OpenGL: isolate fixed function lighting in simple shader code.

Differential Revision: https://developer.blender.org/D1645
This commit is contained in:
Brecht Van Lommel 2015-11-27 21:32:14 +01:00
parent 42bff8bb1e
commit 147f7a1e86
Notes: blender-bot 2023-02-14 09:36:46 +01:00
Referenced by issue #47890, Masking vertices in weight paint doesn't work with subsurf
Referenced by issue #47385, Subsurf texture display broken in weight paint mode
Referenced by issue #47218, Open gl render objects transparent
Referenced by issue #47051, Cycles viewport textured shadeless issue
Referenced by issue #47003, no selection highlight in edit mode when using "hidden wire"
9 changed files with 164 additions and 233 deletions

View File

@ -3529,14 +3529,11 @@ static void navmesh_drawColored(DerivedMesh *dm)
#if 0
//UI_ThemeColor(TH_WIRE);
glDisable(GL_LIGHTING);
glLineWidth(2.0);
dm->drawEdges(dm, 0, 1);
glLineWidth(1.0);
glEnable(GL_LIGHTING);
#endif
glDisable(GL_LIGHTING);
/* if (GPU_buffer_legacy(dm) ) */ /* TODO - VBO draw code, not high priority - campbell */
{
DEBUG_VBO("Using legacy code. drawNavMeshColored\n");
@ -3566,7 +3563,6 @@ static void navmesh_drawColored(DerivedMesh *dm)
}
glEnd();
}
glEnable(GL_LIGHTING);
}
static void navmesh_DM_drawFacesTex(

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@ -1682,6 +1682,7 @@ void BKE_pbvh_node_draw(PBVHNode *node, void *data_v)
#if 0
/* XXX: Just some quick code to show leaf nodes in different colors */
float col[3];
float spec[3] = {0.0f, 0.0f, 0.0f};
if (0) { //is_partial) {
col[0] = (rand() / (float)RAND_MAX); col[1] = col[2] = 0.6;
@ -1691,8 +1692,8 @@ void BKE_pbvh_node_draw(PBVHNode *node, void *data_v)
for (int i = 0; i < 3; ++i)
col[i] = (rand() / (float)RAND_MAX) * 0.3 + 0.7;
}
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, col);
GPU_simple_shader_colors(col, spec, 0, 1.0f);
glColor3f(1, 0, 0);
#endif

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@ -1219,26 +1219,22 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
{
static GLuint displist = 0;
float diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float diffuse[3] = {1.0f, 1.0f, 1.0f};
float size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
glColor3ubv((unsigned char *)wcol->inner);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_gl_mode(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* setup lights */
GPULightData light = {0};
light.type = GPU_LIGHT_SUN;
copy_v3_v3(light.diffuse, diffn);
copy_v3_v3(light.diffuse, diffuse);
zero_v3(light.specular);
ui_but_v3_get(but, light.direction);
@ -1246,8 +1242,10 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
for (int a = 1; a < 8; a++)
GPU_simple_shader_light_set(a, NULL);
glEnable(GL_LIGHTING);
/* setup shader */
GPU_simple_shader_colors(diffuse, NULL, 0, 1.0f);
GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
/* transform to button */
glPushMatrix();
glTranslatef(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect), 0.0f);
@ -1278,10 +1276,9 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
glCallList(displist);
/* restore */
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
GPU_default_lights();
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* AA circle */
glEnable(GL_BLEND);

