DWM: Use Gawain for sculpt drawing

Currently only uses the simple shader.
This commit is contained in:
Campbell Barton
2017-05-10 20:14:52 +10:00
parent 1c18d07a1c
commit 0722e41f9e
9 changed files with 391 additions and 412 deletions

View File

@@ -1690,9 +1690,16 @@ struct DRWTextStore *DRW_text_cache_ensure(void)
bool DRW_object_is_renderable(Object *ob)
{
Scene *scene = DST.draw_ctx.scene;
SceneLayer *sl = DST.draw_ctx.sl;
Object *obedit = scene->obedit;
Object *obact = OBACT_NEW;
if (ob->type == OB_MESH) {
if (ob == obact) {
if (ob->mode & OB_MODE_SCULPT) {
return false;
}
}
if (ob == obedit) {
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, "");
bool do_show_occlude_wire = BKE_collection_engine_property_value_get_bool(props, "show_occlude_wire");

View File

@@ -1192,7 +1192,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
if (do_outlines) {
Object *obedit = scene->obedit;
if (ob != obedit && !(OBACT_NEW == ob && ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT))) {
if (ob != obedit && !(OBACT_NEW == ob && ob->mode & OB_MODE_ALL_PAINT)) {
struct Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
theme_id = DRW_object_wire_theme_get(ob, sl, NULL);

View File

@@ -26,8 +26,14 @@
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_object_types.h"
#include "BKE_pbvh.h"
#include "BKE_paint.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "GPU_matrix.h"
#include "draw_common.h"
@@ -192,7 +198,7 @@ static void SCULPT_cache_finish(void *vedata)
/* Draw time ! Control rendering pipeline from here */
static void SCULPT_draw_scene(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
// SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
/* Default framebuffer and texture */
@@ -211,7 +217,21 @@ static void SCULPT_draw_scene(void *vedata)
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
// DRW_draw_pass(psl->pass);
{
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *sl = draw_ctx->sl;
Object *ob = OBACT_NEW;
PBVH *pbvh = ob->sculpt->pbvh;
/* this shader is used inside draw call */
gpuPushMatrix();
gpuMultMatrix(ob->obmat);
BKE_pbvh_draw(pbvh, NULL, NULL, NULL, false, false);
gpuPopMatrix();
}
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */

View File

@@ -128,6 +128,7 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
@@ -156,6 +157,7 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)

View File

@@ -105,6 +105,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_EDGES_OVERLAY,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
/* for simple 2D drawing */

