
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.
328 lines
8.7 KiB
C
328 lines
8.7 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_simple_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 "GPU_glew.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "GPU_extensions.h"
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#include "GPU_simple_shader.h"
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/* State */
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static const bool USE_GLSL = false;
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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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} GPU_MATERIAL_STATE;
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/* Init / exit */
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void GPU_simple_shaders_init(void)
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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_simple_shaders_exit(void)
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{
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int i;
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for (i = 0; i < GPU_SHADER_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 bool solid_compatible_lighting(void)
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{
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int enabled = GPU_MATERIAL_STATE.lights_enabled;
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int directional = GPU_MATERIAL_STATE.lights_directional;
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/* more than 3 lights? */
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if (enabled >= (1 << 3))
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return false;
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/* all directional? */
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return ((directional & enabled) == enabled);
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}
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#if 0
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static int detect_options()
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{
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GLint two_sided;
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int options = 0;
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if (glIsEnabled(GL_TEXTURE_2D))
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options |= GPU_SHADER_TEXTURE_2D;
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if (glIsEnabled(GL_COLOR_MATERIAL))
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options |= GPU_SHADER_USE_COLOR;
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if (glIsEnabled(GL_LIGHTING))
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options |= GPU_SHADER_LIGHTING;
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glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided);
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if (two_sided == GL_TRUE)
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options |= GPU_SHADER_TWO_SIDED;
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return options;
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}
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#endif
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static GPUShader *gpu_simple_shader(int options)
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{
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/* glsl code */
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extern char datatoc_gpu_shader_simple_vert_glsl[];
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extern char datatoc_gpu_shader_simple_frag_glsl[];
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GPUShader *shader;
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/* detect if we can do faster lighting for solid draw mode */
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if (options & GPU_SHADER_LIGHTING)
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if (solid_compatible_lighting())
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options |= GPU_SHADER_SOLID_LIGHTING;
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/* cached shaders */
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shader = GPU_MATERIAL_STATE.cached_shaders[options];
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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_SHADER_OPTIONS_NUM] = "";
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if (options & GPU_SHADER_USE_COLOR)
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strcat(defines, "#define USE_COLOR\n");
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if (options & GPU_SHADER_TWO_SIDED)
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strcat(defines, "#define USE_TWO_SIDED\n");
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if (options & GPU_SHADER_TEXTURE_2D)
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strcat(defines, "#define USE_TEXTURE\n");
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if (options & GPU_SHADER_SOLID_LIGHTING)
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strcat(defines, "#define USE_SOLID_LIGHTING\n");
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else if (options & GPU_SHADER_LIGHTING)
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strcat(defines, "#define USE_SCENE_LIGHTING\n");
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shader = GPU_shader_create(
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datatoc_gpu_shader_simple_vert_glsl,
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datatoc_gpu_shader_simple_frag_glsl,
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NULL,
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NULL,
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defines, 0, 0, 0);
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if (shader) {
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/* set texture map to first texture unit */
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if (options & GPU_SHADER_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;
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}
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else
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GPU_MATERIAL_STATE.failed_shaders[options] = true;
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}
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return shader;
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}
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/* Bind / unbind */
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void GPU_simple_shader_bind(int options)
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{
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if (USE_GLSL) {
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if (options) {
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GPUShader *shader = gpu_simple_shader(options);
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if (shader)
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GPU_shader_bind(shader);
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}
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else {
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GPU_shader_unbind();
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}
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}
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else {
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int bound_options = GPU_MATERIAL_STATE.bound_options;
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if (options & GPU_SHADER_LIGHTING) {
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glEnable(GL_LIGHTING);
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if (options & GPU_SHADER_USE_COLOR)
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glEnable(GL_COLOR_MATERIAL);
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else
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glDisable(GL_COLOR_MATERIAL);
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if (options & GPU_SHADER_TWO_SIDED)
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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else
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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}
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else if (bound_options & GPU_SHADER_LIGHTING) {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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}
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if (options & GPU_SHADER_TEXTURE_2D)
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glEnable(GL_TEXTURE_2D);
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else if (bound_options & GPU_SHADER_TEXTURE_2D)
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glDisable(GL_TEXTURE_2D);
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}
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GPU_MATERIAL_STATE.bound_options = options;
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}
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int GPU_simple_shader_bound_options(void)
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{
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/* ideally this should disappear, anything that uses this is making fragile
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* assumptions that the simple shader is bound and not another shader */
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return GPU_MATERIAL_STATE.bound_options;
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}
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/* Material Colors */
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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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{
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float gl_diffuse[4], gl_specular[4];
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if (diffuse)
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copy_v3_v3(gl_diffuse, diffuse);
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else
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zero_v3(gl_diffuse);
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gl_diffuse[3] = alpha;
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if (specular)
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copy_v3_v3(gl_specular, specular);
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else
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zero_v3(gl_specular);
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gl_specular[3] = 1.0f;
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
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}
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void GPU_simple_shader_light_set(int light_num, GPULightData *light)
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{
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int light_bit = (1 << light_num);
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/* note that light position is affected by the current modelview matrix! */
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GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
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GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
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if (light) {
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float position[4], diffuse[4], specular[4];
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glEnable(GL_LIGHT0+light_num);
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/* position */
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if (light->type == GPU_LIGHT_SUN) {
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copy_v3_v3(position, light->direction);
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position[3] = 0.0f;
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}
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else {
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copy_v3_v3(position, light->position);
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position[3] = 1.0f;
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}
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glLightfv(GL_LIGHT0+light_num, GL_POSITION, position);
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/* energy */
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copy_v3_v3(diffuse, light->diffuse);
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copy_v3_v3(specular, light->specular);
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diffuse[3] = 1.0f;
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specular[3] = 1.0f;
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glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, specular);
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/* attenuation */
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if (light->type == GPU_LIGHT_SUN) {
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glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, 0.0f);
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glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
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}
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else {
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glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
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glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
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glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
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}
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/* spot */
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glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, light->direction);
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if (light->type == GPU_LIGHT_SPOT) {
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glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
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glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, light->spot_exponent);
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}
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else {
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glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, 180.0f);
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glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, 0.0f);
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}
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GPU_MATERIAL_STATE.lights_enabled |= light_bit;
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if (light->position[3] == 0.0f)
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GPU_MATERIAL_STATE.lights_directional |= light_bit;
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}
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else {
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if (USE_GLSL) {
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/* glsl shader needs these zero to skip them */
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const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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glLightfv(GL_LIGHT0+light_num, GL_POSITION, zero);
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glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, zero);
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glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, zero);
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}
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glDisable(GL_LIGHT0+light_num);
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}
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}
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void GPU_simple_shader_light_set_viewer(bool local)
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{
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);
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}
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