OpenGL: more work on fixed function lighting implementation as GLSL.
* Rename functions and move to own header. * Add wrapper functions for glLight. * Auto detect if we can use faster code for solid lighting. * Various fixes for textured draw mode.
This commit is contained in:
@@ -527,8 +527,8 @@ if B.targets != ['cudakernels']:
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data_to_c_simple("release/datafiles/preview_cycles.blend")
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# --- glsl ---
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fixed_fragment.glsl")
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fixed_vertex.glsl")
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_simple_frag.glsl")
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_simple_vert.glsl")
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
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data_to_c_simple("source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl")
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@@ -50,21 +50,22 @@ set(SRC
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intern/gpu_codegen.c
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intern/gpu_draw.c
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intern/gpu_extensions.c
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intern/gpu_fixed_material.c
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intern/gpu_material.c
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intern/gpu_simple_shader.c
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GPU_buffers.h
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GPU_draw.h
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GPU_extensions.h
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GPU_material.h
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GPU_simple_shader.h
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intern/gpu_codegen.h
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)
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data_to_c_simple(shaders/gpu_shader_fixed_fragment.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fixed_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
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@@ -201,30 +201,6 @@ typedef struct GPUVertexAttribs {
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int totlayer;
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} GPUVertexAttribs;
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/* Fixed Function Materials */
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typedef enum GPUFixedMaterialOption {
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GPU_FIXED_COLOR_MATERIAL = (1<<0), /* replace diffuse with glcolor */
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GPU_FIXED_SOLID_LIGHTING = (1<<1), /* use solid lighting (only 3 directional lights) */
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GPU_FIXED_SCENE_LIGHTING = (1<<2), /* use scene lighting (up to 8 arbitrary lights) */
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GPU_FIXED_TWO_SIDED = (1<<3), /* flip normals towards viewer */
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GPU_FIXED_TEXTURE_2D = (1<<4), /* use 2D texture to replace diffuse color */
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GPU_FIXED_OPTIONS_NUM = 5,
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GPU_FIXED_OPTION_COMBINATIONS = (1<<GPU_FIXED_OPTIONS_NUM)
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} GPUFixedMaterialOption;
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void GPU_fixed_materials_init(void);
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void GPU_fixed_materials_exit(void);
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void GPU_fixed_material_shader_bind(int options);
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void GPU_fixed_material_shader_unbind(void);
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void GPU_fixed_material_colors(const float diffuse[3], const float specular[3],
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int shininess, float alpha);
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bool GPU_fixed_material_need_normals(void);
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#ifdef __cplusplus
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}
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#endif
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|
89
source/blender/gpu/GPU_simple_shader.h
Normal file
89
source/blender/gpu/GPU_simple_shader.h
Normal file
@@ -0,0 +1,89 @@
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
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||||
* of the License, or (at your option) any later version.
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||||
*
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||||
* This program is distributed in the hope that it will be useful,
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||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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||||
* GNU General Public License for more details.
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||||
*
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* You should have received a copy of the GNU General Public License
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||||
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_simple_shader.h
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* \ingroup gpu
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*/
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#ifndef __GPU_SIMPLE_SHADER_H__
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#define __GPU_SIMPLE_SHADER_H__
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#include "BLI_utildefines.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Fixed Function Shader */
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typedef enum GPUSimpleShaderOption {
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GPU_SHADER_OVERRIDE_DIFFUSE = (1<<0), /* replace diffuse with glcolor */
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GPU_SHADER_LIGHTING = (1<<1), /* use lighting */
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GPU_SHADER_TWO_SIDED = (1<<2), /* flip normals towards viewer */
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GPU_SHADER_TEXTURE_2D = (1<<3), /* use 2D texture to replace diffuse color */
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GPU_SHADER_SOLID_LIGHTING = (1<<4), /* use faster lighting (set automatically) */
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GPU_SHADER_OPTIONS_NUM = 5,
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GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
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} GPUSimpleShaderOption;
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void GPU_simple_shaders_init(void);
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void GPU_simple_shaders_exit(void);
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void GPU_simple_shader_bind(int options);
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void GPU_simple_shader_unbind(void);
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void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
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int shininess, float alpha);
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bool GPU_simple_shader_need_normals(void);
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/* Fixed Function Lighting */
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typedef struct GPULightData {
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float position[4];
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float diffuse[4];
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float specular[4];
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float constant_attenuation;
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float linear_attenuation;
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float quadratic_attenuation;
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float spot_direction[3];
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float spot_cutoff;
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float spot_exponent;
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} GPULightData;
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void GPU_simple_shader_light_set(int light_num, GPULightData *light);
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void GPU_simple_shader_light_set_viewer(bool local);
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#ifdef __cplusplus
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}
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#endif
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#endif
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|
@@ -49,8 +49,8 @@ if env['WITH_BF_DDS']:
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# generated data files
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import os
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sources.extend((
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os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_fragment.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_vertex.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_vert.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_frag.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_vert.glsl.c"),
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|
@@ -44,6 +44,7 @@
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_simple_shader.h"
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#include "gpu_codegen.h"
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#include <stdlib.h>
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@@ -206,14 +207,14 @@ void GPU_extensions_init(void)
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GG.os = GPU_OS_UNIX;
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#endif
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GPU_fixed_materials_init();
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GPU_simple_shaders_init();
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}
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void GPU_extensions_exit(void)
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{
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gpu_extensions_init = 0;
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GPU_codegen_exit();
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GPU_fixed_materials_exit();
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GPU_simple_shaders_exit();
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}
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int GPU_glsl_support(void)
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|
@@ -1,191 +0,0 @@
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/*
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||||
* ***** BEGIN GPL LICENSE BLOCK *****
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||||
*
|
||||
* 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.
|
||||
*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_fixed_material.c
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* \ingroup gpu
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*/
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/* GLSL shaders to replace fixed function OpenGL materials and lighting. These
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* are deprecated in newer OpenGL versions and missing in OpenGL ES 2.0. Also,
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* two sided lighting is no longer natively supported on NVidia cards which
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* results in slow software fallback.
