Cleanup: remove unused basic shader, we use many specialized shaders now.

This commit is contained in:
Brecht Van Lommel 2018-08-14 19:56:43 +02:00
parent 26812a185f
commit a3c9f4de70
Notes: blender-bot 2023-02-13 11:59:32 +01:00
Referenced by commit 6ca48a523a, Fix gpu building after cleanup
12 changed files with 0 additions and 939 deletions

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@ -53,7 +53,6 @@
#include "interface_intern.h"
#include "GPU_basic_shader.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_immediate.h"

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@ -48,7 +48,6 @@
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"

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@ -95,7 +95,6 @@
#include "GPU_draw.h"
#include "GPU_select.h"
#include "GPU_basic_shader.h"
#include "GPU_shader.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"

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@ -58,7 +58,6 @@ set(INC_SYS
set(SRC
intern/gpu_attr_binding.c
intern/gpu_basic_shader.c
intern/gpu_batch.c
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
@ -98,9 +97,6 @@ set(SRC
shaders/gpu_shader_material.glsl
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
shaders/gpu_shader_sep_gaussian_blur_vert.glsl
shaders/gpu_shader_basic_frag.glsl
shaders/gpu_shader_basic_vert.glsl
shaders/gpu_shader_basic_geom.glsl
shaders/gpu_shader_vertex.glsl
shaders/gpu_shader_vsm_store_frag.glsl
shaders/gpu_shader_vsm_store_vert.glsl
@ -110,7 +106,6 @@ set(SRC
shaders/gpu_shader_smoke_vert.glsl
GPU_attr_binding.h
GPU_basic_shader.h
GPU_batch.h
GPU_buffers.h
GPU_common.h
@ -252,9 +247,6 @@ data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_basic_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)

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@ -1,133 +0,0 @@
/*
* ***** 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_basic_shader.h
* \ingroup gpu
*/
#ifndef __GPU_BASIC_SHADER_H__
#define __GPU_BASIC_SHADER_H__
#include "BLI_utildefines.h"
#include "GPU_glew.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Fixed Function Shader */
typedef enum GPUBasicShaderOption {
GPU_SHADER_USE_COLOR = (1 << 0), /* use glColor, for lighting it replaces diffuse */
GPU_SHADER_LIGHTING = (1 << 1), /* use lighting */
GPU_SHADER_TWO_SIDED = (1 << 2), /* flip normals towards viewer */
GPU_SHADER_TEXTURE_2D = (1 << 3), /* use 2D texture to replace diffuse color */
GPU_SHADER_TEXTURE_RECT = (1 << 4), /* same as GPU_SHADER_TEXTURE_2D, for GL_TEXTURE_RECTANGLE */
GPU_SHADER_SOLID_LIGHTING = (1 << 5), /* use faster lighting (set automatically) */
GPU_SHADER_STIPPLE = (1 << 6), /* use stipple */
GPU_SHADER_LINE = (1 << 7), /* draw lines */
GPU_SHADER_FLAT_NORMAL = (1 << 8), /* use flat normals */
GPU_SHADER_OPTIONS_NUM = 9,
GPU_SHADER_OPTION_COMBINATIONS = (1 << GPU_SHADER_OPTIONS_NUM)
} GPUBasicShaderOption;
/* Keep these in sync with gpu_shader_basic_frag.glsl */
typedef enum GPUBasicShaderStipple {
GPU_SHADER_STIPPLE_HALFTONE = 0,
GPU_SHADER_STIPPLE_QUARTTONE = 1,
GPU_SHADER_STIPPLE_CHECKER_8PX = 2,
GPU_SHADER_STIPPLE_HEXAGON = 3,
GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
} GPUBasicShaderStipple;
void GPU_basic_shaders_init(void);
void GPU_basic_shaders_exit(void);
void GPU_basic_shader_bind(int options);
void GPU_basic_shader_bind_enable(int options);
void GPU_basic_shader_bind_disable(int options);
int GPU_basic_shader_bound_options(void);
/* Only use for small blocks of code that don't support glsl shader. */
#define GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options) \
if (GPU_basic_shader_use_glsl_get()) { \
if ((bound_options = GPU_basic_shader_bound_options())) { \
GPU_basic_shader_bind(0); \
} \
} \
else { bound_options = 0; } ((void)0)
#define GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options) \
if (GPU_basic_shader_use_glsl_get()) { \
if (bound_options) { \
GPU_basic_shader_bind(bound_options); \
} \
} ((void)0)
void GPU_basic_shader_colors(
const float diffuse[3], const float specular[3],
int shininess, float alpha);
/* Fixed Function Lighting */
typedef enum GPULightType {
GPU_LIGHT_POINT,
GPU_LIGHT_SPOT,
GPU_LIGHT_SUN
} GPULightType;
typedef struct GPULightData {
GPULightType type;
float position[3];
float direction[3];
float diffuse[3];
float specular[3];
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_cutoff;
float spot_exponent;
} GPULightData;
void GPU_basic_shader_light_set(int light_num, GPULightData *light);
void GPU_basic_shader_light_set_viewer(bool local);
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern);
void GPU_basic_shader_line_width(float line_width);
#ifdef __cplusplus
}
#endif
#endif

