OpenGL: implemenation of fixed function lighting as per pixel GLSL shaders. The

code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.

The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
This commit is contained in:
Brecht Van Lommel 2013-02-26 00:49:42 +00:00
parent a9facca899
commit 4643d61ffb
11 changed files with 487 additions and 28 deletions

View File

@ -527,11 +527,13 @@ if B.targets != ['cudakernels']:
data_to_c_simple("release/datafiles/preview_cycles.blend")
# --- glsl ---
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fixed_fragment.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fixed_vertex.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vertex.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_material.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vertex.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl")

View File

@ -50,6 +50,7 @@ set(SRC
intern/gpu_codegen.c
intern/gpu_draw.c
intern/gpu_extensions.c
intern/gpu_fixed_material.c
intern/gpu_material.c
GPU_buffers.h
@ -59,10 +60,12 @@ set(SRC
intern/gpu_codegen.h
)
data_to_c_simple(shaders/gpu_shader_fixed_fragment.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fixed_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex.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_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)

View File

@ -32,6 +32,8 @@
#ifndef __GPU_EXTENSIONS_H__
#define __GPU_EXTENSIONS_H__
#include "BLI_utildefines.h"
#ifdef __cplusplus
extern "C" {
#endif
@ -160,17 +162,17 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
* - only for fragment shaders now
* - must call texture bind before setting a texture as uniform! */
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode); /*GPUShader *lib);*/
/*GPUShader *GPU_shader_create_lib(const char *code);*/
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode, const char *defines);
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(GPUShader *shader);
void GPU_shader_unbind(void);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
int arraysize, float *value);
void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
@ -199,6 +201,30 @@ typedef struct GPUVertexAttribs {
int totlayer;
} GPUVertexAttribs;
/* Fixed Function Materials */
typedef enum GPUFixedMaterialOption {
GPU_FIXED_COLOR_MATERIAL = (1<<0), /* replace diffuse with glcolor */
GPU_FIXED_SOLID_LIGHTING = (1<<1), /* use solid lighting (only 3 directional lights) */
GPU_FIXED_SCENE_LIGHTING = (1<<2), /* use scene lighting (up to 8 arbitrary lights) */
GPU_FIXED_TWO_SIDED = (1<<3), /* flip normals towards viewer */
GPU_FIXED_TEXTURE_2D = (1<<4), /* use 2D texture to replace diffuse color */
GPU_FIXED_OPTIONS_NUM = 5,
GPU_FIXED_OPTION_COMBINATIONS = (1<<GPU_FIXED_OPTIONS_NUM)
} GPUFixedMaterialOption;
void GPU_fixed_materials_init(void);
void GPU_fixed_materials_exit(void);
void GPU_fixed_material_shader_bind(int options);
void GPU_fixed_material_shader_unbind(void);
void GPU_fixed_material_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha);
bool GPU_fixed_material_need_normals(void);
#ifdef __cplusplus
}
#endif

View File

@ -49,10 +49,12 @@ if env['WITH_BF_DDS']:
# generated data files
import os
sources.extend((
os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_fragment.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_vertex.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_vertex.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_vert.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_vertex.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_vsm_store_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_vsm_store_vert.glsl.c"),
))

View File

@ -237,8 +237,6 @@ GPUFunction *GPU_lookup_function(const char *name)
if (!FUNCTION_HASH) {
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
/*FUNCTION_PROTOTYPES = gpu_generate_function_prototyps(FUNCTION_HASH);
FUNCTION_LIB = GPU_shader_create_lib(datatoc_gpu_shader_material_glsl);*/
}
return (GPUFunction*)BLI_ghash_lookup(FUNCTION_HASH, (void *)name);
@ -758,7 +756,7 @@ static void GPU_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
}
}
GPU_shader_unbind(shader);
GPU_shader_unbind();
}
void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
@ -820,7 +818,7 @@ void GPU_pass_unbind(GPUPass *pass)
input->tex = NULL;
}
GPU_shader_unbind(shader);
GPU_shader_unbind();
}
/* Node Link Functions */
@ -1368,7 +1366,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttri
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output, name);
vertexcode = code_generate_vertex(nodes);
shader = GPU_shader_create(vertexcode, fragmentcode, glsl_material_library); /*FUNCTION_LIB);*/
shader = GPU_shader_create(vertexcode, fragmentcode, glsl_material_library, NULL);
/* failed? */
if (!shader) {

