diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-03-10 19:38:23 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-03-10 19:38:23 +0400 |
commit | 9fe858264c698844c6734ed8eeeb0cd2373b4b4a (patch) | |
tree | 926c0f82915fe1417e3f679f5e64fe4f32350841 /source/blender/gpu/intern | |
parent | f57398568a326dcbc69900d2c21b96abca14429b (diff) |
OpenGL: more work on fixed function lighting implementation as GLSL.
* Rename functions and move to own header.
* Add wrapper functions for glLight.
* Auto detect if we can use faster code for solid lighting.
* Various fixes for textured draw mode.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_extensions.c | 5 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_fixed_material.c | 191 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_simple_shader.c | 283 |
3 files changed, 286 insertions, 193 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index 56aa4b222cb..bcf86be4e07 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -44,6 +44,7 @@ #include "GPU_draw.h" #include "GPU_extensions.h" +#include "GPU_simple_shader.h" #include "gpu_codegen.h" #include <stdlib.h> @@ -206,14 +207,14 @@ void GPU_extensions_init(void) GG.os = GPU_OS_UNIX; #endif - GPU_fixed_materials_init(); + GPU_simple_shaders_init(); } void GPU_extensions_exit(void) { gpu_extensions_init = 0; GPU_codegen_exit(); - GPU_fixed_materials_exit(); + GPU_simple_shaders_exit(); } int GPU_glsl_support(void) diff --git a/source/blender/gpu/intern/gpu_fixed_material.c b/source/blender/gpu/intern/gpu_fixed_material.c deleted file mode 100644 index d5a04c88e89..00000000000 --- a/source/blender/gpu/intern/gpu_fixed_material.c +++ /dev/null @@ -1,191 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2013 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Brecht Van Lommel. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/gpu/intern/gpu_fixed_material.c - * \ingroup gpu - */ - -/* GLSL shaders to replace fixed function OpenGL materials and lighting. These - * are deprecated in newer OpenGL versions and missing in OpenGL ES 2.0. Also, - * two sided lighting is no longer natively supported on NVidia cards which - * results in slow software fallback. - * - * Todo: - * - Replace glLight and glMaterial functions entirely with GLSL uniforms, to - * make OpenGL ES 2.0 work. - * - Replace glTexCoord and glColor with generic attributes. - * - Optimize for case where fewer than 3 or 8 lights are used. - * - Optimize for case where specular is not used. - * - Optimize for case where no texture matrix is used. - */ - -#include "GL/glew.h" - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "DNA_mesh_types.h" -#include "DNA_object_types.h" - -#include "GPU_extensions.h" - -/* Fixed function material types */ - -static struct { - GPUShader *cached_shaders[GPU_FIXED_OPTION_COMBINATIONS]; - bool failed_shaders[GPU_FIXED_OPTION_COMBINATIONS]; - - bool need_normals; -} GPU_MATERIAL_STATE; - -/* Init / exit */ - -void GPU_fixed_materials_init() -{ - memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE)); -} - -void GPU_fixed_materials_exit() -{ - int i; - - for (i = 0; i < GPU_FIXED_OPTION_COMBINATIONS; i++) - if (GPU_MATERIAL_STATE.cached_shaders[i]) - GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]); -} - -/* Shader lookup / create */ - -static GPUShader *gpu_fixed_material_shader(int options) -{ - /* glsl code */ - extern char datatoc_gpu_shader_fixed_vertex_glsl[]; - extern char datatoc_gpu_shader_fixed_fragment_glsl[]; - - /* cached shaders */ - GPUShader *shader = GPU_MATERIAL_STATE.cached_shaders[options]; - - if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) { - /* create shader if it doesn't exist yet */ - char defines[64*GPU_FIXED_OPTIONS_NUM] = ""; - - if (options & GPU_FIXED_COLOR_MATERIAL) - strcat(defines, "#define USE_COLOR\n"); - if (options & GPU_FIXED_TWO_SIDED) - strcat(defines, "#define USE_TWO_SIDED\n"); - if (options & GPU_FIXED_SOLID_LIGHTING) - strcat(defines, "#define USE_SOLID_LIGHTING\n"); - if (options & GPU_FIXED_SCENE_LIGHTING) - strcat(defines, "#define USE_SCENE_LIGHTING\n"); - if (options & GPU_FIXED_TEXTURE_2D) - strcat(defines, "#define USE_TEXTURE\n"); - - shader = GPU_shader_create( - datatoc_gpu_shader_fixed_vertex_glsl, - datatoc_gpu_shader_fixed_fragment_glsl, - NULL, defines); - - if (shader) { - /* set texture map to first texture unit */ - if (options & GPU_FIXED_TEXTURE_2D) - glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0); - - GPU_MATERIAL_STATE.cached_shaders[options] = shader; - } - else - GPU_MATERIAL_STATE.failed_shaders[options] = true; - } - - return shader; -} - -/* Bind / unbind */ - -void GPU_fixed_material_shader_bind(int options) -{ - if (GPU_glsl_support()) { - GPUShader *shader = gpu_fixed_material_shader(options); - - if (shader) - GPU_shader_bind(shader); - } - else { - if (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING)) - glEnable(GL_LIGHTING); - - if (options & GPU_FIXED_TWO_SIDED) - glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); - - if (options & GPU_FIXED_COLOR_MATERIAL) { - glEnable(GL_COLOR_MATERIAL); - glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); - } - - if (options & GPU_FIXED_TEXTURE_2D) - glEnable(GL_TEXTURE_2D); - } - - /* temporary hack, should be solved outside of this file */ - GPU_MATERIAL_STATE.need_normals = (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING)); -} - -void GPU_fixed_material_shader_unbind() -{ - if (GPU_glsl_support()) { - GPU_shader_unbind(); - } - else { - glDisable(GL_LIGHTING); - glDisable(GL_COLOR_MATERIAL); - glDisable(GL_TEXTURE_2D); - glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); - } -} - -/* Material Colors */ - -void GPU_fixed_material_colors(const float diffuse[3], const float specular[3], - int shininess, float alpha) -{ - float gl_diffuse[4], gl_specular[4]; - - copy_v3_v3(gl_diffuse, diffuse); - gl_diffuse[3] = alpha; - - copy_v3_v3(gl_specular, specular); - gl_specular[3] = 1.0f; - - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); - glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128)); -} - -bool GPU_fixed_material_need_normals() -{ - return GPU_MATERIAL_STATE.need_normals; -} - diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_simple_shader.c new file mode 100644 index 00000000000..54509d517ee --- /dev/null +++ b/source/blender/gpu/intern/gpu_simple_shader.c @@ -0,0 +1,283 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2013 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): Brecht Van Lommel. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_simple_shader.c + * \ingroup gpu + */ + +/* GLSL shaders to replace fixed function OpenGL materials and lighting. These + * are deprecated in newer OpenGL versions and missing in OpenGL ES 2.0. Also, + * two sided lighting is no longer natively supported on NVidia cards which + * results in slow software fallback. + * + * Todo: + * - Replace glLight and glMaterial functions entirely with GLSL uniforms, to + * make OpenGL ES 2.0 work. + * - Replace glTexCoord and glColor with generic attributes. + * - Optimize for case where fewer than 3 or 8 lights are used. + * - Optimize for case where specular is not used. + * - Optimize for case where no texture matrix is used. + */ + +#include "GL/glew.h" + +#include "BLI_math.h" +#include "BLI_utildefines.h" + +#include "DNA_mesh_types.h" +#include "DNA_object_types.h" + +#include "GPU_extensions.h" +#include "GPU_simple_shader.h" + +/* State */ + +#define NUM_OPENGL_LIGHTS 8 + +static struct { + GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS]; + bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS]; + + bool need_normals; + + int lights_enabled; + int lights_directional; +} GPU_MATERIAL_STATE; + +/* Init / exit */ + +void GPU_simple_shaders_init() +{ + memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE)); +} + +void GPU_simple_shaders_exit() +{ + int i; + + for (i = 0; i < GPU_SHADER_OPTION_COMBINATIONS; i++) + if (GPU_MATERIAL_STATE.cached_shaders[i]) + GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]); +} + +/* Shader lookup / create */ + +static bool solid_compatible_lighting(void) +{ + int enabled = GPU_MATERIAL_STATE.lights_enabled; + int directional = GPU_MATERIAL_STATE.lights_directional; + + /* more than 3 lights? */ + if (enabled >= (1 << 3)) + return false; + + /* all directional? */ + return ((directional & enabled) == enabled); +} + +#if 0 +static int detect_options() +{ + GLint two_sided; + int options = 0; + + if (glIsEnabled(GL_TEXTURE_2D)) + options |= GPU_SHADER_TEXTURE_2D; + if (glIsEnabled(GL_COLOR_MATERIAL)) + options |= GPU_SHADER_OVERRIDE_DIFFUSE; + + if (glIsEnabled(GL_LIGHTING)) + options |= GPU_SHADER_LIGHTING; + + glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided); + if (two_sided == GL_TRUE) + options |= GPU_SHADER_TWO_SIDED; + + return options; +} +#endif + +static GPUShader *gpu_simple_shader(int options) +{ + /* glsl code */ + extern char datatoc_gpu_shader_simple_vert_glsl[]; + extern char datatoc_gpu_shader_simple_frag_glsl[]; + GPUShader *shader; + + /* detect if we can do faster lighting for solid draw mode */ + if (options & GPU_SHADER_LIGHTING) + if (solid_compatible_lighting()) + options |= GPU_SHADER_SOLID_LIGHTING; + + /* cached shaders */ + shader = GPU_MATERIAL_STATE.cached_shaders[options]; + + if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) { + /* create shader if it doesn't exist yet */ + char defines[64*GPU_SHADER_OPTIONS_NUM] = ""; + + if (options & GPU_SHADER_OVERRIDE_DIFFUSE) + strcat(defines, "#define USE_COLOR\n"); + if (options & GPU_SHADER_TWO_SIDED) + strcat(defines, "#define USE_TWO_SIDED\n"); + if (options & GPU_SHADER_TEXTURE_2D) + strcat(defines, "#define USE_TEXTURE\n"); + + if (options & GPU_SHADER_SOLID_LIGHTING) + strcat(defines, "#define USE_SOLID_LIGHTING\n"); + else if (options & GPU_SHADER_LIGHTING) + strcat(defines, "#define USE_SCENE_LIGHTING\n"); + + shader = GPU_shader_create( + datatoc_gpu_shader_simple_vert_glsl, + datatoc_gpu_shader_simple_frag_glsl, + NULL, defines); + + if (shader) { + /* set texture map to first texture unit */ + if (options & GPU_SHADER_TEXTURE_2D) + glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0); + + GPU_MATERIAL_STATE.cached_shaders[options] = shader; + } + else + GPU_MATERIAL_STATE.failed_shaders[options] = true; + } + + return shader; +} + +/* Bind / unbind */ + +void GPU_simple_shader_bind(int options) +{ + if (GPU_glsl_support()) { + GPUShader *shader = gpu_simple_shader(options); + + if (shader) + GPU_shader_bind(shader); + } + else { + // XXX where does this fit, depends on ortho/persp? + + if (options & GPU_SHADER_LIGHTING) + glEnable(GL_LIGHTING); + + if (options & GPU_SHADER_TWO_SIDED) + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); + + if (options & GPU_SHADER_OVERRIDE_DIFFUSE) { + glEnable(GL_COLOR_MATERIAL); + glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); + } + + if (options & GPU_SHADER_TEXTURE_2D) + glEnable(GL_TEXTURE_2D); + } + + /* temporary hack, should be solved outside of this file */ + GPU_MATERIAL_STATE.need_normals = (options & GPU_SHADER_LIGHTING); +} + +void GPU_simple_shader_unbind() +{ + if (GPU_glsl_support()) { + GPU_shader_unbind(); + } + else { + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glDisable(GL_TEXTURE_2D); + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); + } +} + +/* Material Colors */ + +void GPU_simple_shader_colors(const float diffuse[3], const float specular[3], + int shininess, float alpha) +{ + float gl_diffuse[4], gl_specular[4]; + + copy_v3_v3(gl_diffuse, diffuse); + gl_diffuse[3] = alpha; + + copy_v3_v3(gl_specular, specular); + gl_specular[3] = 1.0f; + + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular); + glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128)); +} + +bool GPU_simple_shader_need_normals() +{ + return GPU_MATERIAL_STATE.need_normals; +} + +void GPU_simple_shader_light_set(int light_num, GPULightData *light) +{ + int light_bit = (1 << light_num); + + GPU_MATERIAL_STATE.lights_enabled &= ~light_bit; + GPU_MATERIAL_STATE.lights_directional &= ~light_bit; + + if (light) { + glEnable(GL_LIGHT0+light_num); + + glLightfv(GL_LIGHT0+light_num, GL_POSITION, light->position); + glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, light->diffuse); + glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, light->specular); + + glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation); + glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation); + glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation); + + glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, light->spot_direction); + glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, light->spot_cutoff); + glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, light->spot_exponent); + + GPU_MATERIAL_STATE.lights_enabled |= light_bit; + if(light->position[3] == 0.0f) + GPU_MATERIAL_STATE.lights_directional |= light_bit; + } + else { + const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + glLightfv(GL_LIGHT0+light_num, GL_POSITION, zero); + glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, zero); + glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, zero); + + glDisable(GL_LIGHT0+light_num); + } +} + +void GPU_simple_shader_light_set_viewer(bool local) +{ + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE); +} + |