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@ -1,350 +0,0 @@
/*
* ***** 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_basic_shader.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 "BLI_math.h"
#include "BLI_utildefines.h"
#include "GPU_basic_shader.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
/* State */
static struct {
GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
int bound_options;
int lights_enabled;
int lights_directional;
float line_width;
GLint viewport[4];
} GPU_MATERIAL_STATE;
/* Stipple patterns */
/* ******************************************** */
const GLubyte stipple_halftone[128] = {
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
};
const GLubyte stipple_quarttone[128] = {
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
};
const GLubyte stipple_diag_stripes_pos[128] = {
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
};
const GLubyte stipple_diag_stripes_neg[128] = {
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
};
const GLubyte stipple_checker_8px[128] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
};
const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
};
/* ********************************************* */
/* Init / exit */
void GPU_basic_shaders_init(void)
{
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
}
void GPU_basic_shaders_exit(void)
{
int i;
for (i = 0; i < GPU_SHADER_OPTION_COMBINATIONS; i++)
if (GPU_MATERIAL_STATE.cached_shaders[i])
GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]);
}
/* Shader lookup / create */
static bool solid_compatible_lighting(void)
{
int enabled = GPU_MATERIAL_STATE.lights_enabled;
int directional = GPU_MATERIAL_STATE.lights_directional;
/* more than 3 lights? */
if (enabled >= (1 << 3))
return false;
/* all directional? */
return ((directional & enabled) == enabled);
}
static GPUShader *gpu_basic_shader(int options)
{
/* glsl code */
extern char datatoc_gpu_shader_basic_vert_glsl[];
extern char datatoc_gpu_shader_basic_frag_glsl[];
extern char datatoc_gpu_shader_basic_geom_glsl[];
char *geom_glsl = NULL;
GPUShader *shader;
/* detect if we can do faster lighting for solid draw mode */
if (options & GPU_SHADER_LIGHTING)
if (solid_compatible_lighting())
options |= GPU_SHADER_SOLID_LIGHTING;
/* cached shaders */
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_SHADER_OPTIONS_NUM] = "";
if (options & GPU_SHADER_USE_COLOR)
strcat(defines, "#define USE_COLOR\n");
if (options & GPU_SHADER_TWO_SIDED)
strcat(defines, "#define USE_TWO_SIDED\n");
if (options & (GPU_SHADER_TEXTURE_2D | GPU_SHADER_TEXTURE_RECT))
strcat(defines, "#define USE_TEXTURE\n");
if (options & GPU_SHADER_TEXTURE_RECT)
strcat(defines, "#define USE_TEXTURE_RECTANGLE\n");
if (options & GPU_SHADER_STIPPLE)
strcat(defines, "#define USE_STIPPLE\n");
if (options & GPU_SHADER_LINE) {
strcat(defines, "#define DRAW_LINE\n");
geom_glsl = datatoc_gpu_shader_basic_geom_glsl;
}
if (options & GPU_SHADER_FLAT_NORMAL)
strcat(defines, "#define USE_FLAT_NORMAL\n");
if (options & GPU_SHADER_SOLID_LIGHTING)
strcat(defines, "#define USE_SOLID_LIGHTING\n");
else if (options & GPU_SHADER_LIGHTING)
strcat(defines, "#define USE_SCENE_LIGHTING\n");
shader = GPU_shader_create(
datatoc_gpu_shader_basic_vert_glsl,
datatoc_gpu_shader_basic_frag_glsl,
geom_glsl,
NULL,
defines,
__func__);
if (shader) {
/* set texture map to first texture unit */
if (options & (GPU_SHADER_TEXTURE_2D | GPU_SHADER_TEXTURE_RECT)) {
GPU_shader_bind(shader);
glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
GPU_shader_unbind();
}
GPU_MATERIAL_STATE.cached_shaders[options] = shader;
}
else
GPU_MATERIAL_STATE.failed_shaders[options] = true;
}
return shader;
}
static void gpu_basic_shader_uniform_autoset(GPUShader *shader, int options)
{
if (options & GPU_SHADER_LINE) {
glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]);
glUniform4iv(GPU_shader_get_uniform(shader, "viewport"), 1, &GPU_MATERIAL_STATE.viewport[0]);
glUniform1f(GPU_shader_get_uniform(shader, "line_width"), GPU_MATERIAL_STATE.line_width);
}
}
/* Bind / unbind */
void GPU_basic_shader_bind(int options)
{
if (options) {
GPUShader *shader = gpu_basic_shader(options);
if (shader) {
GPU_shader_bind(shader);
gpu_basic_shader_uniform_autoset(shader, options);
}
}
else {
GPU_shader_unbind();
}
GPU_MATERIAL_STATE.bound_options = options;
}
void GPU_basic_shader_bind_enable(int options)
{
GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options | options);
}
void GPU_basic_shader_bind_disable(int options)
{
GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options & ~options);
}
int GPU_basic_shader_bound_options(void)
{
/* ideally this should disappear, anything that uses this is making fragile
* assumptions that the basic shader is bound and not another shader */
return GPU_MATERIAL_STATE.bound_options;
}
/* Material Colors */
void GPU_basic_shader_colors(
const float diffuse[3], const float specular[3],
int shininess, float alpha)
{
UNUSED_VARS(diffuse, specular, shininess, alpha);
return;
}
void GPU_basic_shader_light_set(int light_num, GPULightData *light)
{
UNUSED_VARS(light_num, light);
return;
}
void GPU_basic_shader_light_set_viewer(bool local)
{
UNUSED_VARS(local);
return;
}
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
{
glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
}
void GPU_basic_shader_line_width(float line_width)
{
GPU_MATERIAL_STATE.line_width = line_width;
if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
}
}
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
{
glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
}

