[Bf-blender-cvs] [147f7a1] master: OpenGL: isolate fixed function lighting in simple shader code.
Brecht Van Lommel
noreply at git.blender.org
Sun Dec 6 19:45:59 CET 2015
Commit: 147f7a1e860587a928f465b0b4d0ecf816c997be
Author: Brecht Van Lommel
Date: Fri Nov 27 21:32:14 2015 +0100
Branches: master
https://developer.blender.org/rB147f7a1e860587a928f465b0b4d0ecf816c997be
OpenGL: isolate fixed function lighting in simple shader code.
Differential Revision: https://developer.blender.org/D1645
===================================================================
M source/blender/blenkernel/intern/DerivedMesh.c
M source/blender/blenkernel/intern/pbvh.c
M source/blender/editors/interface/interface_draw.c
M source/blender/editors/space_view3d/drawmesh.c
M source/blender/editors/space_view3d/drawobject.c
M source/blender/editors/space_view3d/view3d_draw.c
M source/blender/gpu/GPU_draw.h
M source/blender/gpu/intern/gpu_buffers.c
M source/blender/gpu/intern/gpu_draw.c
===================================================================
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index c705c7a..07a1d3b 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -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(
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index b3cb8fb..d4c62fa 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -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
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 97af45f..244aef6 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -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);
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index cfffeb0..452e36e 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -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 */
-
- spec[0] = ma->spec * ma->specr;
- spec[1] = ma->spec * ma->specg;
- spec[2] = ma->spec * ma->specb;
- spec[3] = 1.0;
-
- 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);
+ int options = GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR;
+
+ if (gtexdraw.two_sided_lighting)
+ options |= GPU_SHADER_TWO_SIDED;
+ if (c_textured && !c_badtex)
+ options |= GPU_SHADER_TEXTURE_2D;
+
+ 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,
@@ Diff output truncated at 10240 characters. @@
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