719 lines
24 KiB
C
719 lines
24 KiB
C
/*
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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
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* 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
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* 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) 2013 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 blender/gpu/intern/gpu_basic_shader.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 "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "GPU_basic_shader.h"
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#include "GPU_glew.h"
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#include "GPU_shader.h"
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/* State */
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static struct {
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GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
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bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
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int bound_options;
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int lights_enabled;
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int lights_directional;
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float line_width;
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GLint viewport[4];
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} GPU_MATERIAL_STATE;
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/* Stipple patterns */
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/* ******************************************** */
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const GLubyte stipple_halftone[128] = {
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
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const GLubyte stipple_quarttone[128] = {
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
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136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0};
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const GLubyte stipple_diag_stripes_pos[128] = {
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
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const GLubyte stipple_diag_stripes_neg[128] = {
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
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const GLubyte stipple_checker_8px[128] = {
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255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
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255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
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0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
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0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
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255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
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255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
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0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
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0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
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const GLubyte stipple_interlace_row[128] = {
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
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const GLubyte stipple_interlace_row_swap[128] = {
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
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const GLubyte stipple_interlace_column[128] = {
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
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const GLubyte stipple_interlace_column_swap[128] = {
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
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0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
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const GLubyte stipple_interlace_checker[128] = {
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
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0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
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const GLubyte stipple_interlace_checker_swap[128] = {
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
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0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
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const GLubyte stipple_hexagon[128] = {
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
|
|
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
|
|
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
|
|
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
|
|
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
|
|
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
|
|
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
|
|
/* ********************************************* */
|
|
|
|
/* GLSL State */
|
|
|
|
static bool USE_GLSL = false;
|
|
|
|
/**
|
|
* \note this isn't part of the basic shader API,
|
|
* only set from the command line once on startup.