View File

@@ -35,8 +35,6 @@
#include <stddef.h>
#include <string.h>
#include "GPU_glew.h"
#include "MEM_guardedalloc.h"
#include "BLI_bitmap.h"
@@ -53,13 +51,21 @@
#include "BKE_mesh.h"
#include "BKE_pbvh.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "GPU_batch.h"
#include "bmesh.h"
/* TODO: gawain support for baseelemarray */
// #define USE_BASE_ELEM
typedef enum {
GPU_BUFFER_VERTEX_STATE = (1 << 0),
GPU_BUFFER_NORMAL_STATE = (1 << 1),
@@ -107,9 +113,8 @@ static ThreadMutex buffer_mutex = BLI_MUTEX_INITIALIZER;
/* multires global buffer, can be used for many grids having the same grid size */
typedef struct GridCommonGPUBuffer {
GPUBuffer *mres_buffer;
ElementList *mres_buffer;
int mres_prev_gridsize;
GLenum mres_prev_index_type;
unsigned mres_prev_totquad;
} GridCommonGPUBuffer;
@@ -958,12 +963,11 @@ typedef struct {
} VertexBufferFormat;
struct GPU_PBVH_Buffers {
/* opengl buffer handles */
GPUBuffer *vert_buf, *index_buf, *index_buf_fast;
GLenum index_type;
ElementList *index_buf, *index_buf_fast;
VertexBuffer *vert_buf;
int *baseelemarray;
void **baseindex;
Batch *triangles;
Batch *triangles_fast;
/* mesh pointers in case buffer allocation fails */
const MPoly *mpoly;
@@ -998,6 +1002,51 @@ struct GPU_PBVH_Buffers {
float diffuse_color[4];
};
typedef struct {
uint pos, nor, col;
} VertexBufferAttrID;
static void gpu_pbvh_vert_format_init__gwn(VertexFormat *format, VertexBufferAttrID *vbo_id)
{
vbo_id->pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
vbo_id->nor = VertexFormat_add_attrib(format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
vbo_id->col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
}
static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers)
{
GPUBuiltinShader shader_id =
buffers->smooth ? GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR : GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR;
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
/* force flushing to the GPU */
if (buffers->vert_buf->data) {
VertexBuffer_use(buffers->vert_buf);
}
BATCH_DISCARD_SAFE(buffers->triangles);
buffers->triangles = Batch_create(
PRIM_TRIANGLES, buffers->vert_buf,
/* can be NULL */
buffers->index_buf);
Batch_set_program(
buffers->triangles,
GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
BATCH_DISCARD_SAFE(buffers->triangles_fast);
if (buffers->index_buf_fast) {
buffers->triangles_fast = Batch_create(
PRIM_TRIANGLES, buffers->vert_buf,
/* can be NULL */
buffers->index_buf_fast);
Batch_set_program(
buffers->triangles_fast,
GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
}
}
static float gpu_color_from_mask(float mask)
{
return 1.0f - mask * 0.75f;
@@ -1036,9 +1085,6 @@ void GPU_update_mesh_pbvh_buffers(
const int *vert_indices, int totvert, const float *vmask,
const int (*face_vert_indices)[3], bool show_diffuse_color)
{
VertexBufferFormat *vert_data;
int i, j;
buffers->vmask = vmask;
buffers->show_diffuse_color = show_diffuse_color;
buffers->use_matcaps = GPU_material_use_matcaps_get();
@@ -1059,53 +1105,50 @@ void GPU_update_mesh_pbvh_buffers(
copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Build VBO */
if (buffers->vert_buf)
GPU_buffer_free(buffers->vert_buf);
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totelem);
vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
if (vert_data) {
/* match 'VertexBufferFormat' */
VertexFormat format = {0};
VertexBufferAttrID vbo_id;
gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
buffers->vert_buf = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(buffers->vert_buf, totelem);
if (buffers->vert_buf->data) {
/* Vertex data is shared if smooth-shaded, but separate
* copies are made for flat shading because normals
* shouldn't be shared. */
if (buffers->smooth) {
for (i = 0; i < totvert; ++i) {
for (uint i = 0; i < totvert; ++i) {
const MVert *v = &mvert[vert_indices[i]];
VertexBufferFormat *out = vert_data + i;
copy_v3_v3(out->co, v->co);
memcpy(out->no, v->no, sizeof(short) * 3);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, i, v->co);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, i, v->no);
}
#define UPDATE_VERTEX(face, vertex, index, diffuse_color) \
{ \
VertexBufferFormat *out = vert_data + face_vert_indices[face][index]; \
if (vmask) \
gpu_color_from_mask_copy(vmask[vertex], diffuse_color, out->color); \
else \
rgb_float_to_uchar(out->color, diffuse_color); \
} (void)0
for (i = 0; i < buffers->face_indices_len; i++) {
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const unsigned int vtri[3] = {
buffers->mloop[lt->tri[0]].v,
buffers->mloop[lt->tri[1]].v,
