diff options
Diffstat (limited to 'source/blender/draw/intern/draw_builtin_shader.c')
-rw-r--r-- | source/blender/draw/intern/draw_builtin_shader.c | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c new file mode 100644 index 00000000000..3f49f9d2731 --- /dev/null +++ b/source/blender/draw/intern/draw_builtin_shader.c @@ -0,0 +1,131 @@ +/* + * ***** 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. + * + * ***** END GPL LICENSE BLOCK ***** + * + */ + +/** \file draw_armature.c + * \ingroup draw + * Draw manager versions of #eGPUBuiltinShader, see #GPU_shader_get_builtin_shader. + * + * Allows for modifications to shaders (currently only clipping support). + * Follow GPU_shader.h conventions to avoid annoyance. + */ + +#include "BLI_utildefines.h" + +#include "GPU_shader.h" + +#include "DRW_render.h" + +#include "draw_builtin_shader.h" /* own include */ + + +extern char datatoc_common_world_clip_lib_glsl[]; + +extern char datatoc_drw_shader_3D_vert_glsl[]; +extern char datatoc_drw_shader_3D_smooth_color_vert_glsl[]; + +extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; +extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; + + +/* cache of built-in shaders (each is created on first use) */ +static struct { + GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS]; +} g_sh_data[DRW_SHADER_SLOT_LEN - 1] = {{{NULL}}}; + +static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader_id, bool *r_test_only) +{ + const char *world_clip_lib = datatoc_common_world_clip_lib_glsl; + const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n"; + + if (r_test_only) { + *r_test_only = true; + } + + GPUShader *shader = NULL; + switch (shader_id) { + case GPU_SHADER_3D_UNIFORM_COLOR: + if (r_test_only) { + break; + } + shader = DRW_shader_create_from_arrays({ + .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL}, + .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, + .defs = (const char *[]){world_clip_def, NULL}}); + break; + case GPU_SHADER_3D_SMOOTH_COLOR: + if (r_test_only) { + break; + } + shader = DRW_shader_create_from_arrays({ + .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_smooth_color_vert_glsl, NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){world_clip_def, NULL}}); + break; + default: + /* Unsupported, caller asserts. */ + if (r_test_only) { + *r_test_only = false; + } + } + return shader; +} + +static bool drw_shader_get_builtin_shader_test_all(eGPUBuiltinShader shader_id) +{ + bool test = false; + drw_shader_get_builtin_shader_clipped(shader_id, &test); + return test; +} + +GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot) +{ + BLI_assert(drw_shader_get_builtin_shader_test_all(shader_id)); + if (slot == DRW_SHADER_SLOT_DEFAULT) { + return GPU_shader_get_builtin_shader(shader_id); + } + + GPUShader **builtin_shaders = g_sh_data[slot - 1].builtin_shaders; + + if (builtin_shaders[shader_id] != NULL) { + return builtin_shaders[shader_id]; + } + + if (slot == DRW_SHADER_SLOT_CLIPPED) { + builtin_shaders[shader_id] = drw_shader_get_builtin_shader_clipped(shader_id, NULL); + return builtin_shaders[shader_id]; + } + else { + BLI_assert(0); + } +} + +void DRW_shader_free_builtin_shaders(void) +{ + for (int j = 0; j < (DRW_SHADER_SLOT_LEN - 1); j++) { + GPUShader **builtin_shaders = g_sh_data[j].builtin_shaders; + for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; i++) { + if (builtin_shaders[i]) { + GPU_shader_free(builtin_shaders[i]); + builtin_shaders[i] = NULL; + } + } + } +} |