Files
blender/source/blender/gpu/intern/gpu_material.c
Campbell Barton d80f8baba5 Support for cubemap reflections in the viewport
D1756 by @youle, uses existing texture mapping option.
2016-02-05 04:30:06 +11:00

2818 lines
86 KiB
C

/*
* ***** 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) 2006 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_material.c
* \ingroup gpu
*
* Manages materials, lights and textures.
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_anim.h"
#include "BKE_colortools.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "BKE_group.h"
#include "IMB_imbuf_types.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_codegen.h"
#include <string.h>
/* Structs */
typedef enum DynMatProperty {
DYN_LAMP_CO = 1,
DYN_LAMP_VEC = 2,
DYN_LAMP_IMAT = 4,
DYN_LAMP_PERSMAT = 8,
} DynMatProperty;
static struct GPUWorld {
float mistenabled;
float mistype;
float miststart;
float mistdistance;
float mistintensity;
float mistcol[4];
float horicol[3];
float ambcol[4];
} GPUWorld;
struct GPUMaterial {
Scene *scene;
Material *ma;
/* material for mesh surface, worlds or something else.
* some code generation is done differently depending on the use case */
int type;
/* for creating the material */
ListBase nodes;
GPUNodeLink *outlink;
/* for binding the material */
GPUPass *pass;
GPUVertexAttribs attribs;
int builtins;
int alpha, obcolalpha;
int dynproperty;
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
int localtoviewmatloc, invlocaltoviewmatloc;
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
int partscalarpropsloc;
int partcoloc;
int partvel;
int partangvel;
ListBase lamps;
bool bound;
bool is_opensubdiv;
};
struct GPULamp {
Scene *scene;
Object *ob;
Object *par;
Lamp *la;
int type, mode, lay, hide;
float dynenergy, dyncol[3];
float energy, col[3];
float co[3], vec[3];
float dynco[3], dynvec[3];
float obmat[4][4];
float imat[4][4];
float dynimat[4][4];
float spotsi, spotbl, k;
float spotvec[2];
float dyndist, dynatt1, dynatt2;
float dist, att1, att2;
float shadow_color[3];
float bias, d, clipend;
int size;
int falloff_type;
struct CurveMapping *curfalloff;
float winmat[4][4];
float viewmat[4][4];
float persmat[4][4];
float dynpersmat[4][4];
GPUFrameBuffer *fb;
GPUFrameBuffer *blurfb;
GPUTexture *tex;
GPUTexture *depthtex;
GPUTexture *blurtex;
ListBase materials;
};
/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */
static void texture_rgb_blend(
GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
int blendtype, GPUNodeLink **in);
/* Functions */
static GPUMaterial *GPU_material_construct_begin(Material *ma)
{
GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
material->ma = ma;
return material;
}
static void gpu_material_set_attrib_id(GPUMaterial *material)
{
GPUVertexAttribs *attribs = &material->attribs;
GPUPass *pass = material->pass;
if (!pass) {
attribs->totlayer = 0;
return;
}
GPUShader *shader = GPU_pass_shader(pass);
if (!shader) {
attribs->totlayer = 0;
return;
}
/* convert from attribute number to the actual id assigned by opengl,
* in case the attrib does not get a valid index back, it was probably
* removed by the glsl compiler by dead code elimination */
int b = 0;
for (int a = 0; a < attribs->totlayer; a++) {
char name[32];
BLI_snprintf(name, sizeof(name), "att%d", attribs->layer[a].attribid);
attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
if (attribs->layer[a].glindex >= 0) {
attribs->layer[b] = attribs->layer[a];
b++;
}
}
attribs->totlayer = b;
}
static int GPU_material_construct_end(GPUMaterial *material, const char *passname)
{
if (material->outlink) {
GPUNodeLink *outlink = material->outlink;
material->pass = GPU_generate_pass(&material->nodes, outlink,
&material->attribs, &material->builtins, material->type,
passname,
material->is_opensubdiv,
GPU_material_use_new_shading_nodes(material));
if (!material->pass)
return 0;
gpu_material_set_attrib_id(material);
GPUShader *shader = GPU_pass_shader(material->pass);
if (material->builtins & GPU_VIEW_MATRIX)
material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX));
if (material->builtins & GPU_INVERSE_VIEW_MATRIX)