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@ -71,7 +71,6 @@
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "GPU_basic_shader.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"

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@ -38,7 +38,6 @@
#include "BKE_global.h"
#include "GPU_basic_shader.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_texture.h"
@ -259,12 +258,10 @@ void gpu_extensions_init(void)
GPU_invalid_tex_init();
GPU_basic_shaders_init();
}
void gpu_extensions_exit(void)
{
GPU_basic_shaders_exit();
GPU_invalid_tex_free();
}

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@ -30,7 +30,6 @@
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"

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@ -1,265 +0,0 @@
/* Options:
*
* USE_COLOR: use glColor for diffuse colors
* USE_TEXTURE: use texture for diffuse colors
* USE_TEXTURE_RECTANGLE: use GL_TEXTURE_RECTANGLE instead of GL_TEXTURE_2D
* USE_SCENE_LIGHTING: use lights (up to 8)
* USE_SOLID_LIGHTING: assume 3 directional lights for solid draw mode
* USE_TWO_SIDED: flip normal towards viewer
* NO_SPECULAR: use specular component
*/
#define NUM_SOLID_LIGHTS 3
#define NUM_SCENE_LIGHTS 8
/* Keep these in sync with GPU_basic_shader.h */
#define STIPPLE_HALFTONE 0
#define STIPPLE_QUARTTONE 1
#define STIPPLE_CHECKER_8PX 2
#define STIPPLE_HEXAGON 3
#define STIPPLE_DIAG_STRIPES 4
#define STIPPLE_DIAG_STRIPES_SWAP 5
#ifndef NO_SPECULAR
uniform mat4 ProjectionMatrix;
#endif
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
varying vec3 eyespace_vert_pos;
#else
varying vec3 varying_normal;
#endif
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
varying vec4 varying_vertex_color;
#endif
#ifdef USE_TEXTURE
#ifdef USE_TEXTURE_RECTANGLE
#define sampler2D_default sampler2DRect
#define texture2D_default texture2DRect
#else
#define sampler2D_default sampler2D
#define texture2D_default texture2D
#endif
varying vec2 varying_texture_coord;
uniform sampler2D_default texture_map;
#endif
#ifdef USE_STIPPLE
uniform int stipple_id;
#if defined(DRAW_LINE)
varying float t;
uniform int stipple_pattern;
#endif
#endif
void main()
{
#if defined(USE_STIPPLE)
#if defined(DRAW_LINE)
/* GLSL 1.3 */
if (!bool((1 << int(mod(t, 16))) & stipple_pattern))
discard;
#else
/* We have to use mod function and integer casting.
* This can be optimized further with the bitwise operations
* when GLSL 1.3 is supported. */
if (stipple_id == STIPPLE_HALFTONE) {
int result = int(mod(gl_FragCoord.x + gl_FragCoord.y, 2));
bool dis = result == 0;
if (dis)
discard;
}
else if (stipple_id == STIPPLE_QUARTTONE) {
int mody = int(mod(gl_FragCoord.y, 4));
int modx = int(mod(gl_FragCoord.x, 4));
if (mody == 0) {
if (modx != 2)
discard;
}
else if (mody == 2) {
if (modx != 0)
discard;
}
else
discard;
}
else if (stipple_id == STIPPLE_CHECKER_8PX) {
int result = int(mod(int(gl_FragCoord.x) / 8 + int(gl_FragCoord.y) / 8, 2));
if (result != 0)
discard;
}
else if (stipple_id == STIPPLE_DIAG_STRIPES) {
int mody = int(mod(gl_FragCoord.y, 16));
int modx = int(mod(gl_FragCoord.x, 16));
if ((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx)
discard;
}
else if (stipple_id == STIPPLE_DIAG_STRIPES_SWAP) {
int mody = int(mod(gl_FragCoord.y, 16));
int modx = int(mod(gl_FragCoord.x, 16));
if (!((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx))
discard;
}
else if (stipple_id == STIPPLE_HEXAGON) {
int mody = int(mod(gl_FragCoord.y, 2));
int modx = int(mod(gl_FragCoord.x, 4));
if (mody != 0) {
if (modx != 1)
discard;
}
else {
if (modx != 3)
discard;
}
}
#endif /* !DRAW_LINE */
#endif /* USE_STIPPLE */
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