buffers->mloop[lt->tri[2]].v,
};
UPDATE_VERTEX(i, vtri[0], 0, diffuse_color);
UPDATE_VERTEX(i, vtri[1], 1, diffuse_color);
UPDATE_VERTEX(i, vtri[2], 2, diffuse_color);
for (uint j = 0; j < 3; j++) {
int v_orig = buffers->mloop[lt->tri[j]].v;
int v_index = face_vert_indices[i][j];
uchar color_ub[3];
if (vmask) {
gpu_color_from_mask_copy(vmask[v_orig], diffuse_color, color_ub);
}
else {
rgb_float_to_uchar(color_ub, diffuse_color);
}
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, v_index, color_ub);
}
}
#undef UPDATE_VERTEX
}
else {
/* calculate normal for each polygon only once */
unsigned int mpoly_prev = UINT_MAX;
short no[3];
int vbo_index = 0;
for (i = 0; i < buffers->face_indices_len; ++i) {
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const unsigned int vtri[3] = {
buffers->mloop[lt->tri[0]].v,
@@ -1133,28 +1176,29 @@ void GPU_update_mesh_pbvh_buffers(
vmask[vtri[2]]) / 3.0f;
}
for (j = 0; j < 3; j++) {
for (uint j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];
VertexBufferFormat *out = vert_data;
copy_v3_v3(out->co, v->co);
copy_v3_v3_short(out->no, no);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, vbo_index, v->co);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no);
uchar color_ub[3]; \
if (vmask)
gpu_color_from_mask_copy(fmask, diffuse_color, out->color);
gpu_color_from_mask_copy(fmask, diffuse_color, color_ub);
else
rgb_float_to_uchar(out->color, diffuse_color);
rgb_float_to_uchar(color_ub, diffuse_color);
vert_data++;
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
vbo_index++;
}
}
}
GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
gpu_pbvh_batch_init(buffers);
}
else {
GPU_buffer_free(buffers->vert_buf);
buffers->vert_buf = NULL;
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
}
}
@@ -1169,11 +1213,10 @@ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
const int face_indices_len)
{
GPU_PBVH_Buffers *buffers;
unsigned short *tri_data;
int i, j, tottri;
int i, tottri;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
buffers->index_type = GL_UNSIGNED_SHORT;
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
buffers->show_diffuse_color = false;
@@ -1202,35 +1245,28 @@ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
* shading requires separate vertex normals so an index buffer is
* can't be used there. */
if (buffers->smooth) {
buffers->index_buf = GPU_buffer_alloc(sizeof(unsigned short) * tottri * 3);
buffers->is_index_buf_global = false;
}
if (buffers->index_buf) {
/* Fill the triangle buffer */
tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
if (tri_data) {
for (i = 0; i < face_indices_len; ++i) {
const MLoopTri *lt = &looptri[face_indices[i]];
buffers->index_buf = NULL;
ElementListBuilder elb;
ElementListBuilder_init(&elb, PRIM_TRIANGLES, tottri, INT_MAX);
/* Skip hidden faces */
if (paint_is_face_hidden(lt, mvert, mloop))
continue;
for (i = 0; i < face_indices_len; ++i) {
const MLoopTri *lt = &looptri[face_indices[i]];
for (j = 0; j < 3; ++j) {
*tri_data = face_vert_indices[i][j];
tri_data++;
}
}
GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
/* Skip hidden faces */
if (paint_is_face_hidden(lt, mvert, mloop))
continue;
add_triangle_vertices(&elb, UNPACK3(face_vert_indices[i]));
}
else {
if (!buffers->is_index_buf_global) {
GPU_buffer_free(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
buffers->index_buf = ElementList_build(&elb);
}
else {
if (!buffers->is_index_buf_global) {
ELEMENTLIST_DISCARD_SAFE(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
}
buffers->tot_tri = tottri;
@@ -1245,11 +1281,11 @@ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
return buffers;
}
void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
const DMFlagMat *grid_flag_mats, int *grid_indices,
int totgrid, const CCGKey *key, bool show_diffuse_color)
void GPU_update_grid_pbvh_buffers(
GPU_PBVH_Buffers *buffers, CCGElem **grids,
const DMFlagMat *grid_flag_mats, int *grid_indices,
int totgrid, const CCGKey *key, bool show_diffuse_color)
{
VertexBufferFormat *vert_data;
int i, j, k, x, y;
buffers->show_diffuse_color = show_diffuse_color;
@@ -1257,12 +1293,13 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
/* Build VBO */
if (buffers->vert_buf) {
if (buffers->index_buf) {
const int has_mask = key->has_mask;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
if (buffers->use_matcaps)
if (buffers->use_matcaps) {
diffuse_color[0] = diffuse_color[1] = diffuse_color[2] = 1.0;
}
else if (show_diffuse_color) {
const DMFlagMat *flags = &grid_flag_mats[grid_indices[0]];
