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.
This commit is contained in:
Mike Erwin
2016-08-04 15:59:38 -04:00
parent 797f1896fa
commit 396dd82428
7 changed files with 98 additions and 0 deletions

View File

@@ -100,6 +100,11 @@ set(SRC
intern/gpu_private.h
)
data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_uniform_color_frag.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_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)

View File

@@ -89,6 +89,10 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
GPU_SHADER_SMOKE = 2,
GPU_SHADER_SMOKE_FIRE = 3,
/* for simple drawing */
GPU_SHADER_2D_UNIFORM_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR,
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);

View File

@@ -45,6 +45,11 @@
#define MAX_EXT_DEFINE_LENGTH 1024
/* Non-generated shaders */
extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_uniform_color_frag_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_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
@@ -69,6 +74,9 @@ static struct GPUShadersGlobal {
GPUShader *smoke_fire;
/* cache for shader fx. Those can exist in combinations so store them here */
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* for simple drawing */
GPUShader *uniform_color_2D;
GPUShader *smooth_color_2D;
} shaders;
} GG = {{NULL}};
@@ -622,6 +630,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, "#define USE_FIRE;\n", 0, 0, 0);
retval = GG.shaders.smoke_fire;
break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_2D;
break;
case GPU_SHADER_2D_SMOOTH_COLOR:
if (!GG.shaders.smooth_color_2D)
GG.shaders.smooth_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smooth_color_2D;
break;
}
if (retval == NULL)
@@ -733,6 +757,16 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.smoke_fire = NULL;
}
if (GG.shaders.uniform_color_2D) {
GPU_shader_free(GG.shaders.uniform_color_2D);
GG.shaders.uniform_color_2D = NULL;
}
if (GG.shaders.smooth_color_2D) {
GPU_shader_free(GG.shaders.smooth_color_2D);
GG.shaders.smooth_color_2D = NULL;
}
for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);

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@@ -0,0 +1,13 @@
#if __VERSION__ == 120
varying vec4 finalColor;
#define fragColor gl_FragColor
#else
noperspective in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor;
}

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@@ -0,0 +1,18 @@
#if __VERSION__ == 120
attribute vec2 pos;
attribute vec4 color;
varying vec4 finalColor;
#else
in vec2 pos;
in vec4 color;
noperspective out vec4 finalColor;
#endif
void main()
{
gl_Position = gl_ModelViewMatrix * vec4(pos, 0.0, 1.0);
finalColor = color;
}

View File

@@ -0,0 +1,13 @@
uniform vec4 color;
#if __VERSION__ == 120
#define fragColor gl_FragColor
#else
out vec4 fragColor;
#endif
void main()
{
fragColor = color;
}

View File

@@ -0,0 +1,11 @@
#if __VERSION__ == 120
attribute vec2 pos;
#else
in vec2 pos;
#endif
void main()
{
gl_Position = gl_ModelViewMatrix * vec4(pos, 0.0, 1.0);
}