/* compute normal */
#if defined(USE_FLAT_NORMAL)
vec3 N = normalize(cross(dFdx(eyespace_vert_pos), dFdy(eyespace_vert_pos)));
#else
vec3 N = normalize(varying_normal);
#endif
#ifdef USE_TWO_SIDED
if (!gl_FrontFacing)
N = -N;
#endif
/* compute diffuse and specular lighting */
vec3 L_diffuse = vec3(0.0);
#ifndef NO_SPECULAR
vec3 L_specular = vec3(0.0);
#endif
#ifdef USE_SOLID_LIGHTING
/* assume 3 directional lights */
for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
vec3 light_direction = gl_LightSource[i].position.xyz;
/* diffuse light */
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse * diffuse_bsdf;
#ifndef NO_SPECULAR
/* specular light */
vec3 light_specular = gl_LightSource[i].specular.rgb;
vec3 H = gl_LightSource[i].halfVector.xyz;
float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
L_specular += light_specular * specular_bsdf;
#endif
}
#else
/* all 8 lights, makes no assumptions, potentially slow */
#ifndef NO_SPECULAR
/* view vector computation, depends on orthographics or perspective */
vec3 V = (ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0);
#endif
for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {
/* todo: this is a slow check for disabled lights */
if (gl_LightSource[i].specular.a == 0.0)
continue;
float intensity = 1.0;
vec3 light_direction;
if (gl_LightSource[i].position.w == 0.0) {
/* directional light */
light_direction = gl_LightSource[i].position.xyz;
}
else {
/* point light */
vec3 d = gl_LightSource[i].position.xyz - varying_position;
light_direction = normalize(d);
/* spot light cone */
if (gl_LightSource[i].spotCutoff < 90.0) {
float cosine = max(dot(light_direction, -gl_LightSource[i].spotDirection), 0.0);
intensity = pow(cosine, gl_LightSource[i].spotExponent);
intensity *= step(gl_LightSource[i].spotCosCutoff, cosine);
}
/* falloff */
float distance = length(d);
intensity /= gl_LightSource[i].constantAttenuation +
gl_LightSource[i].linearAttenuation * distance +
gl_LightSource[i].quadraticAttenuation * distance * distance;
}
/* diffuse light */
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse * diffuse_bsdf * intensity;
#ifndef NO_SPECULAR
/* specular light */
vec3 light_specular = gl_LightSource[i].specular.rgb;
vec3 H = normalize(light_direction - V);
float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
L_specular += light_specular * specular_bsdf * intensity;
#endif
}
#endif
/* compute diffuse color, possibly from texture or vertex colors */
float alpha;
#if defined(USE_TEXTURE) && defined(USE_COLOR)
vec4 texture_color = texture2D_default(texture_map, varying_texture_coord);
L_diffuse *= texture_color.rgb * varying_vertex_color.rgb;
alpha = texture_color.a * varying_vertex_color.a;
#elif defined(USE_TEXTURE)
vec4 texture_color = texture2D_default(texture_map, varying_texture_coord);
L_diffuse *= texture_color.rgb;
alpha = texture_color.a;
#elif defined(USE_COLOR)
L_diffuse *= varying_vertex_color.rgb;
alpha = varying_vertex_color.a;
#else
L_diffuse *= gl_FrontMaterial.diffuse.rgb;
alpha = gl_FrontMaterial.diffuse.a;
#endif
/* sum lighting */
vec3 L = gl_FrontLightModelProduct.sceneColor.rgb + L_diffuse;
#ifndef NO_SPECULAR
L += L_specular * gl_FrontMaterial.specular.rgb;
#endif
/* write out fragment color */
gl_FragColor = vec4(L, alpha);
#else
/* no lighting */
#if defined(USE_TEXTURE) && defined(USE_COLOR)
gl_FragColor = texture2D_default(texture_map, varying_texture_coord) * varying_vertex_color;
#elif defined(USE_TEXTURE)
gl_FragColor = texture2D_default(texture_map, varying_texture_coord);
#elif defined(USE_COLOR)
gl_FragColor = varying_vertex_color;
#else
gl_FragColor = gl_FrontMaterial.diffuse;
#endif
#endif
}

