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:
Brecht Van Lommel
2013-03-10 15:38:23 +00:00
parent f57398568a
commit 9fe858264c
10 changed files with 383 additions and 224 deletions

View File

@@ -527,8 +527,8 @@ if B.targets != ['cudakernels']:
data_to_c_simple("release/datafiles/preview_cycles.blend")
# --- glsl ---
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fixed_fragment.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fixed_vertex.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_simple_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_simple_vert.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl")

View File

@@ -50,21 +50,22 @@ set(SRC
intern/gpu_codegen.c
intern/gpu_draw.c
intern/gpu_extensions.c
intern/gpu_fixed_material.c
intern/gpu_material.c
intern/gpu_simple_shader.c
GPU_buffers.h
GPU_draw.h
GPU_extensions.h
GPU_material.h
GPU_simple_shader.h
intern/gpu_codegen.h
)
data_to_c_simple(shaders/gpu_shader_fixed_fragment.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fixed_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)

View File

@@ -201,30 +201,6 @@ typedef struct GPUVertexAttribs {
int totlayer;
} GPUVertexAttribs;
/* Fixed Function Materials */
typedef enum GPUFixedMaterialOption {
GPU_FIXED_COLOR_MATERIAL = (1<<0), /* replace diffuse with glcolor */
GPU_FIXED_SOLID_LIGHTING = (1<<1), /* use solid lighting (only 3 directional lights) */
GPU_FIXED_SCENE_LIGHTING = (1<<2), /* use scene lighting (up to 8 arbitrary lights) */
GPU_FIXED_TWO_SIDED = (1<<3), /* flip normals towards viewer */
GPU_FIXED_TEXTURE_2D = (1<<4), /* use 2D texture to replace diffuse color */
GPU_FIXED_OPTIONS_NUM = 5,
GPU_FIXED_OPTION_COMBINATIONS = (1<<GPU_FIXED_OPTIONS_NUM)
} GPUFixedMaterialOption;
void GPU_fixed_materials_init(void);
void GPU_fixed_materials_exit(void);
void GPU_fixed_material_shader_bind(int options);
void GPU_fixed_material_shader_unbind(void);
void GPU_fixed_material_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha);
bool GPU_fixed_material_need_normals(void);
#ifdef __cplusplus
}
#endif

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@@ -0,0 +1,89 @@
/*
* ***** 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_simple_shader.h
* \ingroup gpu
*/
#ifndef __GPU_SIMPLE_SHADER_H__
#define __GPU_SIMPLE_SHADER_H__
#include "BLI_utildefines.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Fixed Function Shader */
typedef enum GPUSimpleShaderOption {
GPU_SHADER_OVERRIDE_DIFFUSE = (1<<0), /* replace diffuse with glcolor */
GPU_SHADER_LIGHTING = (1<<1), /* use lighting */
GPU_SHADER_TWO_SIDED = (1<<2), /* flip normals towards viewer */
GPU_SHADER_TEXTURE_2D = (1<<3), /* use 2D texture to replace diffuse color */
GPU_SHADER_SOLID_LIGHTING = (1<<4), /* use faster lighting (set automatically) */
GPU_SHADER_OPTIONS_NUM = 5,
GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
} GPUSimpleShaderOption;
void GPU_simple_shaders_init(void);
void GPU_simple_shaders_exit(void);
void GPU_simple_shader_bind(int options);
void GPU_simple_shader_unbind(void);
void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha);
bool GPU_simple_shader_need_normals(void);
/* Fixed Function Lighting */
typedef struct GPULightData {
float position[4];
float diffuse[4];
float specular[4];
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_direction[3];
float spot_cutoff;
float spot_exponent;
} GPULightData;
void GPU_simple_shader_light_set(int light_num, GPULightData *light);
void GPU_simple_shader_light_set_viewer(bool local);
#ifdef __cplusplus
}
#endif
#endif

View File

@@ -49,8 +49,8 @@ if env['WITH_BF_DDS']:
# generated data files
import os
sources.extend((
os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_fragment.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_vertex.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_vert.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_vert.glsl.c"),

View File

@@ -44,6 +44,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_simple_shader.h"
#include "gpu_codegen.h"
#include <stdlib.h>
@@ -206,14 +207,14 @@ void GPU_extensions_init(void)
GG.os = GPU_OS_UNIX;
#endif
GPU_fixed_materials_init();
GPU_simple_shaders_init();
}
void GPU_extensions_exit(void)
{
gpu_extensions_init = 0;
GPU_codegen_exit();
GPU_fixed_materials_exit();
GPU_simple_shaders_exit();
}
int GPU_glsl_support(void)

View File

@@ -1,191 +0,0 @@
/*
* ***** 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_fixed_material.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"
/* Fixed function material types */
static struct {
GPUShader *cached_shaders[GPU_FIXED_OPTION_COMBINATIONS];
bool failed_shaders[GPU_FIXED_OPTION_COMBINATIONS];
bool need_normals;
} GPU_MATERIAL_STATE;
/* Init / exit */
void GPU_fixed_materials_init()
{
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
}
void GPU_fixed_materials_exit()
{
int i;
for (i = 0; i < GPU_FIXED_OPTION_COMBINATIONS; i++)
if (GPU_MATERIAL_STATE.cached_shaders[i])
GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]);
}
/* Shader lookup / create */
static GPUShader *gpu_fixed_material_shader(int options)
{
/* glsl code */
extern char datatoc_gpu_shader_fixed_vertex_glsl[];
extern char datatoc_gpu_shader_fixed_fragment_glsl[];
/* cached shaders */
GPUShader *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_FIXED_OPTIONS_NUM] = "";
if (options & GPU_FIXED_COLOR_MATERIAL)
strcat(defines, "#define USE_COLOR\n");
if (options & GPU_FIXED_TWO_SIDED)
strcat(defines, "#define USE_TWO_SIDED\n");
if (options & GPU_FIXED_SOLID_LIGHTING)
strcat(defines, "#define USE_SOLID_LIGHTING\n");
if (options & GPU_FIXED_SCENE_LIGHTING)
strcat(defines, "#define USE_SCENE_LIGHTING\n");
if (options & GPU_FIXED_TEXTURE_2D)
strcat(defines, "#define USE_TEXTURE\n");
shader = GPU_shader_create(
datatoc_gpu_shader_fixed_vertex_glsl,
datatoc_gpu_shader_fixed_fragment_glsl,
NULL, defines);
if (shader) {
/* set texture map to first texture unit */
if (options & GPU_FIXED_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_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;
}

View 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);
}