284 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			284 lines
		
	
	
		
			7.6 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_simple_shader.c
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|  *  \ingroup gpu
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|  */
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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 "GL/glew.h"
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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 "DNA_mesh_types.h"
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| #include "DNA_object_types.h"
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| 
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| #include "GPU_extensions.h"
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| #include "GPU_simple_shader.h"
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| 
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| /* State */
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| 
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| // #define NUM_OPENGL_LIGHTS 8
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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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| 	bool need_normals;
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| 
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| 	int lights_enabled;
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| 	int lights_directional;
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| } GPU_MATERIAL_STATE;
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| 
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| /* Init / exit */
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| 
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| void GPU_simple_shaders_init(void)
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| {
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| 	memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
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| }
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| 
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| void GPU_simple_shaders_exit(void)
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| {
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| 	int i;
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| 	
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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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| 
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| /* Shader lookup / create */
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| 
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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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| 
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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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| 
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| 	/* all directional? */
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| 	return ((directional & enabled) == enabled);
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| }
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| 
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| #if 0
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| static int detect_options()
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| {
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| 	GLint two_sided;
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| 	int options = 0;
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| 
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| 	if (glIsEnabled(GL_TEXTURE_2D))
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| 		options |= GPU_SHADER_TEXTURE_2D;
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| 	if (glIsEnabled(GL_COLOR_MATERIAL))
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| 		options |= GPU_SHADER_OVERRIDE_DIFFUSE;
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| 
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| 	if (glIsEnabled(GL_LIGHTING))
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| 		options |= GPU_SHADER_LIGHTING;
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| 
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| 	glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided);
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| 	if (two_sided == GL_TRUE)
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| 		options |= GPU_SHADER_TWO_SIDED;
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| 	
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| 	return options;
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| }
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| #endif
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| 
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| static GPUShader *gpu_simple_shader(int options)
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| {
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| 	/* glsl code */
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| 	extern char datatoc_gpu_shader_simple_vert_glsl[];
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| 	extern char datatoc_gpu_shader_simple_frag_glsl[];
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| 	GPUShader *shader;
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| 
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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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| 
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| 	/* cached shaders */
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| 	shader = GPU_MATERIAL_STATE.cached_shaders[options];
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| 
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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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| 
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| 		if (options & GPU_SHADER_OVERRIDE_DIFFUSE)
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| 			strcat(defines, "#define USE_COLOR\n");
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| 		if (options & GPU_SHADER_TWO_SIDED)
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| 			strcat(defines, "#define USE_TWO_SIDED\n");
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| 		if (options & GPU_SHADER_TEXTURE_2D)
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| 			strcat(defines, "#define USE_TEXTURE\n");
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| 
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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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| 
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| 		shader = GPU_shader_create(
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| 			datatoc_gpu_shader_simple_vert_glsl,
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| 			datatoc_gpu_shader_simple_frag_glsl,
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| 			NULL, defines);
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| 		
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| 		if (shader) {
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| 			/* set texture map to first texture unit */
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| 			if (options & GPU_SHADER_TEXTURE_2D)
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| 				glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
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| 
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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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| 
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| 	return shader;
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| }
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| 
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| /* Bind / unbind */
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| 
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| void GPU_simple_shader_bind(int options)
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| {
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| 	if (GPU_glsl_support()) {
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| 		GPUShader *shader = gpu_simple_shader(options);
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| 
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| 		if (shader)
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| 			GPU_shader_bind(shader);
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| 	}
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| 	else {
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| 		// XXX where does this fit, depends on ortho/persp?
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| 
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| 		if (options & GPU_SHADER_LIGHTING)
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| 			glEnable(GL_LIGHTING);
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| 
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| 		if (options & GPU_SHADER_TWO_SIDED)
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| 			glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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| 
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| 		if (options & GPU_SHADER_OVERRIDE_DIFFUSE) {
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| 			glEnable(GL_COLOR_MATERIAL);
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| 			glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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| 		}
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| 
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| 		if (options & GPU_SHADER_TEXTURE_2D)
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| 			glEnable(GL_TEXTURE_2D);
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| 	}
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| 
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| 	/* temporary hack, should be solved outside of this file */
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| 	GPU_MATERIAL_STATE.need_normals = (options & GPU_SHADER_LIGHTING);
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| }
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| 
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| void GPU_simple_shader_unbind(void)
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| {
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| 	if (GPU_glsl_support()) {
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| 		GPU_shader_unbind();
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| 	}
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| 	else {
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| 		glDisable(GL_LIGHTING);
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| 		glDisable(GL_COLOR_MATERIAL);
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| 		glDisable(GL_TEXTURE_2D);
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| 		glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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| 	}
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| }
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| 
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| /* Material Colors */
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| 
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| void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
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| 	int shininess, float alpha)
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| {
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| 	float gl_diffuse[4], gl_specular[4];
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| 
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| 	copy_v3_v3(gl_diffuse, diffuse);
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| 	gl_diffuse[3] = alpha;
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| 
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| 	copy_v3_v3(gl_specular, specular);
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| 	gl_specular[3] = 1.0f;
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| 
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| 	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse);
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| 	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
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| 	glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
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| }
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| 
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| bool GPU_simple_shader_need_normals(void)
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| {
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| 	return GPU_MATERIAL_STATE.need_normals;
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| }
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| 
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| void GPU_simple_shader_light_set(int light_num, GPULightData *light)
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| {
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| 	int light_bit = (1 << light_num);
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| 
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| 	GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
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| 	GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
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| 
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| 	if (light) {
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| 		glEnable(GL_LIGHT0+light_num);
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| 
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| 		glLightfv(GL_LIGHT0+light_num, GL_POSITION, light->position); 
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| 		glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, light->diffuse);
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| 		glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, light->specular);
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| 
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| 		glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
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| 		glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
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| 		glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
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| 
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| 		glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, light->spot_direction);
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| 		glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
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| 		glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, light->spot_exponent);
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| 
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| 		GPU_MATERIAL_STATE.lights_enabled |= light_bit;
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| 		if(light->position[3] == 0.0f)
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| 			GPU_MATERIAL_STATE.lights_directional |= light_bit;
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| 	}
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| 	else {
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| 		const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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| 
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| 		glLightfv(GL_LIGHT0+light_num, GL_POSITION, zero); 
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| 		glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, zero); 
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| 		glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, zero);
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| 
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| 		glDisable(GL_LIGHT0+light_num);
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| 	}
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| }
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| 
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| void GPU_simple_shader_light_set_viewer(bool local)
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| {
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| 	glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);
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| }
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| 
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