View File

@ -63,6 +63,7 @@
#include "GPU_extensions.h"
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_simple_shader.h"
#include "RE_engine.h"
@ -179,7 +180,6 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool d
data.edge_flags = get_tface_mesh_marked_edge_info(me, draw_select_edges);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
ED_view3d_polygon_offset(rv3d, 1.0);
/* Draw (Hidden) Edges */
@ -231,10 +231,11 @@ static struct TextureDrawState {
int is_lit, is_tex;
int color_profile;
bool use_backface_culling;
bool two_sided_lighting;
unsigned char obcol[4];
bool is_texpaint;
bool texpaint_material; /* use material slots for texture painting */
} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, {0, 0, 0, 0}, false, false};
} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, false, {0, 0, 0, 0}, false, false};
static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material *ma, struct TextureDrawState gtexdraw)
{
@ -370,24 +371,26 @@ static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material
if (c_badtex) lit = 0;
if (lit != c_lit || ma != c_ma) {
if (lit) {
float spec[4];
if (!ma) ma = give_current_material_or_def(NULL, 0); /* default material */
int options = GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR;
spec[0] = ma->spec * ma->specr;
spec[1] = ma->spec * ma->specg;
spec[2] = ma->spec * ma->specb;
spec[3] = 1.0;
if (gtexdraw.two_sided_lighting)
options |= GPU_SHADER_TWO_SIDED;
if (c_textured && !c_badtex)
options |= GPU_SHADER_TEXTURE_2D;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(ma->har, 0, 128));
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
if (!ma)
ma = give_current_material_or_def(NULL, 0); /* default material */
float specular[3];
mul_v3_v3fl(specular, &ma->specr, ma->spec);
GPU_simple_shader_colors(NULL, specular, ma->har, 0.0f);
GPU_simple_shader_bind(options);
}
else {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
c_lit = lit;
c_ma = ma;
}
@ -488,12 +491,12 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
Gtexdraw.two_sided_lighting = (me->flag & ME_TWOSIDED);
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
}
static void draw_textured_end(void)
@ -526,7 +529,7 @@ static void draw_textured_end(void)
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_POSITION, ...) which
@ -1016,6 +1019,8 @@ typedef struct TexMatCallback {
Object *ob;
Mesh *me;
DerivedMesh *dm;
bool shadeless;
bool two_sided_lighting;
} TexMatCallback;
static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
@ -1035,31 +1040,21 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
Image *ima;
ImageUser *iuser;
bNode *node;
int texture_set = 0;
/* draw image texture if we find one */
if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node, NULL)) {
/* get openl texture */
int mipmap = 1;
int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap, false) : 0;
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (bindcode) {
NodeTexBase *texbase = node->storage;
/* disable existing material */
GPU_object_material_unbind();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
/* bind texture */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glColor3f(1.0f, 1.0f, 1.0f);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(texbase->tex_mapping.mat);
@ -1073,20 +1068,35 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
gattribs->layer[0].gltexco = 1;
gattribs->totlayer = 1;
texture_set = 1;
/* bind material */
float diffuse[3] = {1.0f, 1.0f, 1.0f};
int options = GPU_SHADER_TEXTURE_2D;
if (!data->shadeless)
options |= GPU_SHADER_LIGHTING;
if (data->two_sided_lighting)
options |= GPU_SHADER_TWO_SIDED;
GPU_simple_shader_colors(diffuse, NULL, 0, 0.0f);
GPU_simple_shader_bind(options);
return;
}
}
if (!texture_set) {
/* disable texture material */
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
if (data->shadeless) {
glColor3f(1.0f, 1.0f, 1.0f);
memset(gattribs, 0, sizeof(*gattribs));
}
else {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
/* disable texture */
glDisable(GL_TEXTURE_2D);
glDisable(GL_COLOR_MATERIAL);
/* draw single color */
/* enable solid material */
GPU_object_material_bind(mat_nr, attribs);
}
}
@ -1140,17 +1150,11 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Mesh *me = ob->data;
if ((v3d->flag2 & V3D_SHADELESS_TEX) &&
((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)))
{
glColor3f(1.0f, 1.0f, 1.0f);
}
else {
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
}
bool shadeless = ((v3d->flag2 & V3D_SHADELESS_TEX) &&
((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)));
bool two_sided_lighting = (me->flag & ME_TWOSIDED) != 0;
TexMatCallback data = {scene, ob, me, dm};
TexMatCallback data = {scene, ob, me, dm, shadeless, two_sided_lighting};
bool (*set_face_cb)(void *, int);
bool picking = (G.f & G_PICKSEL) != 0;
@ -1174,13 +1178,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
set_face_cb, &data);
}
else {
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* draw textured */
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
dm->drawMappedFacesMat(dm,
tex_mat_set_texture_cb,
set_face_cb, &data);
@ -1189,11 +1187,11 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
GPU_end_object_materials();
/* reset opengl state */
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glDisable(GL_LIGHTING);
GPU_end_object_materials();
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
glBindTexture(GL_TEXTURE_2D, 0);
glFrontFace(GL_CCW);
glMatrixMode(GL_TEXTURE);
@ -1210,25 +1208,15 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
/* Vertex Paint and Weight Paint */
static void draw_mesh_paint_light_begin(void)
{
const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
GPU_object_material_bind(0, NULL);
/* but set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
/* get material diffuse color from vertex colors but set default spec */
const float specular[3] = {0.47f, 0.47f, 0.47f};
GPU_simple_shader_colors(NULL, specular, 35, 1.0f);
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
static void draw_mesh_paint_light_end(void)
{
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_object_material_unbind();
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,