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*
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* Todo:
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* - Replace glLight and glMaterial functions entirely with GLSL uniforms, to
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* make OpenGL ES 2.0 work.
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* - Replace glTexCoord and glColor with generic attributes.
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* - Optimize for case where fewer than 3 or 8 lights are used.
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* - Optimize for case where specular is not used.
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* - Optimize for case where no texture matrix is used.
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*/
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#include "GL/glew.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "GPU_extensions.h"
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/* Fixed function material types */
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static struct {
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GPUShader *cached_shaders[GPU_FIXED_OPTION_COMBINATIONS];
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bool failed_shaders[GPU_FIXED_OPTION_COMBINATIONS];
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bool need_normals;
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} GPU_MATERIAL_STATE;
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/* Init / exit */
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void GPU_fixed_materials_init()
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{
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memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
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}
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void GPU_fixed_materials_exit()
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{
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int i;
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for (i = 0; i < GPU_FIXED_OPTION_COMBINATIONS; i++)
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if (GPU_MATERIAL_STATE.cached_shaders[i])
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GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]);
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}
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/* Shader lookup / create */
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static GPUShader *gpu_fixed_material_shader(int options)
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{
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/* glsl code */
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extern char datatoc_gpu_shader_fixed_vertex_glsl[];
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extern char datatoc_gpu_shader_fixed_fragment_glsl[];
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/* cached shaders */
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||||
GPUShader *shader = GPU_MATERIAL_STATE.cached_shaders[options];
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|
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if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) {
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||||
/* create shader if it doesn't exist yet */
|
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char defines[64*GPU_FIXED_OPTIONS_NUM] = "";
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|
||||
if (options & GPU_FIXED_COLOR_MATERIAL)
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strcat(defines, "#define USE_COLOR\n");
|
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if (options & GPU_FIXED_TWO_SIDED)
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strcat(defines, "#define USE_TWO_SIDED\n");
|
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if (options & GPU_FIXED_SOLID_LIGHTING)
|
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strcat(defines, "#define USE_SOLID_LIGHTING\n");
|
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if (options & GPU_FIXED_SCENE_LIGHTING)
|
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strcat(defines, "#define USE_SCENE_LIGHTING\n");
|
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if (options & GPU_FIXED_TEXTURE_2D)
|
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strcat(defines, "#define USE_TEXTURE\n");
|
||||
|
||||
shader = GPU_shader_create(
|
||||
datatoc_gpu_shader_fixed_vertex_glsl,
|
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datatoc_gpu_shader_fixed_fragment_glsl,
|
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NULL, defines);
|
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|
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if (shader) {
|
||||
/* set texture map to first texture unit */
|
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if (options & GPU_FIXED_TEXTURE_2D)
|
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glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
|
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|
||||
GPU_MATERIAL_STATE.cached_shaders[options] = shader;
|
||||
}
|
||||
else
|
||||
GPU_MATERIAL_STATE.failed_shaders[options] = true;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/* Bind / unbind */
|
||||
|
||||
void GPU_fixed_material_shader_bind(int options)
|
||||
{
|
||||
if (GPU_glsl_support()) {
|
||||
GPUShader *shader = gpu_fixed_material_shader(options);
|
||||
|
||||
if (shader)
|
||||
GPU_shader_bind(shader);
|
||||
}
|
||||
else {
|
||||
if (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING))
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
if (options & GPU_FIXED_TWO_SIDED)
|
||||
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
||||
|
||||
if (options & GPU_FIXED_COLOR_MATERIAL) {
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
||||
}
|
||||
|
||||
if (options & GPU_FIXED_TEXTURE_2D)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
/* temporary hack, should be solved outside of this file */
|
||||
GPU_MATERIAL_STATE.need_normals = (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING));
|
||||
}
|
||||
|
||||
void GPU_fixed_material_shader_unbind()
|
||||
{
|
||||
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_fixed_material_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, diffuse);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
|
||||
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
|
||||
}
|
||||
|
||||
bool GPU_fixed_material_need_normals()
|
||||
{
|
||||
return GPU_MATERIAL_STATE.need_normals;
|
||||
}
|
||||
|
283
source/blender/gpu/intern/gpu_simple_shader.c
Normal file
283
source/blender/gpu/intern/gpu_simple_shader.c
Normal file
@@ -0,0 +1,283 @@
|
||||
/*
|
||||
* ***** 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 "GL/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()
|
||||
{
|
||||
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
|
||||
}
|
||||
|
||||
void GPU_simple_shaders_exit()
|
||||
{
|
||||
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()
|
||||
{
|
||||
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()
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
Reference in New Issue
Block a user