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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2015-11-27 23:32:14 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 21:35:15 +0300
commit147f7a1e860587a928f465b0b4d0ecf816c997be (patch)
treef391edb612d8a53a5b31ecfb3fd2a91c3d9683b2 /source/blender/editors/space_view3d/drawmesh.c
parent42bff8bb1ef759caaf0c6c419349cbf4cc866e9a (diff)
OpenGL: isolate fixed function lighting in simple shader code.
Differential Revision: https://developer.blender.org/D1645
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c132
1 files changed, 60 insertions, 72 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index cfffeb01b06..452e36e6eb5 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -63,6 +63,7 @@
#include "GPU_extensions.h"
#include "GPU_draw.h"
#include "GPU_material.h"
+#include "GPU_simple_shader.h"
#include "RE_engine.h"
@@ -179,7 +180,6 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool d
data.edge_flags = get_tface_mesh_marked_edge_info(me, draw_select_edges);
glEnable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
ED_view3d_polygon_offset(rv3d, 1.0);
/* Draw (Hidden) Edges */
@@ -231,10 +231,11 @@ static struct TextureDrawState {
int is_lit, is_tex;
int color_profile;
bool use_backface_culling;
+ bool two_sided_lighting;
unsigned char obcol[4];
bool is_texpaint;
bool texpaint_material; /* use material slots for texture painting */
-} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, {0, 0, 0, 0}, false, false};
+} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, false, {0, 0, 0, 0}, false, false};
static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material *ma, struct TextureDrawState gtexdraw)
{
@@ -370,24 +371,26 @@ static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material
if (c_badtex) lit = 0;
if (lit != c_lit || ma != c_ma) {
if (lit) {
- float spec[4];
- if (!ma) ma = give_current_material_or_def(NULL, 0); /* default material */
-
- spec[0] = ma->spec * ma->specr;
- spec[1] = ma->spec * ma->specg;
- spec[2] = ma->spec * ma->specb;
- spec[3] = 1.0;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(ma->har, 0, 128));
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
+ int options = GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR;
+
+ if (gtexdraw.two_sided_lighting)
+ options |= GPU_SHADER_TWO_SIDED;
+ if (c_textured && !c_badtex)
+ options |= GPU_SHADER_TEXTURE_2D;
+
+ if (!ma)
+ ma = give_current_material_or_def(NULL, 0); /* default material */
+
+ float specular[3];
+ mul_v3_v3fl(specular, &ma->specr, ma->spec);
+
+ GPU_simple_shader_colors(NULL, specular, ma->har, 0.0f);
+ GPU_simple_shader_bind(options);
}
else {
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
+ GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
+
c_lit = lit;
c_ma = ma;
}
@@ -488,12 +491,12 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
+ Gtexdraw.two_sided_lighting = (me->flag & ME_TWOSIDED);
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
}
static void draw_textured_end(void)
@@ -526,7 +529,7 @@ static void draw_textured_end(void)
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_POSITION, ...) which
@@ -1016,6 +1019,8 @@ typedef struct TexMatCallback {
Object *ob;
Mesh *me;
DerivedMesh *dm;
+ bool shadeless;
+ bool two_sided_lighting;
} TexMatCallback;
static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
@@ -1035,31 +1040,21 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
Image *ima;
ImageUser *iuser;
bNode *node;
- int texture_set = 0;
/* draw image texture if we find one */
if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node, NULL)) {
/* get openl texture */
int mipmap = 1;
int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap, false) : 0;
- float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (bindcode) {
NodeTexBase *texbase = node->storage;
/* disable existing material */
GPU_object_material_unbind();
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
/* bind texture */
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_TEXTURE_2D);
-
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
- glColor3f(1.0f, 1.0f, 1.0f);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(texbase->tex_mapping.mat);
@@ -1073,20 +1068,35 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
gattribs->layer[0].gltexco = 1;
gattribs->totlayer = 1;
- texture_set = 1;
+ /* bind material */
+ float diffuse[3] = {1.0f, 1.0f, 1.0f};
+
+ int options = GPU_SHADER_TEXTURE_2D;
+ if (!data->shadeless)
+ options |= GPU_SHADER_LIGHTING;
+ if (data->two_sided_lighting)
+ options |= GPU_SHADER_TWO_SIDED;
+
+ GPU_simple_shader_colors(diffuse, NULL, 0, 0.0f);
+ GPU_simple_shader_bind(options);
+
+ return;
}
}
- if (!texture_set) {
+ /* disable texture material */
+ GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+
+ if (data->shadeless) {
+ glColor3f(1.0f, 1.0f, 1.0f);
+ memset(gattribs, 0, sizeof(*gattribs));
+ }
+ else {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
- /* disable texture */
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_COLOR_MATERIAL);
-
- /* draw single color */
+ /* enable solid material */
GPU_object_material_bind(mat_nr, attribs);
}
}
@@ -1140,17 +1150,11 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Mesh *me = ob->data;
- if ((v3d->flag2 & V3D_SHADELESS_TEX) &&
- ((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)))
- {
- glColor3f(1.0f, 1.0f, 1.0f);
- }
- else {
- glEnable(GL_LIGHTING);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
- }
+ bool shadeless = ((v3d->flag2 & V3D_SHADELESS_TEX) &&
+ ((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)));
+ bool two_sided_lighting = (me->flag & ME_TWOSIDED) != 0;
- TexMatCallback data = {scene, ob, me, dm};
+ TexMatCallback data = {scene, ob, me, dm, shadeless, two_sided_lighting};
bool (*set_face_cb)(void *, int);
bool picking = (G.f & G_PICKSEL) != 0;
@@ -1174,13 +1178,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
set_face_cb, &data);
}
else {
- float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
/* draw textured */
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
-
dm->drawMappedFacesMat(dm,
tex_mat_set_texture_cb,
set_face_cb, &data);
@@ -1189,11 +1187,11 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
GPU_end_object_materials();
/* reset opengl state */
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_TEXTURE_2D);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- glDisable(GL_LIGHTING);
+ GPU_end_object_materials();
+ GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+
glBindTexture(GL_TEXTURE_2D, 0);
+
glFrontFace(GL_CCW);
glMatrixMode(GL_TEXTURE);
@@ -1210,25 +1208,15 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
/* Vertex Paint and Weight Paint */
static void draw_mesh_paint_light_begin(void)
{
- const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
-
- GPU_object_material_bind(0, NULL);
-
- /* but set default spec */
- glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
-
- /* diffuse */
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
+ /* get material diffuse color from vertex colors but set default spec */
+ const float specular[3] = {0.47f, 0.47f, 0.47f};
+ GPU_simple_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
+
static void draw_mesh_paint_light_end(void)
{
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
-
- GPU_object_material_unbind();
+ GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,