@@ -1271,33 +1308,43 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
copy_v4_v4(buffers->diffuse_color, diffuse_color);
vert_data = GPU_buffer_lock_stream(buffers->vert_buf, GPU_BINDING_ARRAY);
if (vert_data) {
VertexFormat format = {0};
VertexBufferAttrID vbo_id;
gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
/* Build coord/normal VBO */
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
buffers->vert_buf = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(buffers->vert_buf, totgrid * key->grid_area);
uint vbo_index_offset = 0;
if (buffers->vert_buf->data) {
for (i = 0; i < totgrid; ++i) {
VertexBufferFormat *vd = vert_data;
CCGElem *grid = grids[grid_indices[i]];
int vbo_index = vbo_index_offset;
for (y = 0; y < key->grid_size; y++) {
for (x = 0; x < key->grid_size; x++) {
CCGElem *elem = CCG_grid_elem(key, grid, x, y);
copy_v3_v3(vd->co, CCG_elem_co(key, elem));
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, vbo_index, CCG_elem_co(key, elem));
if (buffers->smooth) {
normal_float_to_short_v3(vd->no, CCG_elem_no(key, elem));
short no_short[3];
normal_float_to_short_v3(no_short, CCG_elem_no(key, elem));
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no_short);
if (has_mask) {
uchar color_ub[3];
gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
diffuse_color, vd->color);
diffuse_color, color_ub);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
}
}
vd++;
vbo_index += 1;
}
}
if (!buffers->smooth) {
/* for flat shading, recalc normals and set the last vertex of
* each triangle in the index buffer to have the flat normal as
* that is what opengl will use */
for (j = 0; j < key->grid_size - 1; j++) {
for (k = 0; k < key->grid_size - 1; k++) {
CCGElem *elems[4] = {
@@ -1314,30 +1361,33 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
CCG_elem_co(key, elems[2]),
CCG_elem_co(key, elems[3]));
vd = vert_data + (j + 1) * key->grid_size + k;
normal_float_to_short_v3(vd->no, fno);
vbo_index = vbo_index_offset + ((j + 1) * key->grid_size + k);
short no_short[3];
normal_float_to_short_v3(no_short, fno);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no_short);
if (has_mask) {
uchar color_ub[3];
gpu_color_from_mask_quad_copy(key,
elems[0],
elems[1],
elems[2],
elems[3],
diffuse_color,
vd->color);
color_ub);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
}
}
}
}
vert_data += key->grid_area;
vbo_index_offset += key->grid_area;
}
GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
gpu_pbvh_batch_init(buffers);
}
else {
GPU_buffer_free(buffers->vert_buf);
buffers->vert_buf = NULL;
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
}
}
@@ -1352,57 +1402,54 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
/* Build the element array buffer of grid indices using either
* unsigned shorts or unsigned ints. */
#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
#define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \
{ \
type_ *tri_data; \
int offset = 0; \
int i, j, k; \
buffer_ = GPU_buffer_alloc(sizeof(type_) * (tot_quad_) * 6); \
\
ElementListBuilder elb; \
ElementListBuilder_init( \
&elb, PRIM_TRIANGLES, tot_quad_ * 2, max_vert_); \
\
/* Fill the buffer */ \
tri_data = GPU_buffer_lock(buffer_, GPU_BINDING_INDEX); \
if (tri_data) { \
for (i = 0; i < totgrid; ++i) { \
BLI_bitmap *gh = NULL; \
if (grid_hidden) \
gh = grid_hidden[(grid_indices)[i]]; \
for (i = 0; i < totgrid; ++i) { \
BLI_bitmap *gh = NULL; \
if (grid_hidden) \
gh = grid_hidden[(grid_indices)[i]]; \
\
for (j = 0; j < gridsize - 1; ++j) { \
for (k = 0; k < gridsize - 1; ++k) { \
/* Skip hidden grid face */ \
if (gh && \
paint_is_grid_face_hidden(gh, \
gridsize, k, j)) \
continue; \
\
*(tri_data++) = offset + j * gridsize + k + 1; \
*(tri_data++) = offset + j * gridsize + k; \
*(tri_data++) = offset + (j + 1) * gridsize + k; \
\
*(tri_data++) = offset + (j + 1) * gridsize + k + 1; \
*(tri_data++) = offset + j * gridsize + k + 1; \
*(tri_data++) = offset + (j + 1) * gridsize + k; \
} \
} \
\
offset += gridsize * gridsize; \
for (j = 0; j < gridsize - 1; ++j) { \
for (k = 0; k < gridsize - 1; ++k) { \
/* Skip hidden grid face */ \
if (gh && paint_is_grid_face_hidden( \
gh, gridsize, k, j)) \
{ \
continue; \
} \
add_generic_vertex(&elb, offset + j * gridsize + k + 1); \
add_generic_vertex(&elb, offset + j * gridsize + k); \
add_generic_vertex(&elb, offset + (j + 1) * gridsize + k); \
\
add_generic_vertex(&elb, offset + (j + 1) * gridsize + k + 1); \
add_generic_vertex(&elb, offset + j * gridsize + k + 1); \
add_generic_vertex(&elb, offset + (j + 1) * gridsize + k); \
} \
} \
GPU_buffer_unlock(buffer_, GPU_BINDING_INDEX); \
