Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_simple_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_simple_shader.c281
1 files changed, 0 insertions, 281 deletions
diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_simple_shader.c
deleted file mode 100644
index 89d3c0f59df..00000000000
--- a/source/blender/gpu/intern/gpu_simple_shader.c
+++ /dev/null
@@ -1,281 +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_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 "GPU_glew.h"
-
-#include "BLI_math.h"
-#include "BLI_utildefines.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,
- NULL,
- defines, 0, 0, 0);
-
- 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);
-}
-