351 lines
12 KiB
C
351 lines
12 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_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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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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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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/* State */
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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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float line_width;
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GLint viewport[4];
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} GPU_MATERIAL_STATE;
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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_hexagon[128] = {
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
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};
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/* ********************************************* */
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/* Init / exit */
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void GPU_basic_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_basic_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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static GPUShader *gpu_basic_shader(int options)
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{
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/* glsl code */
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extern char datatoc_gpu_shader_basic_vert_glsl[];
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extern char datatoc_gpu_shader_basic_frag_glsl[];
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extern char datatoc_gpu_shader_basic_geom_glsl[];
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char *geom_glsl = NULL;
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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 | GPU_SHADER_TEXTURE_RECT))
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strcat(defines, "#define USE_TEXTURE\n");
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if (options & GPU_SHADER_TEXTURE_RECT)
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strcat(defines, "#define USE_TEXTURE_RECTANGLE\n");
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if (options & GPU_SHADER_STIPPLE)
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strcat(defines, "#define USE_STIPPLE\n");
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if (options & GPU_SHADER_LINE) {
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strcat(defines, "#define DRAW_LINE\n");
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geom_glsl = datatoc_gpu_shader_basic_geom_glsl;
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}
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if (options & GPU_SHADER_FLAT_NORMAL)
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strcat(defines, "#define USE_FLAT_NORMAL\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_basic_vert_glsl,
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datatoc_gpu_shader_basic_frag_glsl,
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geom_glsl,
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NULL,
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defines,
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__func__);
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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 | GPU_SHADER_TEXTURE_RECT)) {
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GPU_shader_bind(shader);
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glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
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GPU_shader_unbind();
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}
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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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static void gpu_basic_shader_uniform_autoset(GPUShader *shader, int options)
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{
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if (options & GPU_SHADER_LINE) {
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glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]);
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glUniform4iv(GPU_shader_get_uniform(shader, "viewport"), 1, &GPU_MATERIAL_STATE.viewport[0]);
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glUniform1f(GPU_shader_get_uniform(shader, "line_width"), GPU_MATERIAL_STATE.line_width);
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}
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}
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/* Bind / unbind */
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void GPU_basic_shader_bind(int options)
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{
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if (options) {
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GPUShader *shader = gpu_basic_shader(options);
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if (shader) {
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GPU_shader_bind(shader);
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gpu_basic_shader_uniform_autoset(shader, options);
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}
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}
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else {
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GPU_shader_unbind();
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}
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GPU_MATERIAL_STATE.bound_options = options;
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}
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void GPU_basic_shader_bind_enable(int options)
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{
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GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options | options);
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}
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void GPU_basic_shader_bind_disable(int options)
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{
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GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options & ~options);
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}
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int GPU_basic_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 basic 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_basic_shader_colors(
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const float diffuse[3], const float specular[3],
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int shininess, float alpha)
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{
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UNUSED_VARS(diffuse, specular, shininess, alpha);
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return;
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}
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void GPU_basic_shader_light_set(int light_num, GPULightData *light)
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{
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UNUSED_VARS(light_num, light);
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return;
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}
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void GPU_basic_shader_light_set_viewer(bool local)
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{
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UNUSED_VARS(local);
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return;
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}
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void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
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{
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
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}
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void GPU_basic_shader_line_width(float line_width)
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{
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GPU_MATERIAL_STATE.line_width = line_width;
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if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
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glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
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}
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}
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void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
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{
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
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}
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