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authorAntony Riakiotakis <kalast@gmail.com>2015-04-09 21:20:33 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-04-09 21:20:50 +0300
commit866532360c75298c88dc51724e878255295b98df (patch)
tree31974b583480531ab8c2bcd8baff75d1ea329ac0 /source/blender/editors/space_view3d/drawvolume.c
parent7ea4163e1e5a33d38573371c8b19969b051d5ea2 (diff)
Fix T31546 fragment program gets created every frame
That was really crappy indeed. Now we have a separate API for low level OpenGL programs, plus a nice interface for GPU, also removes some GL calls from main code as a plus :) The source for the programs is also moved to nice external .glsl files (not sure which extension convention GPU assemply uses)
Diffstat (limited to 'source/blender/editors/space_view3d/drawvolume.c')
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c101
1 files changed, 12 insertions, 89 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 92883f28836..c0d8d139ddd 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -135,76 +135,8 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
unsigned char *spec_data;
float *spec_pixels;
GPUTexture *tex_spec;
-
- /* Fragment program to calculate the view3d of smoke */
- /* using 4 textures, density, shadow, flame and flame spectrum */
- const char *shader_basic =
- "!!ARBfp1.0\n"
- "PARAM dx = program.local[0];\n"
- "PARAM darkness = program.local[1];\n"
- "PARAM render = program.local[2];\n"
- "PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n"
- "TEMP temp, shadow, flame, spec, value;\n"
- "TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
- "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
- "TEX flame, fragment.texcoord[0], texture[2], 3D;\n"
- "TEX spec, flame.r, texture[3], 1D;\n"
- /* calculate shading factor from density */
- "MUL value.r, temp.a, darkness.a;\n"
- "MUL value.r, value.r, dx.r;\n"
- "MUL value.r, value.r, f.r;\n"
- "EX2 temp, -value.r;\n"
- /* alpha */
- "SUB temp.a, 1.0, temp.r;\n"
- /* shade colors */
- "MUL temp.r, temp.r, shadow.r;\n"
- "MUL temp.g, temp.g, shadow.r;\n"
- "MUL temp.b, temp.b, shadow.r;\n"
- "MUL temp.r, temp.r, darkness.r;\n"
- "MUL temp.g, temp.g, darkness.g;\n"
- "MUL temp.b, temp.b, darkness.b;\n"
- /* for now this just replace smoke shading if rendering fire */
- "CMP result.color, render.r, temp, spec;\n"
- "END\n";
-
- /* color shader */
- const char *shader_color =
- "!!ARBfp1.0\n"
- "PARAM dx = program.local[0];\n"
- "PARAM darkness = program.local[1];\n"
- "PARAM render = program.local[2];\n"
- "PARAM f = {1.442695041, 1.442695041, 1.442695041, 1.442695041};\n"
- "TEMP temp, shadow, flame, spec, value;\n"
- "TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
- "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
- "TEX flame, fragment.texcoord[0], texture[2], 3D;\n"
- "TEX spec, flame.r, texture[3], 1D;\n"
- /* unpremultiply volume texture */
- "RCP value.r, temp.a;\n"
- "MUL temp.r, temp.r, value.r;\n"
- "MUL temp.g, temp.g, value.r;\n"
- "MUL temp.b, temp.b, value.r;\n"
- /* calculate shading factor from density */
- "MUL value.r, temp.a, darkness.a;\n"
- "MUL value.r, value.r, dx.r;\n"
- "MUL value.r, value.r, f.r;\n"
- "EX2 value.r, -value.r;\n"
- /* alpha */
- "SUB temp.a, 1.0, value.r;\n"
- /* shade colors */
- "MUL temp.r, temp.r, shadow.r;\n"
- "MUL temp.g, temp.g, shadow.r;\n"
- "MUL temp.b, temp.b, shadow.r;\n"
- "MUL temp.r, temp.r, value.r;\n"
- "MUL temp.g, temp.g, value.r;\n"
- "MUL temp.b, temp.b, value.r;\n"
- /* for now this just replace smoke shading if rendering fire */
- "CMP result.color, render.r, temp, spec;\n"
- "END\n";
-
- GLuint prog;
-
-
+ GPUProgram *smoke_program;
+ int progtype = (sds->active_fields & SM_ACTIVE_COLORS) ? GPU_PROGRAM_SMOKE_COLORED : GPU_PROGRAM_SMOKE;
float size[3];
if (!tex) {
@@ -349,24 +281,17 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
// printf("i: %d\n", i);
// printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]);
- if (GL_TRUE == glewIsSupported("GL_ARB_fragment_program")) {
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- glGenProgramsARB(1, &prog);
-
- glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
- /* set shader */
- if (sds->active_fields & SM_ACTIVE_COLORS)
- glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_color), shader_color);
- else
- glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_basic), shader_basic);
+ smoke_program = GPU_shader_get_builtin_program(progtype);
+ if (smoke_program) {
+ GPU_program_bind(smoke_program);
/* cell spacing */
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
+ GPU_program_parameter_4f(smoke_program, 0, dx, dx, dx, 1.0);
/* custom parameter for smoke style (higher = thicker) */
if (sds->active_fields & SM_ACTIVE_COLORS)
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1.0, 1.0, 1.0, 10.0);
+ GPU_program_parameter_4f(smoke_program, 1, 1.0, 1.0, 1.0, 10.0);
else
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0);
+ GPU_program_parameter_4f(smoke_program, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0);
}
else
printf("Your gfx card does not support 3D View smoke drawing.\n");
@@ -446,7 +371,7 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, 1.0, 0.0, 0.0, 0.0);
+ GPU_program_parameter_4f(smoke_program, 2, 1.0, 0.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
for (i = 0; i < numpoints; i++) {
@@ -466,7 +391,7 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, -1.0, 0.0, 0.0, 0.0);
+ GPU_program_parameter_4f(smoke_program, 2, -1.0, 0.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
for (i = 0; i < numpoints; i++) {
@@ -499,10 +424,8 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
free(spec_data);
free(spec_pixels);
- if (GLEW_ARB_fragment_program) {
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
- glDeleteProgramsARB(1, &prog);
- }
+ if (smoke_program)
+ GPU_program_unbind(smoke_program);
MEM_freeN(points);