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@ -1,100 +0,0 @@
/*
* Used the implementation of wide lines of Timo Suoranta (http://neure.dy.fi/wideline.html)
*/
#define PASSTHROUGH 0
layout(lines) in;
#if defined(DRAW_LINE)
#if PASSTHROUGH
layout(line_strip, max_vertices = 10) out;
#else
layout(triangle_strip, max_vertices = 6) out;
#endif
out float t;
in vec4 varying_vertex_color_line[];
out vec4 varying_vertex_color;
uniform ivec4 viewport;
uniform float line_width;
uniform int stipple_factor;
void main(void)
{
vec2 window_size = viewport.zw;
vec4 start = gl_in[0].gl_Position;
vec4 end = gl_in[1].gl_Position;
#if PASSTHROUGH
gl_Position = start; EmitVertex();
gl_Position = end; EmitVertex();
EndPrimitive();
return;
#endif
/* t = 0 t = ~(len(end - start) + 2*line_width)
* A-------------------------------------B
* | | | |
* | side | |
* | | | |
* |--axis--*start--------------*end-----|
* | | | |
* | | | |
* | | | |
* D-------------------------------------C
*/
/* Clip the line before homogenization.
* Compute line start and end distances to nearplane in clipspace
* Distances are t0 = dot(start, plane) and t1 = dot(end, plane)
*/
float t0 = start.z + start.w;
float t1 = end.z + end.w;
if (t0 < 0.0) {
if (t1 < 0.0) {
return;
}
start = mix(start, end, (0 - t0) / (t1 - t0));
}
if (t1 < 0.0) {
end = mix(start, end, (0 - t0) / (t1 - t0));
}
/* Compute line axis and side vector in screen space */
vec2 startInNDC = start.xy / start.w; /* clip to NDC: homogenize and drop z */
vec2 endInNDC = end.xy / end.w;
vec2 lineInNDC = endInNDC - startInNDC;
vec2 lineInScreen = lineInNDC * window_size; /* ndc to screen (direction vector) */
vec2 axisInScreen = normalize(lineInScreen);
vec2 sideInScreen = vec2(-axisInScreen.y, axisInScreen.x); /* rotate */
vec2 axisInNDC = axisInScreen / window_size; /* screen to NDC */
vec2 sideInNDC = sideInScreen / window_size;
vec4 axis = vec4(axisInNDC, 0.0, 0.0) * line_width; /* NDC to clip (delta vector) */
vec4 side = vec4(sideInNDC, 0.0, 0.0) * line_width;
vec4 A = (start + (side - axis) * start.w);
vec4 B = (end + (side + axis) * end.w);
vec4 C = (end - (side - axis) * end.w);
vec4 D = (start - (side + axis) * start.w);
/* There is no relation between lines yet */
/* TODO Pass here t0 to make continuous pattern. */
t0 = 0;
t1 = (length(lineInScreen) + 2 * line_width) / (2 * line_width * stipple_factor);
gl_Position = A; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
gl_Position = D; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
gl_Position = B; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
gl_Position = C; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
EndPrimitive();
}
#else
void main(void)
{
}
#endif

