OpenGL: new built-in shader for smooth round 3D points w/ outline

This commit is contained in:
Mike Erwin 2016-10-16 18:43:24 -04:00
parent 36d2365ac3
commit 61ca73ea10
4 changed files with 46 additions and 0 deletions

View File

@ -149,6 +149,7 @@ data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC)

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@ -112,6 +112,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
} GPUBuiltinShader;

View File

@ -69,6 +69,7 @@ extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
@ -126,6 +127,7 @@ static struct GPUShadersGlobal {
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
GPUShader *point_varying_size_varying_color_3D;
GPUShader *point_uniform_size_uniform_color_outline_smooth_3D;
} shaders;
} GG = {{NULL}};
@ -793,6 +795,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_3D;
break;
case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D)
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D;
break;
}
if (retval == NULL)
@ -992,6 +1002,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_varying_size_varying_color_3D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D);
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = NULL;
}
for (int 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 +1,29 @@
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
#if __VERSION__ == 120
attribute vec3 pos;
varying vec4 radii;
#else
in vec3 pos;
out vec4 radii;
#endif
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_PointSize = size;
// calculate concentric radii in pixels
float radius = 0.5 * size;
// start at the outside and progress toward the center
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
// convert to PointCoord units
radii /= size;
}