rename built-in point shaders, SMOOTH --> AA

Updated shader names and code that uses them.

All of these shaders produce round points that are anti-aliased and blended against the background.

These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).

Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
This commit is contained in:
Mike Erwin 2017-02-28 02:18:52 -05:00
parent e7d57628c9
commit 8a76049e84
18 changed files with 51 additions and 51 deletions

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@ -97,7 +97,7 @@ static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float colo
static DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
@ -333,7 +333,7 @@ void DRW_mode_passes_setup(DRWPass **psl_wire_overlay,
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* Active */
grp = DRW_shgroup_point_batch_create(sh, *psl_ob_center);

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@ -629,10 +629,10 @@ static void gp_draw_stroke_point(
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
if (sflag & GP_STROKE_3DSPACE) {
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
}
else {
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* get 2D coordinates of point */
float co[3] = { 0.0f };

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@ -159,7 +159,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
immUnbindProgram();
/* draw handle points */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", handle_size);
immUniform1f("outlineWidth", 1.5f);
@ -213,7 +213,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
/* feather points */
@ -306,7 +306,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
}
/* bind program in loop so it does not interfere with draw_single_handle */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* draw CV point */
if (MASKPOINT_ISSEL_KNOT(point)) {
@ -335,7 +335,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
float x = (min[0] + max[0]) * 0.5f;
float y = (min[1] + max[1]) * 0.5f;
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
if (masklay->act_spline == spline) {

View File

@ -302,7 +302,7 @@ static void region_draw_azone_icon(AZone *az)
/* outlined circle */
GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform4f("color", 1.0f, 1.0f, 1.0f, 0.8f);
immUniform4f("outlineColor", 0.2f, 0.2f, 0.2f, 0.9f);
immUniform1f("outlineWidth", 1.0f);

View File

@ -181,7 +181,7 @@ static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, boo
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, unsigned pos)
{
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.pixelsize);
@ -236,7 +236,7 @@ static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool
static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, unsigned pos)
{
/* smooth outlines for more consistent appearance */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", (UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) + 1.0f) * U.pixelsize);

View File

@ -760,7 +760,7 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
glEnable(GL_BLEND);
GPU_enable_program_point_size();
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", 2.0f * NODE_SOCKSIZE * xscale); // 2 * size to have diameter

View File

@ -817,7 +817,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
GPU_enable_program_point_size();
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", size);
if (special_color) {
@ -1317,7 +1317,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", lampdot_size);
immUniform1f("outlineWidth", outlineWidth);
immUniformColor3fvAlpha(color, 0.3f);
@ -4130,7 +4130,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED(
Batch *verts = MBC_get_all_verts(me);
glEnable(GL_BLEND);
Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
Batch_Uniform4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
Batch_Uniform1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
Batch_draw(verts);

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@ -169,19 +169,19 @@ data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
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_smooth_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_3D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_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)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)

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@ -127,14 +127,14 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_INTERLACE,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
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_SMOOTH,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
/* lines */

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@ -84,19 +84,19 @@ extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
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_smooth_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_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[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
@ -732,15 +732,15 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
{ datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
@ -750,12 +750,12 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
{ datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =