diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_simple_shader.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_simple_shader.c | 281 |
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); -} - |