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/*
* ***** 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.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \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;
}
}
}
}
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