add builtin GPU_SHADER_KEYFRAME_DIAMOND

Now we can draw keyframe markers as point sprites, with fewer draw calls and state changes.

Based on the builtin shader for round points with anti-aliased outline. This one is more pointy.
This commit is contained in:
Mike Erwin 2017-02-11 00:02:28 -05:00
parent f7b1b87ba9
commit a161d45cfb
5 changed files with 91 additions and 2 deletions

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@ -185,6 +185,8 @@ data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)

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@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
GPU_SHADER_EDGES_OVERLAY_SIMPLE,
GPU_SHADER_EDGES_OVERLAY,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
/* for simple 2D drawing */
GPU_SHADER_2D_UNIFORM_COLOR,

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@ -102,6 +102,8 @@ extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
extern char datatoc_gpu_shader_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
@ -647,6 +649,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
datatoc_gpu_shader_keyframe_diamond_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
@ -668,8 +672,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },

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@ -0,0 +1,38 @@
#if __VERSION__ == 120
varying vec4 radii;
varying vec4 finalColor;
varying vec4 finalOutlineColor;
#define fragColor gl_FragColor
#else
in vec4 radii;
in vec4 finalColor;
in vec4 finalOutlineColor;
out vec4 fragColor;
#endif
void main() {
vec2 quad = abs(gl_PointCoord - vec2(0.5));
float dist = quad.x + quad.y;
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// smooth transition
// --- 3 ---
// pure point color
// ...
// dist = 0 at center of point
float mid_stroke = 0.5 * (radii[1] + radii[2]);
vec4 backgroundColor = vec4(finalColor.rgb, 0.0);
if (dist > mid_stroke)
fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
else
fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
}

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@ -0,0 +1,44 @@
uniform mat4 ModelViewProjectionMatrix;
const float pixel_fudge = sqrt(2.0);
const float outline_width = 1.25 * pixel_fudge;
#if __VERSION__ == 120
attribute vec2 pos;
attribute float size;
attribute vec4 color;
attribute vec4 outlineColor;
varying vec4 finalColor;
varying vec4 finalOutlineColor;
varying vec4 radii;
#else
in vec2 pos;
in float size;
in vec4 color;
in vec4 outlineColor;
out vec4 finalColor;
out vec4 finalOutlineColor;
out vec4 radii;
#endif
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
// pass through unchanged
gl_PointSize = size;
finalColor = color;
finalOutlineColor = outlineColor;
// calculate concentric radii in pixels
float radius = 0.5 * gl_PointSize;
// start at the outside and progress toward the center
radii[0] = radius;
radii[1] = radius - pixel_fudge;
radii[2] = radius - outline_width;
radii[3] = radius - outline_width - pixel_fudge;
// convert to PointCoord units
radii /= size;
}