/* * ***** 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 "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); }