|
|
*/
|
|
void GPU_basic_shader_use_glsl_set(bool enabled)
|
|
{
|
|
USE_GLSL = enabled;
|
|
}
|
|
|
|
bool GPU_basic_shader_use_glsl_get(void)
|
|
{
|
|
return USE_GLSL;
|
|
}
|
|
|
|
/* Init / exit */
|
|
|
|
void GPU_basic_shaders_init(void)
|
|
{
|
|
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
|
|
}
|
|
|
|
void GPU_basic_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_TEXTURE_RECTANGLE))
|
|
options |= GPU_SHADER_TEXTURE_RECT;
|
|
GPU_SHADER_TEXTURE_RECT
|
|
if (glIsEnabled(GL_COLOR_MATERIAL))
|
|
options |= GPU_SHADER_USE_COLOR;
|
|
|
|
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_basic_shader(int options)
|
|
{
|
|
/* glsl code */
|
|
extern char datatoc_gpu_shader_basic_vert_glsl[];
|
|
extern char datatoc_gpu_shader_basic_frag_glsl[];
|
|
extern char datatoc_gpu_shader_basic_geom_glsl[];
|
|
char *geom_glsl = NULL;
|
|
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_USE_COLOR)
|
|
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 | GPU_SHADER_TEXTURE_RECT))
|
|
strcat(defines, "#define USE_TEXTURE\n");
|
|
if (options & GPU_SHADER_TEXTURE_RECT)
|
|
strcat(defines, "#define USE_TEXTURE_RECTANGLE\n");
|
|
if (options & GPU_SHADER_STIPPLE)
|
|
strcat(defines, "#define USE_STIPPLE\n");
|
|
if (options & GPU_SHADER_LINE) {
|
|
strcat(defines, "#define DRAW_LINE\n");
|
|
geom_glsl = datatoc_gpu_shader_basic_geom_glsl;
|
|
}
|
|
if (options & GPU_SHADER_FLAT_NORMAL)
|
|
strcat(defines, "#define USE_FLAT_NORMAL\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_basic_vert_glsl,
|
|
datatoc_gpu_shader_basic_frag_glsl,
|
|
geom_glsl,
|
|
NULL,
|
|
defines, 0, 0, 0);
|
|
|
|
if (shader) {
|
|
/* set texture map to first texture unit */
|
|
if (options & (GPU_SHADER_TEXTURE_2D | GPU_SHADER_TEXTURE_RECT)) {
|
|
GPU_shader_bind(shader);
|
|
glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
|
|
GPU_shader_unbind();
|
|
}
|
|
|
|
GPU_MATERIAL_STATE.cached_shaders[options] = shader;
|
|
}
|
|
else
|
|
GPU_MATERIAL_STATE.failed_shaders[options] = true;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
static void gpu_basic_shader_uniform_autoset(GPUShader *shader, int options)
|
|
{
|
|
if (options & GPU_SHADER_LINE) {
|
|
glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]);
|
|
glUniform4iv(GPU_shader_get_uniform(shader, "viewport"), 1, &GPU_MATERIAL_STATE.viewport[0]);
|
|
glUniform1f(GPU_shader_get_uniform(shader, "line_width"), GPU_MATERIAL_STATE.line_width);
|
|
}
|
|
}
|
|
|
|
/* Bind / unbind */
|
|
|
|
void GPU_basic_shader_bind(int options)
|
|
{
|
|
if (USE_GLSL) {
|
|
if (options) {
|
|
const int bound_options = GPU_MATERIAL_STATE.bound_options;
|
|
|
|
/* texture options need to be set for basic shader too */
|
|
if (options & GPU_SHADER_TEXTURE_2D) {
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
else if (bound_options & GPU_SHADER_TEXTURE_2D) {
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
if (options & GPU_SHADER_TEXTURE_RECT) {
|
|
glEnable(GL_TEXTURE_RECTANGLE);
|
|
}
|
|
else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
|
|
glDisable(GL_TEXTURE_RECTANGLE);
|
|
}
|
|
|
|
GPUShader *shader = gpu_basic_shader(options);
|
|
|
|
if (shader) {
|
|
GPU_shader_bind(shader);
|
|
gpu_basic_shader_uniform_autoset(shader, options);
|
|
}
|
|
}
|
|
else {
|
|
GPU_shader_unbind();
|
|
}
|
|
}
|
|
else {
|
|
const int bound_options = GPU_MATERIAL_STATE.bound_options;
|
|
|
|
if (options & GPU_SHADER_LIGHTING) {
|
|
glEnable(GL_LIGHTING);
|
|
|
|
if (options & GPU_SHADER_USE_COLOR)
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
else
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
if (options & GPU_SHADER_TWO_SIDED)
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
|
else
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
|
|
}
|
|
else if (bound_options & GPU_SHADER_LIGHTING) {
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
|
|
}
|
|
|
|
if (options & GPU_SHADER_TEXTURE_2D) {
|
|
GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
|
|
glEnable(GL_TEXTURE_2D);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
|
|
}
|
|
else if (bound_options & GPU_SHADER_TEXTURE_2D) {
|
|
if ((options & GPU_SHADER_TEXTURE_RECT) == 0) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
if (options & GPU_SHADER_TEXTURE_RECT) {
|
|
GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
|
|
glEnable(GL_TEXTURE_RECTANGLE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
|
|
}
|
|
else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
|
|
if ((options & GPU_SHADER_TEXTURE_2D) == 0) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
glDisable(GL_TEXTURE_RECTANGLE);
|
|
}
|
|
|
|
if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) {
|
|
glEnable(GL_LINE_STIPPLE);
|
|
}
|
|
else if ((bound_options & GPU_SHADER_LINE) && (bound_options & GPU_SHADER_STIPPLE)) {
|
|
glDisable(GL_LINE_STIPPLE);
|
|
}
|
|
|
|
if (((options & GPU_SHADER_LINE) == 0) && (options & GPU_SHADER_STIPPLE)) {
|
|
glEnable(GL_POLYGON_STIPPLE);
|
|
}
|
|
else if (((bound_options & GPU_SHADER_LINE) == 0) && (bound_options & GPU_SHADER_STIPPLE)) {
|
|
glDisable(GL_POLYGON_STIPPLE);
|
|
}
|
|
|
|
if (options & GPU_SHADER_FLAT_NORMAL) {
|
|
glShadeModel(GL_FLAT);
|
|
}
|
|
else if (bound_options & GPU_SHADER_FLAT_NORMAL) {
|
|
glShadeModel(GL_SMOOTH);
|
|
}
|
|
}
|
|
|
|
GPU_MATERIAL_STATE.bound_options = options;
