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Diffstat (limited to 'source/blender/gpu/intern/gpu_basic_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c645
1 files changed, 645 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
new file mode 100644
index 00000000000..b6fe40a13ee
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -0,0 +1,645 @@
+/*
+ * ***** 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_basic_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 "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "GPU_basic_shader.h"
+#include "GPU_glew.h"
+#include "GPU_shader.h"
+
+/* State */
+
+static const bool USE_GLSL = false;
+
+static struct {
+ GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
+ bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
+
+ int bound_options;
+
+ int lights_enabled;
+ int lights_directional;
+ float line_width;
+ GLint viewport[4];
+} GPU_MATERIAL_STATE;
+
+
+/* Stipple patterns */
+/* ******************************************** */
+const GLubyte stipple_halftone[128] = {
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
+
+const GLubyte stipple_quarttone[128] = {
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0};
+
+const GLubyte stipple_diag_stripes_pos[128] = {
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
+
+const GLubyte stipple_diag_stripes_neg[128] = {
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+ 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
+ 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
+ 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+ 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
+ 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
+ 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
+
+const GLubyte stipple_checker_8px[128] = {
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
+
+const GLubyte stipple_interlace_row[128] = {
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
+ 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
+
+const GLubyte stipple_interlace_row_swap[128] = {
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
+
+const GLubyte stipple_interlace_column[128] = {
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
+ 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
+
+const GLubyte stipple_interlace_column_swap[128] = {
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
+
+const GLubyte stipple_interlace_checker[128] = {
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
+ 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
+
+const GLubyte stipple_interlace_checker_swap[128] = {
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
+ 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
+
+const GLubyte stipple_hexagon[128] = {
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+ 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
+/* ********************************************* */
+
+/* Init / exit */
+
+void GPU_basic_shaders_init(void)
+{
+ memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
+}
+
+void GPU_basic_shaders_exit(void)
+{
+ 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_USE_COLOR;
+
+ 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_basic_shader(int options)
+{
+ /* glsl code */
+ extern char datatoc_gpu_shader_basic_vert_glsl[];
+ extern char datatoc_gpu_shader_basic_frag_glsl[];
+ extern char datatoc_gpu_shader_basic_geom_glsl[];
+ char *geom_glsl = NULL;
+ 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_USE_COLOR)
+ 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_STIPPLE)
+ strcat(defines, "#define USE_STIPPLE\n");
+ if (options & GPU_SHADER_LINE) {
+ strcat(defines, "#define DRAW_LINE\n");
+ geom_glsl = datatoc_gpu_shader_basic_geom_glsl;
+ }
+ 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_basic_vert_glsl,
+ datatoc_gpu_shader_basic_frag_glsl,
+ geom_glsl,
+ NULL,
+ defines, 0, 0, 0);
+
+ if (shader) {
+ /* set texture map to first texture unit */
+ if (options & GPU_SHADER_TEXTURE_2D) {
+ GPU_shader_bind(shader);
+ glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
+ GPU_shader_unbind();
+ }
+
+ GPU_MATERIAL_STATE.cached_shaders[options] = shader;
+ }
+ else
+ GPU_MATERIAL_STATE.failed_shaders[options] = true;
+ }
+
+ return shader;
+}
+
+static void GPU_basic_shader_uniform_autoset(GPUShader *shader, int options)
+{
+ if (options & GPU_SHADER_LINE) {
+ glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]);
+ glUniform4iv(GPU_shader_get_uniform(shader, "viewport"), 1, &GPU_MATERIAL_STATE.viewport[0]);
+ glUniform1f(GPU_shader_get_uniform(shader, "line_width"), GPU_MATERIAL_STATE.line_width);
+ }
+}
+
+/* Bind / unbind */
+
+void GPU_basic_shader_bind(int options)
+{
+ if (USE_GLSL) {
+ if (options) {
+ GPUShader *shader = gpu_basic_shader(options);
+
+ if (shader) {
+ GPU_shader_bind(shader);
+ GPU_basic_shader_uniform_autoset(shader, options);
+ }
+ }
+ else {
+ GPU_shader_unbind();
+ }
+ }
+ else {
+ int bound_options = GPU_MATERIAL_STATE.bound_options;
+
+ if (options & GPU_SHADER_LIGHTING) {
+ glEnable(GL_LIGHTING);
+
+ if (options & GPU_SHADER_USE_COLOR)
+ glEnable(GL_COLOR_MATERIAL);
+ else
+ glDisable(GL_COLOR_MATERIAL);
+
+ if (options & GPU_SHADER_TWO_SIDED)
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ else
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ }
+ else if (bound_options & GPU_SHADER_LIGHTING) {
