader. Due to limitations on different platforms, shaders need to work with GLSL versions 120, 130 and 150. Final Blender 2.8 will be pure #version 150.
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@@ -100,6 +100,11 @@ set(SRC
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intern/gpu_private.h
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)
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data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_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_smoke_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
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@@ -89,6 +89,10 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
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GPU_SHADER_SMOKE = 2,
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GPU_SHADER_SMOKE_FIRE = 3,
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/* for simple drawing */
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GPU_SHADER_2D_UNIFORM_COLOR,
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GPU_SHADER_2D_SMOOTH_COLOR,
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} GPUBuiltinShader;
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GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
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@@ -45,6 +45,11 @@
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#define MAX_EXT_DEFINE_LENGTH 1024
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/* Non-generated shaders */
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extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_smoke_vert_glsl[];
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extern char datatoc_gpu_shader_smoke_frag_glsl[];
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extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
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@@ -69,6 +74,9 @@ static struct GPUShadersGlobal {
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GPUShader *smoke_fire;
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/* cache for shader fx. Those can exist in combinations so store them here */
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GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
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/* for simple drawing */
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GPUShader *uniform_color_2D;
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GPUShader *smooth_color_2D;
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} shaders;
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} GG = {{NULL}};
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@@ -622,6 +630,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, "#define USE_FIRE;\n", 0, 0, 0);
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retval = GG.shaders.smoke_fire;
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break;
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case GPU_SHADER_2D_UNIFORM_COLOR:
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if (!GG.shaders.uniform_color_2D)
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GG.shaders.uniform_color_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_uniform_color_vert_glsl,
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datatoc_gpu_shader_2D_uniform_color_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.uniform_color_2D;
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break;
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case GPU_SHADER_2D_SMOOTH_COLOR:
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if (!GG.shaders.smooth_color_2D)
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GG.shaders.smooth_color_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_smooth_color_vert_glsl,
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datatoc_gpu_shader_2D_smooth_color_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.smooth_color_2D;
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break;
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}
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if (retval == NULL)
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@@ -733,6 +757,16 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.smoke_fire = NULL;
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}
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if (GG.shaders.uniform_color_2D) {
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GPU_shader_free(GG.shaders.uniform_color_2D);
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GG.shaders.uniform_color_2D = NULL;
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}
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if (GG.shaders.smooth_color_2D) {
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GPU_shader_free(GG.shaders.smooth_color_2D);
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GG.shaders.smooth_color_2D = NULL;
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}
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for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
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if (GG.shaders.fx_shaders[i]) {
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GPU_shader_free(GG.shaders.fx_shaders[i]);
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@@ -0,0 +1,13 @@
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#if __VERSION__ == 120
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varying vec4 finalColor;
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#define fragColor gl_FragColor
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#else
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noperspective in vec4 finalColor;
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out vec4 fragColor;
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#endif
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void main()
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{
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fragColor = finalColor;
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}
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@@ -0,0 +1,18 @@
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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varying vec4 finalColor;
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#else
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in vec2 pos;
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in vec4 color;
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noperspective out vec4 finalColor;
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#endif
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void main()
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{
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gl_Position = gl_ModelViewMatrix * vec4(pos, 0.0, 1.0);
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finalColor = color;
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}
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@@ -0,0 +1,13 @@
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uniform vec4 color;
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#if __VERSION__ == 120
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#define fragColor gl_FragColor
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#else
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out vec4 fragColor;
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#endif
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void main()
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{
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fragColor = color;
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}
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@@ -0,0 +1,11 @@
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#if __VERSION__ == 120
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attribute vec2 pos;
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#else
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in vec2 pos;
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#endif
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void main()
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{
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gl_Position = gl_ModelViewMatrix * vec4(pos, 0.0, 1.0);
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}
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