GPUShader: Add GPU_SHADER_2D_WIDGET_BASE_INST shader.

This will let us draw multiple widget base at once.
This commit is contained in:
Clément Foucault 2018-04-06 14:22:20 +02:00
parent 4a73127a2b
commit fcb4aaf7a9
3 changed files with 27 additions and 17 deletions

View File

@ -173,6 +173,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
/* specialized for UI drawing */
GPU_SHADER_2D_WIDGET_BASE,
GPU_SHADER_2D_WIDGET_BASE_INST,
GPU_SHADER_2D_WIDGET_SHADOW,
GPU_SHADER_2D_NODELINK,
GPU_SHADER_2D_NODELINK_INST,

View File

@ -803,6 +803,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_2D_WIDGET_BASE] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE_INST] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl},
[GPU_SHADER_2D_WIDGET_SHADOW] = { datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
datatoc_gpu_shader_2D_widget_shadow_frag_glsl },
[GPU_SHADER_2D_NODELINK] = { datatoc_gpu_shader_2D_nodelink_vert_glsl,
@ -823,6 +825,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
/* just a few special cases */
const char *defines = NULL;
switch (shader) {
case GPU_SHADER_2D_WIDGET_BASE_INST:
case GPU_SHADER_2D_NODELINK_INST:
defines = "#define USE_INSTANCE;\n";
break;

View File

@ -71,24 +71,30 @@ const vec2 triavec[34] = vec2[34](
uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_INSTANCE
#define MAX_INSTANCE 6
uniform vec4 parameters[11 * MAX_INSTANCE];
#else
uniform vec4 parameters[11];
/* radi and rad per corner */
#define recti parameters[0]
#define rect parameters[1]
#define radsi parameters[2].x
#define rads parameters[2].y
#define faci parameters[2].zw
#define roundCorners parameters[3]
#define colorInner1 parameters[4]
#define colorInner2 parameters[5]
#define colorEdge parameters[6]
#define colorEmboss parameters[7]
#define colorTria parameters[8]
#define tria1Center parameters[9].xy
#define tria2Center parameters[9].zw
#define tria1Size parameters[10].x
#define tria2Size parameters[10].y
#define shadeDir parameters[10].z
#endif
/* gl_InstanceID is 0 if not drawing instances. */
#define recti parameters[gl_InstanceID * 11 + 0]
#define rect parameters[gl_InstanceID * 11 + 1]
#define radsi parameters[gl_InstanceID * 11 + 2].x
#define rads parameters[gl_InstanceID * 11 + 2].y
#define faci parameters[gl_InstanceID * 11 + 2].zw
#define roundCorners parameters[gl_InstanceID * 11 + 3]
#define colorInner1 parameters[gl_InstanceID * 11 + 4]
#define colorInner2 parameters[gl_InstanceID * 11 + 5]
#define colorEdge parameters[gl_InstanceID * 11 + 6]
#define colorEmboss parameters[gl_InstanceID * 11 + 7]
#define colorTria parameters[gl_InstanceID * 11 + 8]
#define tria1Center parameters[gl_InstanceID * 11 + 9].xy
#define tria2Center parameters[gl_InstanceID * 11 + 9].zw
#define tria1Size parameters[gl_InstanceID * 11 + 10].x
#define tria2Size parameters[gl_InstanceID * 11 + 10].y
#define shadeDir parameters[gl_InstanceID * 11 + 10].z
in uint vflag;