} \
else { \
GPU_buffer_free(buffer_); \
(buffer_) = NULL; \
\
offset += gridsize * gridsize; \
} \
buffer_ = ElementList_build(&elb); \
} (void)0
/* end FILL_QUAD_BUFFER */
static GPUBuffer *gpu_get_grid_buffer(
int gridsize, GLenum *index_type, unsigned *totquad, GridCommonGPUBuffer **grid_common_gpu_buffer)
static ElementList *gpu_get_grid_buffer(
int gridsize, unsigned *totquad, GridCommonGPUBuffer **grid_common_gpu_buffer,
/* remove this arg when gawain gets base-vertex support! */
int totgrid)
{
/* used in the FILL_QUAD_BUFFER macro */
BLI_bitmap * const *grid_hidden = NULL;
const int *grid_indices = NULL;
int totgrid = 1;
// int totgrid = 1;
GridCommonGPUBuffer *gridbuff = *grid_common_gpu_buffer;
@@ -1410,65 +1457,48 @@ static GPUBuffer *gpu_get_grid_buffer(
*grid_common_gpu_buffer = gridbuff = MEM_mallocN(sizeof(GridCommonGPUBuffer), __func__);
gridbuff->mres_buffer = NULL;
gridbuff->mres_prev_gridsize = -1;
gridbuff->mres_prev_index_type = 0;
gridbuff->mres_prev_totquad = 0;
}
/* VBO is already built */
if (gridbuff->mres_buffer && gridbuff->mres_prev_gridsize == gridsize) {
*index_type = gridbuff->mres_prev_index_type;
*totquad = gridbuff->mres_prev_totquad;
return gridbuff->mres_buffer;
}
/* we can't reuse old, delete the existing buffer */
else if (gridbuff->mres_buffer) {
GPU_buffer_free(gridbuff->mres_buffer);
ElementList_discard(gridbuff->mres_buffer);
gridbuff->mres_buffer = NULL;
}
/* Build new VBO */
*totquad = (gridsize - 1) * (gridsize - 1);
*totquad = (gridsize - 1) * (gridsize - 1) * totgrid;
int max_vert = gridsize * gridsize * totgrid;
if (gridsize * gridsize < USHRT_MAX) {
*index_type = GL_UNSIGNED_SHORT;
FILL_QUAD_BUFFER(unsigned short, *totquad, gridbuff->mres_buffer);
}
else {
*index_type = GL_UNSIGNED_INT;
FILL_QUAD_BUFFER(unsigned int, *totquad, gridbuff->mres_buffer);
}
FILL_QUAD_BUFFER(max_vert, *totquad, gridbuff->mres_buffer);
gridbuff->mres_prev_gridsize = gridsize;
gridbuff->mres_prev_index_type = *index_type;
gridbuff->mres_prev_totquad = *totquad;
return gridbuff->mres_buffer;
}
#define FILL_FAST_BUFFER(type_) \
#define FILL_FAST_BUFFER() \
{ \
type_ *buffer; \
buffers->index_buf_fast = GPU_buffer_alloc(sizeof(type_) * 6 * totgrid); \
buffer = GPU_buffer_lock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
if (buffer) { \
int i; \
for (i = 0; i < totgrid; i++) { \
int currentquad = i * 6; \
buffer[currentquad] = i * gridsize * gridsize + gridsize - 1; \
buffer[currentquad + 1] = i * gridsize * gridsize; \
buffer[currentquad + 2] = (i + 1) * gridsize * gridsize - gridsize; \
buffer[currentquad + 3] = (i + 1) * gridsize * gridsize - 1; \
buffer[currentquad + 4] = i * gridsize * gridsize + gridsize - 1; \
buffer[currentquad + 5] = (i + 1) * gridsize * gridsize - gridsize; \
} \
GPU_buffer_unlock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
} \
else { \
GPU_buffer_free(buffers->index_buf_fast); \
buffers->index_buf_fast = NULL; \
ElementListBuilder elb; \
ElementListBuilder_init(&elb, PRIM_TRIANGLES, 6 * totgrid, INT_MAX); \
for (int i = 0; i < totgrid; i++) { \
add_generic_vertex(&elb, i * gridsize * gridsize + gridsize - 1); \
add_generic_vertex(&elb, i * gridsize * gridsize); \
add_generic_vertex(&elb, (i + 1) * gridsize * gridsize - gridsize); \
add_generic_vertex(&elb, (i + 1) * gridsize * gridsize - 1); \
add_generic_vertex(&elb, i * gridsize * gridsize + gridsize - 1); \
add_generic_vertex(&elb, (i + 1) * gridsize * gridsize - gridsize); \
} \
buffers->index_buf_fast = ElementList_build(&elb); \
} (void)0
GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *key,
int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *UNUSED(key),
GridCommonGPUBuffer **grid_common_gpu_buffer)
{
GPU_PBVH_Buffers *buffers;
@@ -1490,39 +1520,26 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
return buffers;
/* create and fill indices of the fast buffer too */
if (totgrid * gridsize * gridsize < USHRT_MAX) {
FILL_FAST_BUFFER(unsigned short);
}
else {
FILL_FAST_BUFFER(unsigned int);
}
FILL_FAST_BUFFER();
if (totquad == fully_visible_totquad) {
buffers->index_buf = gpu_get_grid_buffer(
gridsize, &buffers->index_type, &buffers->tot_quad, grid_common_gpu_buffer);
gridsize, &buffers->tot_quad, grid_common_gpu_buffer, totgrid);
buffers->has_hidden = false;
buffers->is_index_buf_global = true;
}
else {
uint max_vert = totgrid * gridsize * gridsize;
buffers->tot_quad = totquad;
if (totgrid * gridsize * gridsize < USHRT_MAX) {
buffers->index_type = GL_UNSIGNED_SHORT;
FILL_QUAD_BUFFER(unsigned short, totquad, buffers->index_buf);
}
else {
