OpenGL: set OpenGL lights through simple shader API.

This commit is contained in:
Brecht Van Lommel
2015-11-27 21:08:48 +01:00
parent b5f9746dae
commit e1b8a5dc6f
2 changed files with 54 additions and 83 deletions

View File

@@ -55,6 +55,9 @@
#include "BLF_api.h"
#include "GPU_draw.h"
#include "GPU_simple_shader.h"
#include "UI_interface.h"
/* own include */
@@ -1216,14 +1219,12 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
{
static GLuint displist = 0;
int a, old[8];
GLfloat diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
float diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
glColor3ubv((unsigned char *)wcol->inner);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
@@ -1234,24 +1235,18 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* disable blender light */
for (a = 0; a < 8; a++) {
old[a] = glIsEnabled(GL_LIGHT0 + a);
glDisable(GL_LIGHT0 + a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
ui_but_v3_get(but, dir);
/* setup lights */
GPULightData light = {0};
light.type = GPU_LIGHT_SUN;
copy_v3_v3(light.diffuse, diffn);
zero_v3(light.specular);
ui_but_v3_get(but, light.direction);
dir[3] = 0.0f; /* glLightfv needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
GPU_simple_shader_light_set(0, &light);
for (int a = 1; a < 8; a++)
GPU_simple_shader_light_set(a, NULL);
glEnable(GL_LIGHTING);
/* transform to button */
glPushMatrix();
@@ -1283,10 +1278,10 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
glCallList(displist);
/* restore */
GPU_default_lights();
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* AA circle */
glEnable(GL_BLEND);
@@ -1298,12 +1293,6 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
/* matrix after circle */
glPopMatrix();
/* enable blender light */
for (a = 0; a < 8; a++) {
if (old[a])
glEnable(GL_LIGHT0 + a);
}
}
static void ui_draw_but_curve_grid(const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)

View File

@@ -78,6 +78,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "GPU_simple_shader.h"
#include "PIL_time.h"
@@ -1894,7 +1895,6 @@ void GPU_end_object_materials(void)
int GPU_default_lights(void)
{
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
int a, count = 0;
/* initialize */
@@ -1918,41 +1918,27 @@ int GPU_default_lights(void)
U.light[2].spec[3] = 1.0;
}
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
GPU_simple_shader_light_set_viewer(false);
for (a = 0; a < 8; a++) {
if (a < 3) {
if (U.light[a].flag) {
glEnable(GL_LIGHT0 + a);
if (a < 3 && U.light[a].flag) {
GPULightData light = {0};
normalize_v3_v3(position, U.light[a].vec);
position[3] = 0.0f;
glLightfv(GL_LIGHT0 + a, GL_POSITION, position);
glLightfv(GL_LIGHT0 + a, GL_DIFFUSE, U.light[a].col);
glLightfv(GL_LIGHT0 + a, GL_SPECULAR, U.light[a].spec);
light.type = GPU_LIGHT_SUN;
count++;
}
else {
glDisable(GL_LIGHT0 + a);
normalize_v3_v3(light.direction, U.light[a].vec);
copy_v3_v3(light.diffuse, U.light[a].col);
copy_v3_v3(light.specular, U.light[a].spec);
glLightfv(GL_LIGHT0 + a, GL_POSITION, zero);
glLightfv(GL_LIGHT0 + a, GL_DIFFUSE, zero);
glLightfv(GL_LIGHT0 + a, GL_SPECULAR, zero);
}
GPU_simple_shader_light_set(a, &light);
/* clear stuff from other opengl lamp usage */
glLightf(GL_LIGHT0 + a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0 + a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0 + a, GL_LINEAR_ATTENUATION, 0.0);
count++;
}
else
glDisable(GL_LIGHT0 + a);
GPU_simple_shader_light_set(a, NULL);
}
glDisable(GL_LIGHTING);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
return count;
@@ -1963,15 +1949,14 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
Base *base;
Lamp *la;
int count;
float position[4], direction[4], energy[4];
/* disable all lights */
for (count = 0; count < 8; count++)
glDisable(GL_LIGHT0 + count);
GPU_simple_shader_light_set(count, NULL);
/* view direction for specular is not computed correct by default in
* opengl, so we set the settings ourselfs */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, ortho ? GL_FALSE : GL_TRUE);
GPU_simple_shader_light_set_viewer(!ortho);
count = 0;
@@ -1988,41 +1973,37 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
glPushMatrix();
glLoadMatrixf((float *)viewmat);
if (la->type == LA_SUN) {
/* sun lamp */
copy_v3_v3(direction, base->object->obmat[2]);
direction[3] = 0.0;
/* setup light */
GPULightData light = {0};
glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
mul_v3_v3fl(light.diffuse, &la->r, la->energy);
mul_v3_v3fl(light.specular, &la->r, la->energy);
if (la->type == LA_SUN) {
/* directional sun light */
light.type = GPU_LIGHT_SUN;
normalize_v3_v3(light.direction, base->object->obmat[2]);
}
else {
/* other lamps with attenuation */
copy_v3_v3(position, base->object->obmat[3]);
position[3] = 1.0f;
/* other lamps with position attenuation */
copy_v3_v3(light.position, base->object->obmat[3]);
glLightfv(GL_LIGHT0+count, GL_POSITION, position);
glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1 / la->dist);
glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2 / (la->dist * la->dist));
light.constant_attenuation = 1.0f;
light.linear_attenuation = la->att1 / la->dist;
light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
if (la->type == LA_SPOT) {
/* spot lamp */
negate_v3_v3(direction, base->object->obmat[2]);
glLightfv(GL_LIGHT0 + count, GL_SPOT_DIRECTION, direction);
glLightf(GL_LIGHT0 + count, GL_SPOT_CUTOFF, RAD2DEGF(la->spotsize * 0.5f));
glLightf(GL_LIGHT0 + count, GL_SPOT_EXPONENT, 128.0f * la->spotblend);
light.type = GPU_LIGHT_SPOT;
negate_v3_v3(light.direction, base->object->obmat[2]);
normalize_v3(light.direction);
light.spot_cutoff = RAD2DEGF(la->spotsize * 0.5f);
light.spot_exponent = 128.0f * la->spotblend;
}
else
glLightf(GL_LIGHT0 + count, GL_SPOT_CUTOFF, 180.0);
light.type = GPU_LIGHT_POINT;
}
/* setup energy */
mul_v3_v3fl(energy, &la->r, la->energy);
energy[3] = 1.0;
glLightfv(GL_LIGHT0 + count, GL_DIFFUSE, energy);
glLightfv(GL_LIGHT0 + count, GL_SPECULAR, energy);
glEnable(GL_LIGHT0 + count);
GPU_simple_shader_light_set(count, &light);
glPopMatrix();
@@ -2092,6 +2073,7 @@ void GPU_state_init(void)
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);