View File

@ -205,12 +205,15 @@ void GPU_extensions_init(void)
#else
GG.os = GPU_OS_UNIX;
#endif
GPU_fixed_materials_init();
}
void GPU_extensions_exit(void)
{
gpu_extensions_init = 0;
GPU_codegen_exit();
GPU_fixed_materials_exit();
}
int GPU_glsl_support(void)
@ -1006,7 +1009,7 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
GPU_shader_unbind(blur_shader);
GPU_shader_unbind();
}
/* GPUOffScreen */
@ -1124,13 +1127,11 @@ static void shader_print_errors(const char *task, char *log, const char *code)
fprintf(stderr, "%s\n", log);
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, /*GPUShader *lib,*/ const char *libcode)
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode, const char *defines)
{
GLint status;
GLcharARB log[5000];
const char *fragsource[2];
GLsizei length = 0;
GLint count;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
@ -1154,8 +1155,14 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, /*GPU
}
if (vertexcode) {
const char *source[2];
int num_source = 0;
if (defines) source[num_source++] = defines;
if (vertexcode) source[num_source++] = vertexcode;
glAttachObjectARB(shader->object, shader->vertex);
glShaderSourceARB(shader->vertex, 1, (const char**)&vertexcode, NULL);
glShaderSourceARB(shader->vertex, num_source, source, NULL);
glCompileShaderARB(shader->vertex);
glGetObjectParameterivARB(shader->vertex, GL_OBJECT_COMPILE_STATUS_ARB, &status);
@ -1170,12 +1177,15 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, /*GPU
}
if (fragcode) {
count = 0;
if (libcode) fragsource[count++] = libcode;
if (fragcode) fragsource[count++] = fragcode;
const char *source[3];
int num_source = 0;
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
if (fragcode) source[num_source++] = fragcode;
glAttachObjectARB(shader->object, shader->fragment);
glShaderSourceARB(shader->fragment, count, fragsource, NULL);
glShaderSourceARB(shader->fragment, num_source, source, NULL);
glCompileShaderARB(shader->fragment);
glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
@ -1254,7 +1264,7 @@ void GPU_shader_bind(GPUShader *shader)
GPU_print_error("Post Shader Bind");
}
void GPU_shader_unbind(GPUShader *UNUSED(shader))
void GPU_shader_unbind()
{
GPU_print_error("Pre Shader Unbind");
glUseProgramObjectARB(0);
@ -1296,6 +1306,16 @@ void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int leng
GPU_print_error("Post Uniform Vector");
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
if (location == -1)
return;
GPU_print_error("Pre Uniform Int");
glUniform1iARB(location, value);
GPU_print_error("Post Uniform Int");
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
GLenum arbnumber;
@ -1344,12 +1364,12 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL);
GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL, NULL);
retval = GG.shaders.vsm_store;
break;
case GPU_SHADER_SEP_GAUSSIAN_BLUR:
if (!GG.shaders.sep_gaussian_blur)
GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL);
GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL, NULL);
retval = GG.shaders.sep_gaussian_blur;
break;
}

