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blender-archive/source/blender/gpu/intern/gpu_basic_shader.c

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/*
* ***** 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_basic_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 "BLI_math.h"
#include "BLI_utildefines.h"
#include "GPU_basic_shader.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
/* State */
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;
float line_width;
GLint viewport[4];
} GPU_MATERIAL_STATE;
/* Stipple patterns */
/* ******************************************** */
const GLubyte stipple_halftone[128] = {
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_quarttone[128] = {
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0};
const GLubyte stipple_diag_stripes_pos[128] = {
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
const GLubyte stipple_diag_stripes_neg[128] = {
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
const GLubyte stipple_checker_8px[128] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
const GLubyte stipple_interlace_row[128] = {
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
const GLubyte stipple_interlace_row_swap[128] = {
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
const GLubyte stipple_interlace_column[128] = {
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_interlace_column_swap[128] = {
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
const GLubyte stipple_interlace_checker[128] = {
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
const GLubyte stipple_interlace_checker_swap[128] = {
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_hexagon[128] = {
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,
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,
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 */
2016-01-10 07:12:10 +11:00
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,
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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) {
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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);
}
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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 */
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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];
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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;
}
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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;
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glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular);
/* attenuation */
if (light->type == GPU_LIGHT_SUN) {
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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 {
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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 */
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glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction);
if (light->type == GPU_LIGHT_SPOT) {
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glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent);
}
else {
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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};
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glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero);
glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero);
glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero);
}
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glDisable(GL_LIGHT0 + light_num);
}
}
void GPU_basic_shader_light_set_viewer(bool local)
{
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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 {
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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);
}
}