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@ -89,6 +89,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_select.h"
#include "GPU_simple_shader.h"
#include "ED_mesh.h"
#include "ED_particle.h"
@ -1692,8 +1693,6 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
v3d->bundle_size / 0.05f / camera_size[2]);
if (v3d->drawtype == OB_WIRE) {
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected && (track->flag & TRACK_CUSTOMCOLOR) == 0) {
glColor3ubv(ob_wire_col);
@ -1704,8 +1703,6 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
else if (v3d->drawtype > OB_WIRE) {
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
@ -1716,13 +1713,11 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
}
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
draw_bundle_sphere();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLineWidth(1.0f);
}
@ -1734,8 +1729,6 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
draw_bundle_sphere();
}
else {
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected) {
glColor3ubv(ob_wire_col);
@ -1747,8 +1740,6 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
}
@ -1776,7 +1767,6 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
MovieReconstructedCamera *camera = reconstruction->cameras;
int a = 0;
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_CAMERA_PATH);
glLineWidth(2.0f);
@ -1787,7 +1777,6 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glEnd();
glLineWidth(1.0f);
glEnable(GL_LIGHTING);
}
}
}
@ -1811,9 +1800,9 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return;
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
GPU_simple_shader_colors(NULL, NULL, 0, 1.0f);
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
glShadeModel(GL_SMOOTH);
tracking_object = tracking->objects.first;
@ -1826,8 +1815,7 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
/* restore */
glShadeModel(GL_FLAT);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
@ -2135,7 +2123,6 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
/* camera frame */
@ -3815,17 +3802,12 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
}
}
else {
/* 3 floats for position,
* 3 for normal and times two because the faces may actually be quads instead of triangles */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, GPU_object_material_bind, NULL, me->edit_btmesh, DM_DRAW_SKIP_HIDDEN | DM_DRAW_NEED_NORMALS);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GPU_object_material_unbind();
}
/* Setup for drawing wire over, disable zbuffer
@ -4004,13 +3986,13 @@ static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
glDepthMask(0);
/* if transparent, we cannot draw the edges for solid select... edges have no material info.
* drawFacesSolid() doesn't draw the transparent faces */
/* if transparent, we cannot draw the edges for solid select... edges
* have no material info. GPU_object_material_visible will skip the
* transparent faces */
if (ob->dtx & OB_DRAWTRANSP) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_visible);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GPU_object_material_unbind();
}
else {
dm->drawEdges(dm, 0, 1);
@ -4156,9 +4138,10 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* for object selection draws no shade */
if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
GPU_object_material_unbind();
}
else {
const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
const float specular[3] = {0.47f, 0.47f, 0.47f};
/* draw outline */
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
@ -4173,21 +4156,13 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* materials arent compatible with vertex colors */
GPU_end_object_materials();
GPU_object_material_bind(0, NULL);
/* set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
/* set default specular */
GPU_simple_shader_colors(NULL, specular, 35, 1.0f);
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS | DM_DRAW_NEED_NORMALS);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_object_material_unbind();
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
}
else {
@ -4202,9 +4177,6 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
draw_mesh_object_outline(v3d, ob, dm);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (ob->sculpt && (p = BKE_paint_get_active(scene))) {
@ -4225,12 +4197,9 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
else
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
GPU_object_material_unbind();
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GPU_object_material_unbind();
if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
@ -4534,7 +4503,6 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
if (lb == NULL) return;
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
if (ob->type == OB_MBALL) { /* mball always smooth shaded */
@ -4551,8 +4519,6 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
if (ob->type == OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0)
glColor3ubv(ob_wire_col);
@ -4563,16 +4529,12 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
for (nr = dl->nr; nr; nr--, data += 3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_POLY:
if (ob->type == OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
/* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
//glVertexPointer(3, GL_FLOAT, 0, dl->verts);
//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
@ -4581,8 +4543,6 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
for (nr = dl->nr; nr; nr--, data += 3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_SURF:
@ -4637,8 +4597,9 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
GPU_object_material_unbind();
}
static void drawCurveDMWired(Object *ob)
@ -4665,11 +4626,8 @@ static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d,
int glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
if (!glsl) {
glEnable(GL_LIGHTING);
if (!glsl)
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
glDisable(GL_LIGHTING);
}
else
dm->drawFacesGLSL(dm, GPU_object_material_bind);
@ -5503,19 +5461,10 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glEnableClientState(GL_COLOR_ARRAY);
}
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
// XXX test
GPU_simple_shader_colors(NULL, NULL, 0.0f, 1.0f);
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
#if 0
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_WIRE);
}
#endif
if (totchild && (part->draw & PART_DRAW_PARENT) == 0)
totpart = 0;
@ -5546,8 +5495,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (part->draw & PART_DRAW_GUIDE_HAIRS) {
DerivedMesh *hair_dm = psys->hair_out_dm;
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
@ -5591,8 +5538,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glEnd();
}
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_NORMAL_ARRAY);
if ((dflag & DRAW_CONSTCOLOR) == 0)
if (part->draw_col == PART_DRAW_COL_MAT)
@ -5607,8 +5552,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
int *res = clmd->hair_grid_res;
int i;
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
@ -5663,8 +5606,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glEnd();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_NORMAL_ARRAY);
if ((dflag & DRAW_CONSTCOLOR) == 0)
if (part->draw_col == PART_DRAW_COL_MAT)
@ -5695,7 +5636,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (1) { //ob_dt > OB_WIRE) {
if (part->draw_col == PART_DRAW_COL_MAT)
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_COLOR_MATERIAL);
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
if (cdata2) {
@ -5756,11 +5697,8 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (pdd->ndata && ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, pdd->ndata);
glEnable(GL_LIGHTING);
}
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_LIGHTING);
GPU_simple_shader_colors(NULL, NULL, 0.0f, 1.0f);
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
@ -5792,7 +5730,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* 7. */
glDisable(GL_LIGHTING);
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
@ -5867,14 +5805,10 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
if (pset->brushtype == PE_BRUSH_WEIGHT) {
if (pset->brushtype == PE_BRUSH_WEIGHT)
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
}
cache = edit->pathcache;
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
@ -5987,8 +5921,6 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
}
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
@ -8664,7 +8596,6 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
glEnable(GL_LIGHTING);
if (dm) {
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
@ -8673,7 +8604,7 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
else if (edm)
edm->drawMappedFaces(edm, NULL, GPU_object_material_bind, NULL, NULL, DM_DRAW_NEED_NORMALS);
glDisable(GL_LIGHTING);
GPU_object_material_unbind();
}
if (edm) edm->release(edm);

