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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| 
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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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| 
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| #include "BLI_math.h"
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| #include "BLI_utildefines.h"
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| 
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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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| 
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| /* State */
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| 
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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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| 
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| 	int bound_options;
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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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,
 | |
| 	0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
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| 	0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
 | |
| 	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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| 
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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,
 | |
| 	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 */
 | |
| 		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);
 | |
| 	}
 | |
| }
 |