Files
blender/source/blender/gpu/intern/gpu_simple_shader.c
Brecht Van Lommel b5f9746dae OpenGL: update simple shader API.
Restore fixed function lighting code for now and control use of GLSL shader
with a variable, make light types more clear, reduce state changes, some other
minor tweaks.
2015-11-28 15:35:34 +01:00

328 lines
8.7 KiB
C

/*
* ***** 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 "GPU_glew.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "GPU_extensions.h"
#include "GPU_simple_shader.h"
/* State */
static const bool USE_GLSL = false;
static struct {
GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
int bound_options;
int lights_enabled;
int lights_directional;
} GPU_MATERIAL_STATE;
/* Init / exit */
void GPU_simple_shaders_init(void)
{
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
}
void GPU_simple_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_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_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_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)
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,
NULL,
defines, 0, 0, 0);
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 (USE_GLSL) {
if (options) {
GPUShader *shader = gpu_simple_shader(options);
if (shader)
GPU_shader_bind(shader);
}
else {
GPU_shader_unbind();
}
}
else {
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)
glEnable(GL_TEXTURE_2D);
else if (bound_options & GPU_SHADER_TEXTURE_2D)
glDisable(GL_TEXTURE_2D);
}
GPU_MATERIAL_STATE.bound_options = options;
}
int GPU_simple_shader_bound_options(void)
{
/* ideally this should disappear, anything that uses this is making fragile
* assumptions that the simple shader is bound and not another shader */
return GPU_MATERIAL_STATE.bound_options;
}
/* 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];
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_simple_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 (light->position[3] == 0.0f)
GPU_MATERIAL_STATE.lights_directional |= light_bit;
}
else {
if (USE_GLSL) {
/* 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_simple_shader_light_set_viewer(bool local)
{
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);
}