2 * ***** BEGIN GPL LICENSE BLOCK *****
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 * The Original Code is Copyright (C) 2013 Blender Foundation.
19 * All rights reserved.
21 * The Original Code is: all of this file.
23 * Contributor(s): Brecht Van Lommel.
25 * ***** END GPL LICENSE BLOCK *****
28 /** \file blender/gpu/intern/gpu_simple_shader.c
32 /* GLSL shaders to replace fixed function OpenGL materials and lighting. These
33 * are deprecated in newer OpenGL versions and missing in OpenGL ES 2.0. Also,
34 * two sided lighting is no longer natively supported on NVidia cards which
35 * results in slow software fallback.
38 * - Replace glLight and glMaterial functions entirely with GLSL uniforms, to
39 * make OpenGL ES 2.0 work.
40 * - Replace glTexCoord and glColor with generic attributes.
41 * - Optimize for case where fewer than 3 or 8 lights are used.
42 * - Optimize for case where specular is not used.
43 * - Optimize for case where no texture matrix is used.
49 #include "BLI_utildefines.h"
51 #include "DNA_mesh_types.h"
52 #include "DNA_object_types.h"
54 #include "GPU_extensions.h"
55 #include "GPU_simple_shader.h"
59 // #define NUM_OPENGL_LIGHTS 8
62 GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
63 bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
68 int lights_directional;
73 void GPU_simple_shaders_init(void)
75 memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
78 void GPU_simple_shaders_exit(void)
82 for (i = 0; i < GPU_SHADER_OPTION_COMBINATIONS; i++)
83 if (GPU_MATERIAL_STATE.cached_shaders[i])
84 GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]);
87 /* Shader lookup / create */
89 static bool solid_compatible_lighting(void)
91 int enabled = GPU_MATERIAL_STATE.lights_enabled;
92 int directional = GPU_MATERIAL_STATE.lights_directional;
94 /* more than 3 lights? */
95 if (enabled >= (1 << 3))
98 /* all directional? */
99 return ((directional & enabled) == enabled);
103 static int detect_options()
108 if (glIsEnabled(GL_TEXTURE_2D))
109 options |= GPU_SHADER_TEXTURE_2D;
110 if (glIsEnabled(GL_COLOR_MATERIAL))
111 options |= GPU_SHADER_OVERRIDE_DIFFUSE;
113 if (glIsEnabled(GL_LIGHTING))
114 options |= GPU_SHADER_LIGHTING;
116 glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided);
117 if (two_sided == GL_TRUE)
118 options |= GPU_SHADER_TWO_SIDED;
124 static GPUShader *gpu_simple_shader(int options)
127 extern char datatoc_gpu_shader_simple_vert_glsl[];
128 extern char datatoc_gpu_shader_simple_frag_glsl[];
131 /* detect if we can do faster lighting for solid draw mode */
132 if (options & GPU_SHADER_LIGHTING)
133 if (solid_compatible_lighting())
134 options |= GPU_SHADER_SOLID_LIGHTING;
137 shader = GPU_MATERIAL_STATE.cached_shaders[options];
139 if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) {
140 /* create shader if it doesn't exist yet */
141 char defines[64*GPU_SHADER_OPTIONS_NUM] = "";
143 if (options & GPU_SHADER_OVERRIDE_DIFFUSE)
144 strcat(defines, "#define USE_COLOR\n");
145 if (options & GPU_SHADER_TWO_SIDED)
146 strcat(defines, "#define USE_TWO_SIDED\n");
147 if (options & GPU_SHADER_TEXTURE_2D)
148 strcat(defines, "#define USE_TEXTURE\n");
150 if (options & GPU_SHADER_SOLID_LIGHTING)
151 strcat(defines, "#define USE_SOLID_LIGHTING\n");
152 else if (options & GPU_SHADER_LIGHTING)
153 strcat(defines, "#define USE_SCENE_LIGHTING\n");
155 shader = GPU_shader_create(
156 datatoc_gpu_shader_simple_vert_glsl,
157 datatoc_gpu_shader_simple_frag_glsl,
161 /* set texture map to first texture unit */
162 if (options & GPU_SHADER_TEXTURE_2D)
163 glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
165 GPU_MATERIAL_STATE.cached_shaders[options] = shader;
168 GPU_MATERIAL_STATE.failed_shaders[options] = true;
176 void GPU_simple_shader_bind(int options)
178 if (GPU_glsl_support()) {
179 GPUShader *shader = gpu_simple_shader(options);
182 GPU_shader_bind(shader);
185 // XXX where does this fit, depends on ortho/persp?
187 if (options & GPU_SHADER_LIGHTING)
188 glEnable(GL_LIGHTING);
190 if (options & GPU_SHADER_TWO_SIDED)
191 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
193 if (options & GPU_SHADER_OVERRIDE_DIFFUSE) {
194 glEnable(GL_COLOR_MATERIAL);
195 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
198 if (options & GPU_SHADER_TEXTURE_2D)
199 glEnable(GL_TEXTURE_2D);
202 /* temporary hack, should be solved outside of this file */
203 GPU_MATERIAL_STATE.need_normals = (options & GPU_SHADER_LIGHTING);
206 void GPU_simple_shader_unbind(void)
208 if (GPU_glsl_support()) {
212 glDisable(GL_LIGHTING);
213 glDisable(GL_COLOR_MATERIAL);
214 glDisable(GL_TEXTURE_2D);
215 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
219 /* Material Colors */
221 void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
222 int shininess, float alpha)
224 float gl_diffuse[4], gl_specular[4];
226 copy_v3_v3(gl_diffuse, diffuse);
227 gl_diffuse[3] = alpha;
229 copy_v3_v3(gl_specular, specular);
230 gl_specular[3] = 1.0f;
232 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse);
233 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
234 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
237 bool GPU_simple_shader_need_normals(void)
239 return GPU_MATERIAL_STATE.need_normals;
242 void GPU_simple_shader_light_set(int light_num, GPULightData *light)
244 int light_bit = (1 << light_num);
246 GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
247 GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
250 glEnable(GL_LIGHT0+light_num);
252 glLightfv(GL_LIGHT0+light_num, GL_POSITION, light->position);
253 glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, light->diffuse);
254 glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, light->specular);
256 glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
257 glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
258 glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
260 glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, light->spot_direction);
261 glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
262 glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, light->spot_exponent);
264 GPU_MATERIAL_STATE.lights_enabled |= light_bit;
265 if (light->position[3] == 0.0f)
266 GPU_MATERIAL_STATE.lights_directional |= light_bit;
269 const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
271 glLightfv(GL_LIGHT0+light_num, GL_POSITION, zero);
272 glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, zero);
273 glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, zero);
275 glDisable(GL_LIGHT0+light_num);
279 void GPU_simple_shader_light_set_viewer(bool local)
281 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);