buffers->index_type = GL_UNSIGNED_INT;
FILL_QUAD_BUFFER(unsigned int, totquad, buffers->index_buf);
}
FILL_QUAD_BUFFER(max_vert, totquad, buffers->index_buf);
buffers->has_hidden = true;
buffers->has_hidden = false;
buffers->is_index_buf_global = false;
}
#ifdef USE_BASE_ELEM
/* Build coord/normal VBO */
if (buffers->index_buf)
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totgrid * key->grid_area);
if (GLEW_ARB_draw_elements_base_vertex /* 3.2 */) {
int i;
buffers->baseelemarray = MEM_mallocN(sizeof(int) * totgrid * 2, "GPU_PBVH_Buffers.baseelemarray");
@@ -1533,6 +1550,7 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
buffers->baseindex[i] = NULL;
}
}
#endif
return buffers;
}
@@ -1545,26 +1563,36 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
* index '*v_index' in the 'vert_data' array and '*v_index' is
* incremented.
*/
static void gpu_bmesh_vert_to_buffer_copy(BMVert *v,
VertexBufferFormat *vert_data,
int *v_index,
const float fno[3],
const float *fmask,
const int cd_vert_mask_offset,
const float diffuse_color[4])
static void gpu_bmesh_vert_to_buffer_copy__gwn(
BMVert *v,
VertexBuffer *vert_buf,
const VertexBufferAttrID *vbo_id,
int *v_index,
const float fno[3],
const float *fmask,
const int cd_vert_mask_offset,
const float diffuse_color[4])
{
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
VertexBufferFormat *vd = &vert_data[*v_index];
/* Set coord, normal, and mask */
copy_v3_v3(vd->co, v->co);
normal_float_to_short_v3(vd->no, fno ? fno : v->no);
VertexBuffer_set_attrib(vert_buf, vbo_id->pos, *v_index, v->co);
gpu_color_from_mask_copy(
fmask ? *fmask :
BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset),
diffuse_color,
vd->color);
{
short no_short[3];
normal_float_to_short_v3(no_short, fno ? fno : v->no);
VertexBuffer_set_attrib(vert_buf, vbo_id->nor, *v_index, no_short);
}
{
uchar color_ub[3];
gpu_color_from_mask_copy(
fmask ? *fmask :
BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset),
diffuse_color,
color_ub);
VertexBuffer_set_attrib(vert_buf, vbo_id->col, *v_index, color_ub);
}
/* Assign index for use in the triangle index buffer */
/* note: caller must set: bm->elem_index_dirty |= BM_VERT; */
@@ -1613,15 +1641,14 @@ static int gpu_bmesh_face_visible_count(GSet *bm_faces)
/* Creates a vertex buffer (coordinate, normal, color) and, if smooth
* shading, an element index buffer. */
void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
BMesh *bm,
GSet *bm_faces,
GSet *bm_unique_verts,
GSet *bm_other_verts,
bool show_diffuse_color)
void GPU_update_bmesh_pbvh_buffers(
GPU_PBVH_Buffers *buffers,
BMesh *bm,
GSet *bm_faces,
GSet *bm_unique_verts,
GSet *bm_other_verts,
bool show_diffuse_color)
{
VertexBufferFormat *vert_data;
void *tri_data;
int tottri, totvert, maxvert = 0;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
@@ -1660,13 +1687,17 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Initialize vertex buffer */
if (buffers->vert_buf)
GPU_buffer_free(buffers->vert_buf);
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totvert);
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
/* match 'VertexBufferFormat' */
VertexFormat format = {0};
VertexBufferAttrID vbo_id;
gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
buffers->vert_buf = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(buffers->vert_buf, totvert);
/* Fill vertex buffer */
vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
if (vert_data) {
if (buffers->vert_buf->data) {
int v_index = 0;
if (buffers->smooth) {
@@ -1677,15 +1708,17 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
bm->elem_index_dirty |= BM_VERT;
GSET_ITER (gs_iter, bm_unique_verts) {
gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
vert_data, &v_index, NULL, NULL,
cd_vert_mask_offset, diffuse_color);
gpu_bmesh_vert_to_buffer_copy__gwn(
BLI_gsetIterator_getKey(&gs_iter),
buffers->vert_buf, &vbo_id, &v_index, NULL, NULL,
cd_vert_mask_offset, diffuse_color);
}
GSET_ITER (gs_iter, bm_other_verts) {
gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
vert_data, &v_index, NULL, NULL,
cd_vert_mask_offset, diffuse_color);
gpu_bmesh_vert_to_buffer_copy__gwn(
BLI_gsetIterator_getKey(&gs_iter),
buffers->vert_buf, &vbo_id, &v_index, NULL, NULL,
cd_vert_mask_offset, diffuse_color);
}
maxvert = v_index;
@@ -1715,9 +1748,10 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
fmask /= 3.0f;
for (i = 0; i < 3; i++) {
gpu_bmesh_vert_to_buffer_copy(v[i], vert_data,
&v_index, f->no, &fmask,
cd_vert_mask_offset, diffuse_color);
gpu_bmesh_vert_to_buffer_copy__gwn(
v[i], buffers->vert_buf, &vbo_id,
&v_index, f->no, &fmask,