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@ -1,75 +0,0 @@
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat3 NormalMatrix;
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
varying vec3 eyespace_vert_pos;
#else
varying vec3 varying_normal;
#endif
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
#ifdef DRAW_LINE
varying vec4 varying_vertex_color_line;
#else
varying vec4 varying_vertex_color;
#endif
#endif
#ifdef USE_TEXTURE
varying vec2 varying_texture_coord;
#endif
#ifdef CLIP_WORKAROUND
varying float gl_ClipDistance[6];
#endif
void main()
{
vec4 co = ModelViewMatrix * gl_Vertex;
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if !defined(USE_FLAT_NORMAL)
varying_normal = normalize(NormalMatrix * gl_Normal);
#endif
#if defined(USE_FLAT_NORMAL)
/* transform vertex into eyespace */
eyespace_vert_pos = (ModelViewMatrix * gl_Vertex).xyz;
#endif
#ifndef USE_SOLID_LIGHTING
varying_position = co.xyz;
#endif
#endif
gl_Position = ProjectionMatrix * co;
#ifdef CLIP_WORKAROUND
int i;
for (i = 0; i < 6; i++)
gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
#elif !defined(GPU_ATI)
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA
// graphic cards, while on ATI it can cause a software fallback.
gl_ClipVertex = co;
#endif
#ifdef USE_COLOR
#ifdef DRAW_LINE
varying_vertex_color_line = gl_Color;
#else
varying_vertex_color = gl_Color;
#endif
#endif
#ifdef USE_TEXTURE
varying_texture_coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#endif
}