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Diffstat (limited to 'source/blender/gpu/intern/gpu_simple_shader.c')
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1 files changed, 283 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_simple_shader.c
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+/*
+ * ***** 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(void)
+{
+ memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
+}
+
+void GPU_simple_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_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(void)
+{
+ 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(void)
+{
+ 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);
+}
+