diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-11-27 23:32:14 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 21:35:15 +0300 |
commit | 147f7a1e860587a928f465b0b4d0ecf816c997be (patch) | |
tree | f391edb612d8a53a5b31ecfb3fd2a91c3d9683b2 /source/blender/editors/space_view3d/drawmesh.c | |
parent | 42bff8bb1ef759caaf0c6c419349cbf4cc866e9a (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.c | 132 |
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, |