View File

@ -3309,9 +3309,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
float winmat[4][4];
if (own_ofs) {
/* state changes make normal drawing go weird otherwise */
glPushAttrib(GL_LIGHTING_BIT);
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
if (ofs == NULL) {

View File

@ -73,6 +73,7 @@ bool GPU_object_materials_check(void);
int GPU_object_material_bind(int nr, void *attribs);
void GPU_object_material_unbind(void);
int GPU_object_material_visible(int nr, void *attribs);
void GPU_begin_dupli_object(struct DupliObject *dob);
void GPU_end_dupli_object(void);

View File

@ -57,6 +57,7 @@
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_simple_shader.h"
#include "bmesh.h"
@ -1016,19 +1017,6 @@ struct GPU_PBVH_Buffers {
float diffuse_color[4];
};
static void gpu_colors_enable(void)
{
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_COLOR_ARRAY);
}
static void gpu_colors_disable(void)
{
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_COLOR_ARRAY);
}
static float gpu_color_from_mask(float mask)
{
return 1.0f - mask * 0.75f;
@ -1849,10 +1837,15 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
if (buffers->vert_buf) {
char *base = NULL;
char *index_base = NULL;
int bound_options = 0;
glEnableClientState(GL_VERTEX_ARRAY);
if (!wireframe) {
glEnableClientState(GL_NORMAL_ARRAY);
gpu_colors_enable();
glEnableClientState(GL_COLOR_ARRAY);
/* weak inspection of bound options, should not be necessary ideally */
bound_options = GPU_simple_shader_bound_options();
GPU_simple_shader_bind(bound_options | GPU_SHADER_USE_COLOR);
}
GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
@ -1931,7 +1924,8 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
glDisableClientState(GL_VERTEX_ARRAY);
if (!wireframe) {
glDisableClientState(GL_NORMAL_ARRAY);
gpu_colors_disable();
glDisableClientState(GL_COLOR_ARRAY);
GPU_simple_shader_bind(bound_options);
}
}
}
@ -2047,8 +2041,6 @@ void GPU_init_draw_pbvh_BB(void)
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_BLEND);
}

