This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/intern/draw_builtin_shader.c
Campbell Barton 04d18b117c DRW: API for own versions of builtin GPU shaders
DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader
when we need to support clipping.

Use this for loose point & wire drawing in object mode,
clips edges in lattice edit mode.
2019-01-24 16:14:00 +11:00

132 lines
3.9 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.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file draw_armature.c
* \ingroup draw
* Draw manager versions of #eGPUBuiltinShader, see #GPU_shader_get_builtin_shader.
*
* Allows for modifications to shaders (currently only clipping support).
* Follow GPU_shader.h conventions to avoid annoyance.
*/
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#include "DRW_render.h"
#include "draw_builtin_shader.h" /* own include */
extern char datatoc_common_world_clip_lib_glsl[];
extern char datatoc_drw_shader_3D_vert_glsl[];
extern char datatoc_drw_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
/* cache of built-in shaders (each is created on first use) */
static struct {
GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS];
} g_sh_data[DRW_SHADER_SLOT_LEN - 1] = {{{NULL}}};
static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader_id, bool *r_test_only)
{
const char *world_clip_lib = datatoc_common_world_clip_lib_glsl;
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
if (r_test_only) {
*r_test_only = true;
}
GPUShader *shader = NULL;
switch (shader_id) {
case GPU_SHADER_3D_UNIFORM_COLOR:
if (r_test_only) {
break;
}
shader = DRW_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;
case GPU_SHADER_3D_SMOOTH_COLOR:
if (r_test_only) {
break;
}
shader = DRW_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_smooth_color_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;
default:
/* Unsupported, caller asserts. */
if (r_test_only) {
*r_test_only = false;
}
}
return shader;
}
static bool drw_shader_get_builtin_shader_test_all(eGPUBuiltinShader shader_id)
{
bool test = false;
drw_shader_get_builtin_shader_clipped(shader_id, &test);
return test;
}
GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot)
{
BLI_assert(drw_shader_get_builtin_shader_test_all(shader_id));
if (slot == DRW_SHADER_SLOT_DEFAULT) {
return GPU_shader_get_builtin_shader(shader_id);
}
GPUShader **builtin_shaders = g_sh_data[slot - 1].builtin_shaders;
if (builtin_shaders[shader_id] != NULL) {
return builtin_shaders[shader_id];
}
if (slot == DRW_SHADER_SLOT_CLIPPED) {
builtin_shaders[shader_id] = drw_shader_get_builtin_shader_clipped(shader_id, NULL);
return builtin_shaders[shader_id];
}
else {
BLI_assert(0);
}
}
void DRW_shader_free_builtin_shaders(void)
{
for (int j = 0; j < (DRW_SHADER_SLOT_LEN - 1); j++) {
GPUShader **builtin_shaders = g_sh_data[j].builtin_shaders;
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; i++) {
if (builtin_shaders[i]) {
GPU_shader_free(builtin_shaders[i]);
builtin_shaders[i] = NULL;
}
}
}
}