[Bf-blender-cvs] [0e0dd33] soc-2014-viewport_context: Revert "missing semicolon"

Jason Wilkins noreply at git.blender.org
Sat Aug 2 14:05:36 CEST 2014


Commit: 0e0dd33e4c656e0de49ae81ad939d12273b1ad1f
Author: Jason Wilkins
Date:   Sat Aug 2 07:03:15 2014 -0500
Branches: soc-2014-viewport_context
https://developer.blender.org/rB0e0dd33e4c656e0de49ae81ad939d12273b1ad1f

Revert "missing semicolon"

This reverts commit 1053539f4dbe4ee83a6c689b0d385f0bf42a386d.

===================================================================

M	intern/glew-mx/glew-mx.h
A	source/blender/gpu/GPU_simple_shader.h
A	source/blender/gpu/intern/gpu_simple_shader.c
A	source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
A	source/blender/gpu/shaders/gpu_shader_simple_vert.glsl

===================================================================

diff --git a/intern/glew-mx/glew-mx.h b/intern/glew-mx/glew-mx.h
index cf90870..6da80fc 100644
--- a/intern/glew-mx/glew-mx.h
+++ b/intern/glew-mx/glew-mx.h
@@ -96,7 +96,7 @@ void       mxMakeCurrentContext(MXContext *ctx);
 void       mxDestroyContext    (MXContext *ctx);
 
 
-GLenum glew_chk(GLenum error, const char *file, int line, const char *text);
+GLenum glew_chk(GLenum error, const char *file, int line, const char *text)
 
 #ifndef NDEBUG
 #  define GLEW_CHK(x) glew_chk((x), __FILE__, __LINE__, #x)
diff --git a/source/blender/gpu/GPU_simple_shader.h b/source/blender/gpu/GPU_simple_shader.h
new file mode 100644
index 0000000..c8fb1f0
--- /dev/null
+++ b/source/blender/gpu/GPU_simple_shader.h
@@ -0,0 +1,89 @@
+/*
+ * ***** 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_simple_shader.h
+ *  \ingroup gpu
+ */
+
+#ifndef __GPU_SIMPLE_SHADER_H__
+#define __GPU_SIMPLE_SHADER_H__
+
+#include "BLI_utildefines.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Fixed Function Shader */
+
+typedef enum GPUSimpleShaderOption {
+	GPU_SHADER_OVERRIDE_DIFFUSE = (1<<0),   /* replace diffuse with glcolor */
+	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_SOLID_LIGHTING = (1<<4),     /* use faster lighting (set automatically) */
+	GPU_SHADER_OPTIONS_NUM = 5,
+	GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
+} GPUSimpleShaderOption;
+
+void GPU_simple_shaders_init(void);
+void GPU_simple_shaders_exit(void);
+
+void GPU_simple_shader_bind(int options);
+void GPU_simple_shader_unbind(void);
+
+void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
+	int shininess, float alpha);
+
+bool GPU_simple_shader_need_normals(void);
+
+/* Fixed Function Lighting */
+
+typedef struct GPULightData {
+	float position[4];
+	float diffuse[4];
+	float specular[4];
+
+	float constant_attenuation;
+	float linear_attenuation;
+	float quadratic_attenuation;
+
+	float spot_direction[3];
+	float spot_cutoff;
+	float spot_exponent;
+} GPULightData;
+
+void GPU_simple_shader_light_set(int light_num, GPULightData *light);
+void GPU_simple_shader_light_set_viewer(bool local);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_simple_shader.c
new file mode 100644
index 0000000..c0d7ebd
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_simple_shader.c
@@ -0,0 +1,282 @@
+/*
+ * ***** 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_simple_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 "GPU_glew.h"
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+
+#include "GPU_extensions.h"
+#include "GPU_simple_shader.h"
+
+/* State */
+
+// #define NUM_OPENGL_LIGHTS 8
+
+static struct {
+	GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
+	bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
+
+	bool need_normals;
+
+	int lights_enabled;
+	int lights_directional;
+} GPU_MATERIAL_STATE;
+
+/* Init / exit */
+
+void GPU_simple_shaders_init(void)
+{
+	memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
+}
+
+void GPU_simple_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);
+}
+
+#if 0
+static int detect_options()
+{
+	GLint two_sided;
+	int options = 0;
+
+	if (glIsEnabled(GL_TEXTURE_2D))
+		options |= GPU_SHADER_TEXTURE_2D;
+	if (glIsEnabled(GL_COLOR_MATERIAL))
+		options |= GPU_SHADER_OVERRIDE_DIFFUSE;
+
+	if (glIsEnabled(GL_LIGHTING))
+		options |= GPU_SHADER_LIGHTING;
+
+	glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided);
+	if (two_sided == GL_TRUE)
+		options |= GPU_SHADER_TWO_SIDED;
+	
+	return options;
+}
+#endif
+
+static GPUShader *gpu_simple_shader(int options)
+{
+	/* glsl code */
+	extern char datatoc_gpu_shader_simple_vert_glsl[];
+	extern char datatoc_gpu_shader_simple_frag_glsl[];
+	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_OVERRIDE_DIFFUSE)
+			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)
+			strcat(defines, "#define USE_TEXTURE\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_simple_vert_glsl,
+			datatoc_gpu_shader_simple_frag_glsl,
+			NULL, defines);
+		
+		if (shader) {
+			/* set texture map to first texture unit */
+			if (options & GPU_SHADER_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_simple_shader_bind(int options)
+{
+	if (GPU_glsl_support()) {
+		GPUShader *shader = gpu_simple_shader(options);
+
+		if (shader)
+			GPU_shader_bind(shader);
+	}
+	else {
+		// XXX where does this fit, depends on ortho/persp?
+
+		if (options & GPU_SHADER_LIGHTING)
+			glEnable(GL_LIGHTING);
+
+		if (options & GPU_SHADER_TWO_SIDED)
+			glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+
+		if (options & GPU_SHADER_OVERRIDE_DIFFUSE) {
+			glEnable(GL_COLOR_MATERIAL);
+			glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+		}
+
+		if (options & GPU_SHADER_TEXTURE_2D)
+			glEnable(GL_TEXTURE_2D);
+	}
+
+	/* temporary hack, should be solved outside of this file */
+	GPU_MATERIAL_STATE.need_normals = (options & GPU_SHADER_LIGHTING);
+}
+
+void GPU_simple_shader_unbind(void)
+{
+	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_simple_shader_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, gl_diffuse);
+	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
+	glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
+}
+
+bool GPU_simple_shader_need_normals(void)
+{
+	return GPU_MATERIAL_STATE.need_normals;
+}
+
+void GPU_simple_shader_light_set(int light_num, GPULightData *light)
+{
+	int light_bit = (1 << light_num);
+
+	GPU_MATERIAL_STATE.lights_enabled &= ~light_bi

@@ Diff output truncated at 10240 characters. @@




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