diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_fixed_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_fixed_material.c | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_fixed_material.c b/source/blender/gpu/intern/gpu_fixed_material.c new file mode 100644 index 00000000000..d5a04c88e89 --- /dev/null +++ b/source/blender/gpu/intern/gpu_fixed_material.c @@ -0,0 +1,191 @@ +/* + * ***** 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; +} + |