View File

@ -0,0 +1,191 @@
/*
* ***** 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_fixed_material.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 "GL/glew.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "GPU_extensions.h"
/* Fixed function material types */
static struct {
GPUShader *cached_shaders[GPU_FIXED_OPTION_COMBINATIONS];
bool failed_shaders[GPU_FIXED_OPTION_COMBINATIONS];
bool need_normals;
} GPU_MATERIAL_STATE;
/* Init / exit */
void GPU_fixed_materials_init()
{
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
}
void GPU_fixed_materials_exit()
{
int i;
for (i = 0; i < GPU_FIXED_OPTION_COMBINATIONS; i++)
if (GPU_MATERIAL_STATE.cached_shaders[i])
GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]);
}
/* Shader lookup / create */
static GPUShader *gpu_fixed_material_shader(int options)
{
/* glsl code */
extern char datatoc_gpu_shader_fixed_vertex_glsl[];
extern char datatoc_gpu_shader_fixed_fragment_glsl[];
/* cached shaders */
GPUShader *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_FIXED_OPTIONS_NUM] = "";
if (options & GPU_FIXED_COLOR_MATERIAL)
strcat(defines, "#define USE_COLOR\n");
if (options & GPU_FIXED_TWO_SIDED)
strcat(defines, "#define USE_TWO_SIDED\n");
if (options & GPU_FIXED_SOLID_LIGHTING)
strcat(defines, "#define USE_SOLID_LIGHTING\n");
if (options & GPU_FIXED_SCENE_LIGHTING)
strcat(defines, "#define USE_SCENE_LIGHTING\n");
if (options & GPU_FIXED_TEXTURE_2D)
strcat(defines, "#define USE_TEXTURE\n");
shader = GPU_shader_create(
datatoc_gpu_shader_fixed_vertex_glsl,
datatoc_gpu_shader_fixed_fragment_glsl,
NULL, defines);
if (shader) {
/* set texture map to first texture unit */
if (options & GPU_FIXED_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_fixed_material_shader_bind(int options)
{
if (GPU_glsl_support()) {
GPUShader *shader = gpu_fixed_material_shader(options);
if (shader)
GPU_shader_bind(shader);
}
else {
if (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING))
glEnable(GL_LIGHTING);
if (options & GPU_FIXED_TWO_SIDED)
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
if (options & GPU_FIXED_COLOR_MATERIAL) {
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
}
if (options & GPU_FIXED_TEXTURE_2D)
glEnable(GL_TEXTURE_2D);
}
/* temporary hack, should be solved outside of this file */
GPU_MATERIAL_STATE.need_normals = (options & (GPU_FIXED_SOLID_LIGHTING|GPU_FIXED_SCENE_LIGHTING));
}
void GPU_fixed_material_shader_unbind()
{
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_fixed_material_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, diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
}
bool GPU_fixed_material_need_normals()
{
return GPU_MATERIAL_STATE.need_normals;
}

View File

@ -1919,7 +1919,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsiz
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_shader_unbind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
GPU_shader_unbind();
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}

View File

@ -0,0 +1,169 @@
/* Options:
*
* USE_COLOR: use glColor for diffuse colors
* USE_TEXTURE: use texture for diffuse colors
* 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
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying vec3 varying_normal;
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
varying vec4 varying_vertex_color;
#endif
#ifdef USE_TEXTURE
varying vec2 varying_texture_coord;
uniform sampler2D texture_map;
#endif
void main()
{
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
/* compute normal */
vec3 N = normalize(varying_normal);
#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 = (gl_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(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(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(texture_map, varying_texture_coord) * varying_vertex_color;
#elif defined(USE_TEXTURE)
gl_FragColor = texture2D(texture_map, varying_texture_coord);
#elif defined(USE_COLOR)
gl_FragColor = varying_vertex_color;
#else
gl_FragColor = gl_FrontMaterial.diffuse;
#endif
#endif
}

View File

@ -0,0 +1,48 @@
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying vec3 varying_normal;
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
varying vec4 varying_vertex_color;
#endif
#ifdef USE_TEXTURE
varying vec2 varying_texture_coord;
#endif
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying_normal = normalize(gl_NormalMatrix * gl_Normal);
#ifndef USE_SOLID_LIGHTING
varying_position = co.xyz;
#endif
#endif
gl_Position = gl_ProjectionMatrix * co;
#ifdef __GLSL_CG_DATA_TYPES
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA graphic cards.
// gl_ClipVertex works only on NVIDIA graphic cards so we have to check with
// __GLSL_CG_DATA_TYPES if a NVIDIA graphic card is used (Cg support).
// gl_ClipVerte is supported up to GLSL 1.20.
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
#endif
#ifdef USE_COLOR
varying_vertex_color = gl_Color;
#endif
#ifdef USE_TEXTURE
varying_texture_coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#endif
}

View File

@ -14,7 +14,7 @@ void main()
// gl_ClipVertex works only on NVIDIA graphic cards so we have to check with
// __GLSL_CG_DATA_TYPES if a NVIDIA graphic card is used (Cg support).
// gl_ClipVerte is supported up to GLSL 1.20.
#ifdef __GLSL_CG_DATA_TYPES
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
#endif
#ifdef __GLSL_CG_DATA_TYPES
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
#endif