View File

@ -1401,9 +1401,10 @@ void GPU_free_images_old(void)
/* OpenGL state caching for materials */
typedef struct GPUMaterialFixed {
float diff[4];
float spec[4];
float diff[3];
float spec[3];
int hard;
float alpha;
} GPUMaterialFixed;
static struct GPUMaterialState {
@ -1446,20 +1447,18 @@ static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat,
{
if (bmat->mode & MA_SHLESS) {
copy_v3_v3(smat->diff, &bmat->r);
smat->diff[3] = 1.0;
if (gamma)
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
zero_v4(smat->spec);
zero_v3(smat->spec);
smat->alpha = 1.0f;
smat->hard = 0;
}
else if (new_shading_nodes) {
copy_v3_v3(smat->diff, &bmat->r);
smat->diff[3] = 1.0;
copy_v3_v3(smat->spec, &bmat->specr);
smat->spec[3] = 1.0;
smat->alpha = 1.0f;
smat->hard = CLAMPIS(bmat->har, 0, 128);
if (dimdown) {
@ -1474,14 +1473,13 @@ static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat,
}
else {
mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
smat->diff[3] = 1.0; /* caller may set this to bmat->alpha */
if (bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->spec[3] = 1.0; /* always 1 */
smat->hard= CLAMPIS(bmat->har, 0, 128);
smat->hard = CLAMPIS(bmat->har, 1, 128);
smat->alpha = 1.0f;
if (gamma) {
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
@ -1651,11 +1649,11 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes, false);
if (GMS.use_alpha_pass && ((ma->mode & MA_TRANSP) || (new_shading_nodes && ma->alpha != 1.0f))) {
GMS.matbuf[a].diff[3] = ma->alpha;
GMS.matbuf[a].alpha = ma->alpha;
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
}
else {
GMS.matbuf[a].diff[3] = 1.0f;
GMS.matbuf[a].alpha = 1.0f;
alphablend = GPU_BLEND_SOLID;
}
}
@ -1712,19 +1710,17 @@ int GPU_object_material_bind(int nr, void *attribs)
/* no GPU_begin_object_materials, use default material */
if (!GMS.matbuf) {
float diff[4], spec[4];
memset(&GMS, 0, sizeof(GMS));
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
diff[3] = 1.0;
float diffuse[3], specular[3];
mul_v3_v3fl(diffuse, &defmaterial.r, defmaterial.ref + defmaterial.emit);
mul_v3_v3fl(specular, &defmaterial.specr, defmaterial.spec);
GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
spec[3] = 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
if (GMS.two_sided_lighting)
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
else
GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
return 0;
}
@ -1801,9 +1797,13 @@ int GPU_object_material_bind(int nr, void *attribs)
}
else {
/* or do fixed function opengl material */
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
GPU_simple_shader_colors(GMS.matbuf[nr].diff,
GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
if (GMS.two_sided_lighting)
GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
else
GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
}
/* set (alpha) blending mode */
@ -1813,6 +1813,31 @@ int GPU_object_material_bind(int nr, void *attribs)
return GMS.lastretval;
}
int GPU_object_material_visible(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
int visible;
if (!GMS.matbuf)
return 0;
if (gattribs)
memset(gattribs, 0, sizeof(*gattribs));
if (nr>=GMS.totmat)
nr = 0;
if (GMS.use_alpha_pass) {
visible = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
if (GMS.is_alpha_pass)
visible = !visible;
}
else
visible = !GMS.is_alpha_pass;
return visible;
}
void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
@ -1840,6 +1865,8 @@ void GPU_object_material_unbind(void)
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
GMS.gboundmat = NULL;
}
else
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
}
@ -1855,7 +1882,8 @@ void GPU_material_diffuse_get(int nr, float diff[4])
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
}
else {
copy_v4_v4(diff, GMS.matbuf[nr].diff);
copy_v3_v3(diff, GMS.matbuf[nr].diff);
diff[3] = GMS.matbuf[nr].alpha;
}
}
@ -1941,9 +1969,6 @@ int GPU_default_lights(void)
GPU_simple_shader_light_set(a, NULL);
}
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
return count;
}
@ -2066,6 +2091,7 @@ void GPU_state_init(void)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
GPU_default_lights();
@ -2125,6 +2151,8 @@ void GPU_state_init(void)
glDisable(GL_CULL_FACE);
gpu_multisample(false);
GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
}
#ifdef WITH_OPENSUBDIV