cd_vert_mask_offset, diffuse_color);
}
}
}
@@ -1725,32 +1759,30 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
buffers->tot_tri = tottri;
}
GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
/* gpu_bmesh_vert_to_buffer_copy sets dirty index values */
bm->elem_index_dirty |= BM_VERT;
}
else {
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
/* Memory map failed */
GPU_buffer_free(buffers->vert_buf);
buffers->vert_buf = NULL;
return;
}
if (buffers->smooth) {
const int use_short = (maxvert < USHRT_MAX);
/* Fill the triangle buffer */
buffers->index_buf = NULL;
ElementListBuilder elb;
ElementListBuilder_init(&elb, PRIM_TRIANGLES, tottri, maxvert);
/* Initialize triangle index buffer */
if (buffers->index_buf && !buffers->is_index_buf_global)
GPU_buffer_free(buffers->index_buf);
if (buffers->triangles && !buffers->is_index_buf_global) {
BATCH_DISCARD_SAFE(buffers->triangles);
}
buffers->is_index_buf_global = false;
buffers->index_buf = GPU_buffer_alloc((use_short ?
sizeof(unsigned short) :
sizeof(unsigned int)) * 3 * tottri);
/* Fill triangle index buffer */
tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
if (tri_data) {
{
GSetIterator gs_iter;
GSET_ITER (gs_iter, bm_faces) {
@@ -1762,46 +1794,25 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
BMVert *v = l_iter->v;
if (use_short) {
unsigned short *elem = tri_data;
(*elem) = BM_elem_index_get(v);
elem++;
tri_data = elem;
}
else {
unsigned int *elem = tri_data;
(*elem) = BM_elem_index_get(v);
elem++;
tri_data = elem;
}
add_generic_vertex(&elb, BM_elem_index_get(l_iter->v));
} while ((l_iter = l_iter->next) != l_first);
}
}
GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
buffers->tot_tri = tottri;
buffers->index_type = (use_short ?
GL_UNSIGNED_SHORT :
GL_UNSIGNED_INT);
}
else {
/* Memory map failed */
if (!buffers->is_index_buf_global) {
GPU_buffer_free(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
buffers->index_buf = ElementList_build(&elb);
}
}
else if (buffers->index_buf) {
if (!buffers->is_index_buf_global) {
GPU_buffer_free(buffers->index_buf);
ELEMENTLIST_DISCARD_SAFE(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
}
gpu_pbvh_batch_init(buffers);
}
GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading)
@@ -1817,143 +1828,31 @@ GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading)
return buffers;
}
void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
bool wireframe, bool fast)
void GPU_draw_pbvh_buffers(
GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
bool wireframe, bool fast)
{
bool do_fast = fast && buffers->index_buf_fast;
/* sets material from the first face, to solve properly face would need to
* be sorted in buckets by materials */
if (setMaterial) {
if (buffers->face_indices_len) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
const MPoly *mp = &buffers->mpoly[lt->poly];
if (!setMaterial(mp->mat_nr + 1, NULL))
return;
}
else if (buffers->totgrid) {
const DMFlagMat *f = &buffers->grid_flag_mats[buffers->grid_indices[0]];
if (!setMaterial(f->mat_nr + 1, NULL))
return;
}
else {
if (!setMaterial(1, NULL))
return;
}
UNUSED_VARS(wireframe, fast, setMaterial);
{
GPUBuiltinShader shader_id =
buffers->smooth ? GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR : GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR;
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
static float light[3] = {-0.3f, 0.5f, 1.0f};
static float alpha = 1.0f;
static float world_light = 1.0f;
GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "light"), 3, 1, light);
GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "alpha"), 1, 1, &alpha);
GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "global"), 1, 1, &world_light);
}
if (buffers->vert_buf) {
char *base = NULL;
char *index_base = NULL;
/* weak inspection of bound options, should not be necessary ideally */
const int bound_options_old = GPU_basic_shader_bound_options();
int bound_options_new = 0;
glEnableClientState(GL_VERTEX_ARRAY);
if (!wireframe) {
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
bool do_fast = fast && buffers->triangles_fast;
Batch *triangles = do_fast ? buffers->triangles_fast : buffers->triangles;
bound_options_new |= GPU_SHADER_USE_COLOR;
}
GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
if (do_fast) {
GPU_buffer_bind(buffers->index_buf_fast, GPU_BINDING_INDEX);
}
else if (buffers->index_buf) {
GPU_buffer_bind(buffers->index_buf, GPU_BINDING_INDEX);
}
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else {
if ((buffers->smooth == false) && (buffers->face_indices_len == 0)) {
