/* * ***** 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_basic_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 "BLI_math.h" #include "BLI_utildefines.h" #include "GPU_basic_shader.h" #include "GPU_glew.h" #include "GPU_shader.h" /* State */ static struct { GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS]; bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS]; int bound_options; int lights_enabled; int lights_directional; float line_width; GLint viewport[4]; } GPU_MATERIAL_STATE; /* Stipple patterns */ /* ******************************************** */ const GLubyte stipple_halftone[128] = { 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55}; const GLubyte stipple_quarttone[128] = { 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0}; const GLubyte stipple_diag_stripes_pos[128] = { 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe, 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8, 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0, 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80, 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01, 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07, 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f, 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f, 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe, 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8, 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0, 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80, 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01, 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07, 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f, 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f}; const GLubyte stipple_diag_stripes_neg[128] = { 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01, 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07, 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f, 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f, 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe, 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8, 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0, 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80, 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01, 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07, 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f, 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f, 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe, 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8, 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0, 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80}; const GLubyte stipple_checker_8px[128] = { 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255}; const GLubyte stipple_hexagon[128] = { 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22}; /* ********************************************* */ /* GLSL State */ static bool USE_GLSL = true; /** * \note this isn't part of the basic shader API, * only set from the command line once on startup. */ void GPU_basic_shader_use_glsl_set(bool enabled) { USE_GLSL = enabled; } bool GPU_basic_shader_use_glsl_get(void) { return USE_GLSL; } /* Init / exit */ void GPU_basic_shaders_init(void) { memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE)); } void GPU_basic_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_TEXTURE_RECTANGLE)) options |= GPU_SHADER_TEXTURE_RECT; GPU_SHADER_TEXTURE_RECT if (glIsEnabled(GL_COLOR_MATERIAL)) options |= GPU_SHADER_USE_COLOR; 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_basic_shader(int options) { /* glsl code */ extern char datatoc_gpu_shader_basic_vert_glsl[]; extern char datatoc_gpu_shader_basic_frag_glsl[]; extern char datatoc_gpu_shader_basic_geom_glsl[]; char *geom_glsl = NULL; 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_USE_COLOR) 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 | GPU_SHADER_TEXTURE_RECT)) strcat(defines, "#define USE_TEXTURE\n"); if (options & GPU_SHADER_TEXTURE_RECT) strcat(defines, "#define USE_TEXTURE_RECTANGLE\n"); if (options & GPU_SHADER_STIPPLE) strcat(defines, "#define USE_STIPPLE\n"); if (options & GPU_SHADER_LINE) { strcat(defines, "#define DRAW_LINE\n"); geom_glsl = datatoc_gpu_shader_basic_geom_glsl; } if (options & GPU_SHADER_FLAT_NORMAL) strcat(defines, "#define USE_FLAT_NORMAL\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_basic_vert_glsl, datatoc_gpu_shader_basic_frag_glsl, geom_glsl, NULL, defines, 0, 0, 0); if (shader) { /* set texture map to first texture unit */ if (options & (GPU_SHADER_TEXTURE_2D | GPU_SHADER_TEXTURE_RECT)) { GPU_shader_bind(shader); glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0); GPU_shader_unbind(); } GPU_MATERIAL_STATE.cached_shaders[options] = shader; } else GPU_MATERIAL_STATE.failed_shaders[options] = true; } return shader; } static void GPU_basic_shader_uniform_autoset(GPUShader *shader, int options) { if (options & GPU_SHADER_LINE) { glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]); glUniform4iv(GPU_shader_get_uniform(shader, "viewport"), 1, &GPU_MATERIAL_STATE.viewport[0]); glUniform1f(GPU_shader_get_uniform(shader, "line_width"), GPU_MATERIAL_STATE.line_width); } } /* Bind / unbind */ void GPU_basic_shader_bind(int options) { if (USE_GLSL) { if (options) { GPUShader *shader = gpu_basic_shader(options); if (shader) { GPU_shader_bind(shader); GPU_basic_shader_uniform_autoset(shader, options); } } else { GPU_shader_unbind(); } } else { const int bound_options = GPU_MATERIAL_STATE.bound_options; if (options & GPU_SHADER_LIGHTING) { glEnable(GL_LIGHTING); if (options & GPU_SHADER_USE_COLOR) glEnable(GL_COLOR_MATERIAL); else glDisable(GL_COLOR_MATERIAL); if (options & GPU_SHADER_TWO_SIDED) glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); else glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); } else if (bound_options & GPU_SHADER_LIGHTING) { glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); } if (options & GPU_SHADER_TEXTURE_2D) { GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE; glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode); } else if (bound_options & GPU_SHADER_TEXTURE_2D) { if ((options & GPU_SHADER_TEXTURE_RECT) == 0) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } glDisable(GL_TEXTURE_2D); } if (options & GPU_SHADER_TEXTURE_RECT) { GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE; glEnable(GL_TEXTURE_RECTANGLE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode); } else if (bound_options & GPU_SHADER_TEXTURE_RECT) { if ((options & GPU_SHADER_TEXTURE_2D) == 0) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } glDisable(GL_TEXTURE_RECTANGLE); } if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) { glEnable(GL_LINE_STIPPLE); } else if ((bound_options & GPU_SHADER_LINE) && (bound_options & GPU_SHADER_STIPPLE)) { glDisable(GL_LINE_STIPPLE); } if (((options & GPU_SHADER_LINE) == 0) && (options & GPU_SHADER_STIPPLE)) { glEnable(GL_POLYGON_STIPPLE); } else if (((bound_options & GPU_SHADER_LINE) == 0) && (bound_options & GPU_SHADER_STIPPLE)) { glDisable(GL_POLYGON_STIPPLE); } if (options & GPU_SHADER_FLAT_NORMAL) { glShadeModel(GL_FLAT); } else if (bound_options & GPU_SHADER_FLAT_NORMAL) { glShadeModel(GL_SMOOTH); } } GPU_MATERIAL_STATE.bound_options = options; } void GPU_basic_shader_bind_enable(int options) { GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options | options); } void GPU_basic_shader_bind_disable(int options) { GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options & ~options); } int GPU_basic_shader_bound_options(void) { /* ideally this should disappear, anything that uses this is making fragile * assumptions that the basic shader is bound and not another shader */ return GPU_MATERIAL_STATE.bound_options; } /* Material Colors */ void GPU_basic_shader_colors( const float diffuse[3], const float specular[3], int shininess, float alpha) { float gl_diffuse[4], gl_specular[4]; if (diffuse) copy_v3_v3(gl_diffuse, diffuse); else zero_v3(gl_diffuse); gl_diffuse[3] = alpha; if (specular) copy_v3_v3(gl_specular, specular); else zero_v3(gl_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)); } void GPU_basic_shader_light_set(int light_num, GPULightData *light) { int light_bit = (1 << light_num); /* note that light position is affected by the current modelview matrix! */ GPU_MATERIAL_STATE.lights_enabled &= ~light_bit; GPU_MATERIAL_STATE.lights_directional &= ~light_bit; if (light) { float position[4], diffuse[4], specular[4]; glEnable(GL_LIGHT0 + light_num); /* position */ if (light->type == GPU_LIGHT_SUN) { copy_v3_v3(position, light->direction); position[3] = 0.0f; } else { copy_v3_v3(position, light->position); position[3] = 1.0f; } glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position); /* energy */ copy_v3_v3(diffuse, light->diffuse); copy_v3_v3(specular, light->specular); diffuse[3] = 1.0f; specular[3] = 1.0f; glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular); /* attenuation */ if (light->type == GPU_LIGHT_SUN) { glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f); glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f); } else { 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); } /* spot */ glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction); if (light->type == GPU_LIGHT_SPOT) { glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff); glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent); } else { glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f); glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f); } GPU_MATERIAL_STATE.lights_enabled |= light_bit; if (position[3] == 0.0f) GPU_MATERIAL_STATE.lights_directional |= light_bit; } else { /* TODO(sergey): Needs revisit. */ if (USE_GLSL || true) { /* glsl shader needs these zero to skip them */ 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_basic_shader_light_set_viewer(bool local) { glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE); } void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id) { if (USE_GLSL) { glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id); } else { switch (stipple_id) { case GPU_SHADER_STIPPLE_HALFTONE: glPolygonStipple(stipple_halftone); return; case GPU_SHADER_STIPPLE_QUARTTONE: glPolygonStipple(stipple_quarttone); return; case GPU_SHADER_STIPPLE_CHECKER_8PX: glPolygonStipple(stipple_checker_8px); return; case GPU_SHADER_STIPPLE_HEXAGON: glPolygonStipple(stipple_hexagon); return; case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP: glPolygonStipple(stipple_diag_stripes_neg); return; case GPU_SHADER_STIPPLE_DIAG_STRIPES: glPolygonStipple(stipple_diag_stripes_pos); return; default: glPolygonStipple(stipple_hexagon); return; } } } void GPU_basic_shader_line_width(float line_width) { if (USE_GLSL) { GPU_MATERIAL_STATE.line_width = line_width; if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) { glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width); } } else { glLineWidth(line_width); } } void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern) { if (USE_GLSL) { glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor); glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern); } else { glLineStipple(stipple_factor, stipple_pattern); } }