/* * 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. */ /** \file draw_builtin_shader.c * \ingroup draw * Draw manager versions of #eGPUBuiltinShader, see #GPU_shader_get_builtin_shader. * * Allows for modifications to shaders (currently only clipping support). * Follow GPU_shader.h conventions to avoid annoyance. */ #include "BLI_utildefines.h" #include "GPU_shader.h" #include "DRW_render.h" #include "draw_builtin_shader.h" /* own include */ extern char datatoc_common_world_clip_lib_glsl[]; /* Add shaders to this list when support is added. */ #define GPU_SHADER_IS_SUPPORTED(shader_id) \ ELEM(shader_id, \ GPU_SHADER_3D_UNIFORM_COLOR, \ GPU_SHADER_3D_SMOOTH_COLOR, \ GPU_SHADER_3D_DEPTH_ONLY, \ GPU_SHADER_CAMERA, \ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \ GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \ GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, \ GPU_SHADER_3D_GROUNDLINE, \ GPU_SHADER_3D_GROUNDPOINT, \ GPU_SHADER_DISTANCE_LINES, \ GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR) /* cache of built-in shaders (each is created on first use) */ static struct { GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS]; } g_sh_data[DRW_SHADER_SLOT_LEN - 1] = {{{NULL}}}; static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader_id) { const char *world_clip_lib = datatoc_common_world_clip_lib_glsl; const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n"; struct { const char *vert, *frag, *geom, *defs; } shader_code; GPU_shader_get_builtin_shader_code( shader_id, &shader_code.vert, &shader_code.frag, &shader_code.geom, &shader_code.defs); /* In rare cases geometry shaders calculate clipping themselves. */ return DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib, shader_code.vert, NULL}, .geom = (const char *[]){shader_code.geom ? world_clip_lib : NULL, shader_code.geom, NULL}, .frag = (const char *[]){shader_code.frag, NULL}, .defs = (const char *[]){world_clip_def, shader_code.defs, NULL}, }); } GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot) { BLI_assert(GPU_SHADER_IS_SUPPORTED(shader_id)); if (slot == DRW_SHADER_SLOT_DEFAULT) { return GPU_shader_get_builtin_shader(shader_id); } GPUShader **builtin_shaders = g_sh_data[slot - 1].builtin_shaders; if (builtin_shaders[shader_id] != NULL) { return builtin_shaders[shader_id]; } if (slot == DRW_SHADER_SLOT_CLIPPED) { builtin_shaders[shader_id] = drw_shader_get_builtin_shader_clipped(shader_id); return builtin_shaders[shader_id]; } else { BLI_assert(0); return NULL; } } void DRW_shader_free_builtin_shaders(void) { for (int j = 0; j < (DRW_SHADER_SLOT_LEN - 1); j++) { GPUShader **builtin_shaders = g_sh_data[j].builtin_shaders; for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; i++) { if (builtin_shaders[i]) { GPU_shader_free(builtin_shaders[i]); builtin_shaders[i] = NULL; } } } }