/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2013 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/intern/gpu_fixed_material.c * \ingroup gpu */ /* GLSL shaders to replace fixed function OpenGL materials and lighting. These * are deprecated in newer OpenGL versions and missing in OpenGL ES 2.0. Also, * two sided lighting is no longer natively supported on NVidia cards which * results in slow software fallback. * * Todo: * - Replace glLight and glMaterial functions entirely with GLSL uniforms, to * make OpenGL ES 2.0 work. * - Replace glTexCoord and glColor with generic attributes. * - Optimize for case where fewer than 3 or 8 lights are used. * - Optimize for case where specular is not used. * - Optimize for case where no texture matrix is used. */ #include "GL/glew.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "GPU_extensions.h" /* Fixed function material types */ static struct { GPUShader *cached_shaders[GPU_FIXED_OPTION_COMBINATIONS]; bool failed_shaders[GPU_FIXED_OPTION_COMBINATIONS]; bool need_normals; } GPU_MATERIAL_STATE; /* Init / exit */ void GPU_fixed_materials_init() { memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE)); } void GPU_fixed_materials_exit() { int i; for (i = 0; i < GPU_FIXED_OPTION_COMBINATIONS; i++) if (GPU_MATERIAL_STATE.cached_shaders[i]) GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]); } /* Shader lookup / create */ static GPUShader *gpu_fixed_material_shader(int options) { /* glsl code */ extern char datatoc_gpu_shader_fixed_vertex_glsl[]; extern char datatoc_gpu_shader_fixed_fragment_glsl[]; /* cached shaders */ GPUShader *shader = GPU_MATERIAL_STATE.cached_shaders[options]; if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) { /* create shader if it doesn't exist yet */ char defines[64*GPU_FIXED_OPTIONS_NUM] = ""; if (options & GPU_FIXED_COLOR_MATERIAL) strcat(defines, "#define USE_COLOR\n"); if (options & GPU_FIXED_TWO_SIDED) strcat(defines, "#define USE_TWO_SIDED\n"); if (options & GPU_FIXED_SOLID_LIGHTING) strcat(defines, "#define USE_SOLID_LIGHTING\n"); if (options & GPU_FIXED_SCENE_LIGHTING) strcat(defines, "#define USE_SCENE_LIGHTING\n"); if (options & GPU_FIXED_TEXTURE_2D) strcat(defines, "#define USE_TEXTURE\n"); shader = GPU_shader_create( datatoc_gpu_shader_fixed_vertex_glsl, datatoc_gpu_shader_fixed_fragment_glsl, NULL, defines); if (shader) { /* set texture map to first texture unit */ if (options & GPU_FIXED_TEXTURE_2D) glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0); GPU_MATERIAL_STATE.cached_shaders[options] = shader; } else GPU_MATERIAL_STATE.failed_shaders[options] = true; } return shader; } /* Bind / unbind */ void GPU_fixed_material_shader_bind(int options) { if (GPU_glsl_support()) { GPUShader *shader = gpu_fixed_material_shader(options); if (shader) GPU_shader_bind(shader); } else { if (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING)) glEnable(GL_LIGHTING); if (options & GPU_FIXED_TWO_SIDED) glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); if (options & GPU_FIXED_COLOR_MATERIAL) { glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); } if (options & GPU_FIXED_TEXTURE_2D) glEnable(GL_TEXTURE_2D); } /* temporary hack, should be solved outside of this file */ GPU_MATERIAL_STATE.need_normals = (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING)); } void GPU_fixed_material_shader_unbind() { if (GPU_glsl_support()) { GPU_shader_unbind(); } else { glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); glDisable(GL_TEXTURE_2D); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); } } /* Material Colors */ void GPU_fixed_material_colors(const float diffuse[3], const float specular[3], int shininess, float alpha) { float gl_diffuse[4], gl_specular[4]; copy_v3_v3(gl_diffuse, diffuse); gl_diffuse[3] = alpha; copy_v3_v3(gl_specular, specular); gl_specular[3] = 1.0f; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128)); } bool GPU_fixed_material_need_normals() { return GPU_MATERIAL_STATE.need_normals; }