code is still unused, but the intention is to use this to solve the double sided lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0 eventually. The code works and matches the fixed function lighting pretty much exactly, but still needs optimizations. The actual integration in object draw will be committed later when more fixing & testing, there's lots of different combinations and unclear OpenGL state here.
192 lines
5.2 KiB
C
192 lines
5.2 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_fixed_material.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 "GL/glew.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "GPU_extensions.h"
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/* Fixed function material types */
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static struct {
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GPUShader *cached_shaders[GPU_FIXED_OPTION_COMBINATIONS];
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bool failed_shaders[GPU_FIXED_OPTION_COMBINATIONS];
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bool need_normals;
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} GPU_MATERIAL_STATE;
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/* Init / exit */
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void GPU_fixed_materials_init()
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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_fixed_materials_exit()
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{
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int i;
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for (i = 0; i < GPU_FIXED_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 GPUShader *gpu_fixed_material_shader(int options)
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{
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/* glsl code */
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extern char datatoc_gpu_shader_fixed_vertex_glsl[];
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extern char datatoc_gpu_shader_fixed_fragment_glsl[];
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/* cached shaders */
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GPUShader *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_FIXED_OPTIONS_NUM] = "";
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if (options & GPU_FIXED_COLOR_MATERIAL)
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strcat(defines, "#define USE_COLOR\n");
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if (options & GPU_FIXED_TWO_SIDED)
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strcat(defines, "#define USE_TWO_SIDED\n");
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if (options & GPU_FIXED_SOLID_LIGHTING)
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strcat(defines, "#define USE_SOLID_LIGHTING\n");
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if (options & GPU_FIXED_SCENE_LIGHTING)
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strcat(defines, "#define USE_SCENE_LIGHTING\n");
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if (options & GPU_FIXED_TEXTURE_2D)
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strcat(defines, "#define USE_TEXTURE\n");
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shader = GPU_shader_create(
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datatoc_gpu_shader_fixed_vertex_glsl,
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datatoc_gpu_shader_fixed_fragment_glsl,
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NULL, defines);
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if (shader) {
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/* set texture map to first texture unit */
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if (options & GPU_FIXED_TEXTURE_2D)
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glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
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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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/* Bind / unbind */
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void GPU_fixed_material_shader_bind(int options)
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{
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if (GPU_glsl_support()) {
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GPUShader *shader = gpu_fixed_material_shader(options);
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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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if (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING))
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glEnable(GL_LIGHTING);
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if (options & GPU_FIXED_TWO_SIDED)
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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if (options & GPU_FIXED_COLOR_MATERIAL) {
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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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if (options & GPU_FIXED_TEXTURE_2D)
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glEnable(GL_TEXTURE_2D);
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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_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING));
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}
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void GPU_fixed_material_shader_unbind()
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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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/* Material Colors */
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void GPU_fixed_material_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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copy_v3_v3(gl_diffuse, diffuse);
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gl_diffuse[3] = alpha;
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copy_v3_v3(gl_specular, specular);
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gl_specular[3] = 1.0f;
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
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}
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bool GPU_fixed_material_need_normals()
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{
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return GPU_MATERIAL_STATE.need_normals;
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}
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