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ }
+
+ if (options & GPU_SHADER_TEXTURE_2D) {
+ GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
+ glEnable(GL_TEXTURE_2D);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
+ }
+ else if (bound_options & GPU_SHADER_TEXTURE_2D) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glDisable(GL_TEXTURE_2D);
+ }
+
+ if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) {
+ glEnable(GL_LINE_STIPPLE);
+ }
+ else if ((bound_options & GPU_SHADER_LINE) && (bound_options & GPU_SHADER_STIPPLE)) {
+ glDisable(GL_LINE_STIPPLE);
+ }
+ else {
+ if (options & GPU_SHADER_STIPPLE)
+ glEnable(GL_POLYGON_STIPPLE);
+ else if (bound_options & GPU_SHADER_STIPPLE)
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+
+ }
+
+ GPU_MATERIAL_STATE.bound_options = options;
+}
+
+int GPU_basic_shader_bound_options(void)
+{
+ /* ideally this should disappear, anything that uses this is making fragile
+ * assumptions that the basic shader is bound and not another shader */
+ return GPU_MATERIAL_STATE.bound_options;
+}
+
+/* Material Colors */
+
+void GPU_basic_shader_colors(const float diffuse[3], const float specular[3],
+ int shininess, float alpha)
+{
+ float gl_diffuse[4], gl_specular[4];
+
+ if (diffuse)
+ copy_v3_v3(gl_diffuse, diffuse);
+ else
+ zero_v3(gl_diffuse);
+ gl_diffuse[3] = alpha;
+
+ if (specular)
+ copy_v3_v3(gl_specular, specular);
+ else
+ zero_v3(gl_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));
+}
+
+void GPU_basic_shader_light_set(int light_num, GPULightData *light)
+{
+ int light_bit = (1 << light_num);
+
+ /* note that light position is affected by the current modelview matrix! */
+
+ GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
+ GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
+
+ if (light) {
+ float position[4], diffuse[4], specular[4];
+
+ glEnable(GL_LIGHT0 + light_num);
+
+ /* position */
+ if (light->type == GPU_LIGHT_SUN) {
+ copy_v3_v3(position, light->direction);
+ position[3] = 0.0f;
+ }
+ else {
+ copy_v3_v3(position, light->position);
+ position[3] = 1.0f;
+ }
+ glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position);
+
+ /* energy */
+ copy_v3_v3(diffuse, light->diffuse);
+ copy_v3_v3(specular, light->specular);
+ diffuse[3] = 1.0f;
+ specular[3] = 1.0f;
+ glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular);
+
+ /* attenuation */
+ if (light->type == GPU_LIGHT_SUN) {
+ glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f);
+ glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f);
+ glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
+ }
+ else {
+ 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);
+ }
+
+ /* spot */
+ glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction);
+ if (light->type == GPU_LIGHT_SPOT) {
+ glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
+ glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent);
+ }
+ else {
+ glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f);
+ glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f);
+ }
+
+ GPU_MATERIAL_STATE.lights_enabled |= light_bit;
+ if (position[3] == 0.0f)
+ GPU_MATERIAL_STATE.lights_directional |= light_bit;
+ }
+ else {
+ if (USE_GLSL) {
+ /* glsl shader needs these zero to skip them */
+ 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_basic_shader_light_set_viewer(bool local)
+{
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE);
+}
+
+void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
+{
+ if (USE_GLSL) {
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
+ }
+ else {
+ switch (stipple_id) {
+ case GPU_SHADER_STIPPLE_HALFTONE:
+ glPolygonStipple(stipple_halftone);
+ return;
+ case GPU_SHADER_STIPPLE_QUARTTONE:
+ glPolygonStipple(stipple_quarttone);
+ return;
+ case GPU_SHADER_STIPPLE_CHECKER_8PX:
+ glPolygonStipple(stipple_checker_8px);
+ return;
+ case GPU_SHADER_STIPPLE_HEXAGON:
+ glPolygonStipple(stipple_hexagon);
+ return;
+ case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
+ glPolygonStipple(stipple_diag_stripes_neg);
+ return;
+ case GPU_SHADER_STIPPLE_DIAG_STRIPES:
+ glPolygonStipple(stipple_diag_stripes_pos);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
+ glPolygonStipple(stipple_interlace_row);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
+ glPolygonStipple(stipple_interlace_row_swap);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
+ glPolygonStipple(stipple_interlace_column);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
+ glPolygonStipple(stipple_interlace_column_swap);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
+ glPolygonStipple(stipple_interlace_checker);
+ return;
+ case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
+ glPolygonStipple(stipple_interlace_checker_swap);
+ return;
+ default:
+ glPolygonStipple(stipple_hexagon);
+ return;
+ }
+ }
+}
+
+void GPU_basic_shader_line_width(float line_width)
+{
+ if (USE_GLSL) {
+ GPU_MATERIAL_STATE.line_width = line_width;
+ if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
+ glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
+ }
+ }
+ else {
+ glLineWidth(line_width);
+ }
+}
+
+void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
+{
+ if (USE_GLSL) {
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
+ }
+ else {
+ glLineStipple(stipple_factor, stipple_pattern);
+ }
+}