|
|
}
|
|
|
|
void GPU_basic_shader_bind_enable(int options)
|
|
{
|
|
GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options | options);
|
|
}
|
|
|
|
void GPU_basic_shader_bind_disable(int options)
|
|
{
|
|
GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options & ~options);
|
|
}
|
|
|
|
int GPU_basic_shader_bound_options(void)
|
|
{
|
|
/* ideally this should disappear, anything that uses this is making fragile
|
|
* assumptions that the basic shader is bound and not another shader */
|
|
return GPU_MATERIAL_STATE.bound_options;
|
|
}
|
|
|
|
/* Material Colors */
|
|
|
|
void GPU_basic_shader_colors(
|
|
const float diffuse[3], const float specular[3],
|
|
int shininess, float alpha)
|
|
{
|
|
float gl_diffuse[4], gl_specular[4];
|
|
|
|
if (diffuse)
|
|
copy_v3_v3(gl_diffuse, diffuse);
|
|
else
|
|
zero_v3(gl_diffuse);
|
|
gl_diffuse[3] = alpha;
|
|
|
|
if (specular)
|
|
copy_v3_v3(gl_specular, specular);
|
|
else
|
|
zero_v3(gl_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));
|
|
}
|
|
|
|
void GPU_basic_shader_light_set(int light_num, GPULightData *light)
|
|
{
|
|
int light_bit = (1 << light_num);
|
|
|
|
/* note that light position is affected by the current modelview matrix! */
|
|
|
|
GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
|
|
GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
|
|
|
|
if (light) {
|
|
float position[4], diffuse[4], specular[4];
|
|
|
|
glEnable(GL_LIGHT0 + light_num);
|
|
|
|
/* position */
|
|
if (light->type == GPU_LIGHT_SUN) {
|
|
copy_v3_v3(position, light->direction);
|
|
position[3] = 0.0f;
|
|
}
|
|
else {
|
|
copy_v3_v3(position, light->position);
|
|
position[3] = 1.0f;
|
|
}
|
|
glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position);
|
|
|
|
/* energy */
|
|
copy_v3_v3(diffuse, light->diffuse);
|
|
copy_v3_v3(specular, light->specular);
|
|
diffuse[3] = 1.0f;
|
|
specular[3] = 1.0f;
|
|
glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse);
|
|
glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular);
|
|
|
|
/* attenuation */
|
|
if (light->type == GPU_LIGHT_SUN) {
|
|
glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f);
|
|
glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f);
|
|
glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
|
|
}
|
|
else {
|
|
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);
|
|
}
|
|
|
|
/* spot */
|
|
glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction);
|
|
if (light->type == GPU_LIGHT_SPOT) {
|
|
glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
|
|
glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent);
|
|
}
|
|
else {
|
|
glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f);
|
|
glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f);
|
|
}
|
|
|
|
GPU_MATERIAL_STATE.lights_enabled |= light_bit;
|
|
if (position[3] == 0.0f)
|
|
GPU_MATERIAL_STATE.lights_directional |= light_bit;
|
|
}
|
|
else {
|
|
/* TODO(sergey): Needs revisit. */
|
|
if (USE_GLSL || true) {
|
|
/* glsl shader needs these zero to skip them */
|
|
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_basic_shader_light_set_viewer(bool local)
|
|
{
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE);
|
|
}
|
|
|
|
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
|
|
{
|
|
if (USE_GLSL) {
|
|
glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
|
|
}
|
|
else {
|
|
switch (stipple_id) {
|
|
case GPU_SHADER_STIPPLE_HALFTONE:
|
|
glPolygonStipple(stipple_halftone);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_QUARTTONE:
|
|
glPolygonStipple(stipple_quarttone);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_CHECKER_8PX:
|
|
glPolygonStipple(stipple_checker_8px);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_HEXAGON:
|
|
glPolygonStipple(stipple_hexagon);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
|
|
glPolygonStipple(stipple_diag_stripes_neg);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_DIAG_STRIPES:
|
|
glPolygonStipple(stipple_diag_stripes_pos);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
|
|
glPolygonStipple(stipple_interlace_row);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
|
|
glPolygonStipple(stipple_interlace_row_swap);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
|
|
glPolygonStipple(stipple_interlace_column);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
|
|
glPolygonStipple(stipple_interlace_column_swap);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
|
|
glPolygonStipple(stipple_interlace_checker);
|
|
return;
|
|
case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
|
|
glPolygonStipple(stipple_interlace_checker_swap);
|
|
return;
|
|
default:
|
|
glPolygonStipple(stipple_hexagon);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_basic_shader_line_width(float line_width)
|
|
{
|
|
if (USE_GLSL) {
|
|
GPU_MATERIAL_STATE.line_width = line_width;
|
|
if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
|
|
glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
|
|
}
|
|
}
|
|
else {
|
|
glLineWidth(line_width);
|
|
}
|
|
}
|
|
|
|
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
|
|
{
|
|
if (USE_GLSL) {
|
|
glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
|
|
glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
|
|
}
|
|
else {
|
|
glLineStipple(stipple_factor, stipple_pattern);
|
|
}
|
|
}
|