bound_options_new |= GPU_SHADER_FLAT_NORMAL;
}
}
if (bound_options_new & ~bound_options_old) {
GPU_basic_shader_bind(bound_options_old | bound_options_new);
}
if (buffers->tot_quad) {
const char *offset = base;
const bool drawall = !(buffers->has_hidden || do_fast);
if (GLEW_ARB_draw_elements_base_vertex && drawall) {
glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, co));
if (!wireframe) {
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, no));
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, color));
}
glMultiDrawElementsBaseVertex(GL_TRIANGLES, buffers->baseelemarray, buffers->index_type,
(const void * const *)buffers->baseindex,
buffers->totgrid, &buffers->baseelemarray[buffers->totgrid]);
}
else {
int i, last = drawall ? buffers->totgrid : 1;
/* we could optimize this to one draw call, but it would need more memory */
for (i = 0; i < last; i++) {
glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, co));
if (!wireframe) {
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, no));
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, color));
}
if (do_fast)
glDrawElements(GL_TRIANGLES, buffers->totgrid * 6, buffers->index_type, index_base);
else
glDrawElements(GL_TRIANGLES, buffers->tot_quad * 6, buffers->index_type, index_base);
offset += buffers->gridkey.grid_area * sizeof(VertexBufferFormat);
}
}
}
else if (buffers->tot_tri) {
int totelem = buffers->tot_tri * 3;
glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
(void *)(base + offsetof(VertexBufferFormat, co)));
if (!wireframe) {
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
(void *)(base + offsetof(VertexBufferFormat, no)));
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
(void *)(base + offsetof(VertexBufferFormat, color)));
}
if (buffers->index_buf)
glDrawElements(GL_TRIANGLES, totelem, buffers->index_type, index_base);
else
glDrawArrays(GL_TRIANGLES, 0, totelem);
}
if (wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GPU_buffer_unbind(buffers->vert_buf, GPU_BINDING_ARRAY);
if (buffers->index_buf || do_fast)
GPU_buffer_unbind(do_fast ? buffers->index_buf_fast : buffers->index_buf, GPU_BINDING_INDEX);
glDisableClientState(GL_VERTEX_ARRAY);
if (!wireframe) {
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
if (bound_options_new & ~bound_options_old) {
GPU_basic_shader_bind(bound_options_old);
}
if (triangles) {
Batch_draw(triangles);
}
}
@@ -2003,16 +1902,20 @@ bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, GSet *bm_faces,
void GPU_free_pbvh_buffers(GPU_PBVH_Buffers *buffers)
{
if (buffers) {
if (buffers->vert_buf)
GPU_buffer_free(buffers->vert_buf);
if (buffers->index_buf && !buffers->is_index_buf_global)
GPU_buffer_free(buffers->index_buf);
if (buffers->index_buf_fast)
GPU_buffer_free(buffers->index_buf_fast);
BATCH_DISCARD_SAFE(buffers->triangles);
BATCH_DISCARD_SAFE(buffers->triangles_fast);
if (!buffers->is_index_buf_global) {
ELEMENTLIST_DISCARD_SAFE(buffers->index_buf);
}
ELEMENTLIST_DISCARD_SAFE(buffers->index_buf_fast);
VertexBuffer_discard(buffers->vert_buf);
#ifdef USE_BASE_ELEM
if (buffers->baseelemarray)
MEM_freeN(buffers->baseelemarray);
if (buffers->baseindex)
MEM_freeN(buffers->baseindex);
#endif
MEM_freeN(buffers);
}
@@ -2025,7 +1928,7 @@ void GPU_free_pbvh_buffer_multires(GridCommonGPUBuffer **grid_common_gpu_buffer)
if (gridbuff) {
if (gridbuff->mres_buffer) {
BLI_mutex_lock(&buffer_mutex);
gpu_buffer_free_intern(gridbuff->mres_buffer);
ELEMENTLIST_DISCARD_SAFE(gridbuff->mres_buffer);
BLI_mutex_unlock(&buffer_mutex);
}
MEM_freeN(gridbuff);

View File

@@ -52,6 +52,7 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
@@ -75,6 +76,7 @@ extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
@@ -670,6 +672,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_flat_color_vert_glsl, datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },

View File

@@ -0,0 +1,26 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
#if __VERSION__ == 120
attribute vec3 pos;
attribute vec3 nor;
attribute vec4 color;
flat varying vec4 finalColor;
flat varying vec3 normal;
#else
in vec3 pos;
in vec3 nor;
in vec4 color;
flat out vec3 normal;
flat out vec4 finalColor;
#endif
void main()
{
normal = normalize(NormalMatrix * nor);
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
}

View File

@@ -0,0 +1,17 @@
uniform vec3 light;
#if __VERSION__ == 120
flat varying vec3 normal;
flat varying vec4 finalColor;
#define fragColor gl_FragColor
#else
flat in vec3 normal;
flat in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor * max(0.0, dot(normalize(normal), light));
}