material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX));
if (material->builtins & GPU_OBJECT_MATRIX)
material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX));
if (material->builtins & GPU_INVERSE_OBJECT_MATRIX)
material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
if (material->builtins & GPU_LOC_TO_VIEW_MATRIX)
material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX)
material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_OBCOLOR)
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
if (material->builtins & GPU_AUTO_BUMPSCALE)
material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
if (material->builtins & GPU_PARTICLE_SCALAR_PROPS)
material->partscalarpropsloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_SCALAR_PROPS));
if (material->builtins & GPU_PARTICLE_LOCATION)
material->partcoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_LOCATION));
if (material->builtins & GPU_PARTICLE_VELOCITY)
material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY));
if (material->builtins & GPU_PARTICLE_ANG_VELOCITY)
material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY));
return 1;
}
return 0;
}
void GPU_material_free(ListBase *gpumaterial)
{
for (LinkData *link = gpumaterial->first; link; link = link->next) {
GPUMaterial *material = link->data;
if (material->pass)
GPU_pass_free(material->pass);
for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
GPULamp *lamp = nlink->data;
if (material->ma) {
Material *ma = material->ma;
LinkData *next = NULL;
for (LinkData *mlink = lamp->materials.first; mlink; mlink = next) {
next = mlink->next;
if (mlink->data == ma)
BLI_freelinkN(&lamp->materials, mlink);
}
}
}
BLI_freelistN(&material->lamps);
MEM_freeN(material);
}
BLI_freelistN(gpumaterial);
}
bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
{
if (srl && srl->light_override)
return BKE_group_object_exists(srl->light_override, lamp->ob);
else if (ma && ma->group)
return BKE_group_object_exists(ma->group, lamp->ob);
else
return true;
}
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
if (srl)
viewlay &= srl->lay;
/* handle layer lamps */
if (material->type == GPU_MATERIAL_TYPE_MESH) {
for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
GPULamp *lamp = nlink->data;
if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
GPU_lamp_override_visible(lamp, srl, material->ma))
{
lamp->dynenergy = lamp->energy;
copy_v3_v3(lamp->dyncol, lamp->col);
}
else {
lamp->dynenergy = 0.0f;
lamp->dyncol[0] = lamp->dyncol[1] = lamp->dyncol[2] = 0.0f;
}
if (material->dynproperty & DYN_LAMP_VEC) {
copy_v3_v3(lamp->dynvec, lamp->vec);
normalize_v3(lamp->dynvec);
negate_v3(lamp->dynvec);
mul_mat3_m4_v3(viewmat, lamp->dynvec);
}
if (material->dynproperty & DYN_LAMP_CO) {
copy_v3_v3(lamp->dynco, lamp->co);
mul_m4_v3(viewmat, lamp->dynco);
}
if (material->dynproperty & DYN_LAMP_IMAT) {
mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv);
}
if (material->dynproperty & DYN_LAMP_PERSMAT) {
/* The lamp matrices are already updated if we're using shadow buffers */
if (!GPU_lamp_has_shadow_buffer(lamp)) {
GPU_lamp_update_buffer_mats(lamp);
}
mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
}
}
}
/* note material must be bound before setting uniforms */
GPU_pass_bind(material->pass, time, mipmap);
/* handle per material built-ins */
if (material->builtins & GPU_VIEW_MATRIX) {
GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float *)viewmat);
}
if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float *)viewinv);
}
if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
if (camerafactors) {
GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)camerafactors);
}
else {
/* use default, no scaling no offset */
float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)borders);
}
}
GPU_pass_update_uniforms(material->pass);
material->bound = 1;
}
}
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
float invmat[4][4], col[4];
float localtoviewmat[4][4];
float invlocaltoviewmat[4][4];
/* handle per object builtins */
if (material->builtins & GPU_OBJECT_MATRIX) {
GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float *)obmat);
}
if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) {
invert_m4_m4(invmat, obmat);
GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float *)invmat);
}
if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) {
if (viewmat) {
mul_m4_m4m4(localtoviewmat, viewmat, obmat);
GPU_shader_uniform_vector(shader, material->localtoviewmatloc, 16, 1, (float *)localtoviewmat);
}
}
if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
if (viewmat) {
mul_m4_m4m4(localtoviewmat, viewmat, obmat);
invert_m4_m4(invlocaltoviewmat, localtoviewmat);
GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float *)invlocaltoviewmat);
}
}
if (material->builtins & GPU_OBCOLOR) {
copy_v4_v4(col, obcol);
CLAMP(col[3], 0.0f, 1.0f);
GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
}
if (material->builtins & GPU_AUTO_BUMPSCALE) {
GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale);
}
if (material->builtins & GPU_PARTICLE_SCALAR_PROPS) {
GPU_shader_uniform_vector(shader, material->partscalarpropsloc, 4, 1, pi->scalprops);
}
if (material->builtins & GPU_PARTICLE_LOCATION) {
GPU_shader_uniform_vector(shader, material->partcoloc, 3, 1, pi->location);
}
if (material->builtins & GPU_PARTICLE_VELOCITY) {
GPU_shader_uniform_vector(shader, material->partvel, 3, 1, pi->velocity);
}
if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) {
GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity);
}
}
}
void GPU_material_unbind(GPUMaterial *material)
{
if (material->pass) {
material->bound = 0;
GPU_pass_unbind(material->pass);
}
}
bool GPU_material_bound(GPUMaterial *material)
{
return material->bound;
}
Scene *GPU_material_scene(GPUMaterial *material)
{
return material->scene;
}
GPUMatType GPU_Material_get_type(GPUMaterial *material)
{
return material->type;
}
void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
{
*attribs = material->attribs;
}
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->outlink)
material->outlink = link;
}
void GPU_material_enable_alpha(GPUMaterial *material)
{
material->alpha = 1;
}
GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4])
{
if (material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
return GPU_BLEND_ALPHA;
else
return GPU_BLEND_SOLID;
}
void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
{
BLI_addtail(&material->nodes, node);
}
/* Code generation */
bool GPU_material_do_color_management(GPUMaterial *mat)
{
if (!BKE_scene_check_color_management_enabled(mat->scene))
return false;
return true;
}
bool GPU_material_use_new_shading_nodes(GPUMaterial *mat)
{
return BKE_scene_use_new_shading_nodes(mat->scene);
}
static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist)
{
GPUNodeLink *visifac;
/* from get_lamp_visibility */
if (lamp->type == LA_SUN || lamp->type == LA_HEMI) {
mat->dynproperty |= DYN_LAMP_VEC;
GPU_link(mat, "lamp_visibility_sun_hemi",
GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac);
return visifac;
}
else {
mat->dynproperty |= DYN_LAMP_CO;
GPU_link(mat, "lamp_visibility_other",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac);
if (lamp->type == LA_AREA)
return visifac;
switch (lamp->falloff_type) {
case LA_FALLOFF_CONSTANT:
break;
case LA_FALLOFF_INVLINEAR:
GPU_link(mat, "lamp_falloff_invlinear",
GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_INVSQUARE:
GPU_link(mat, "lamp_falloff_invsquare",
GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_SLIDERS:
GPU_link(mat, "lamp_falloff_sliders",
GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob),
GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_CURVE:
{
float *array;
int size;
curvemapping_initialize(lamp->curfalloff);
curvemapping_table_RGBA(lamp->curfalloff, &array, &size);
GPU_link(mat, "lamp_falloff_curve",
GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
GPU_texture(size, array), *dist, &visifac);
break;
}
}
if (lamp->mode & LA_SPHERE)
GPU_link(mat, "lamp_visibility_sphere",
GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
*dist, visifac, &visifac);
if (lamp->type == LA_SPOT) {
GPUNodeLink *inpr;
if (lamp->mode & LA_SQUARE) {
mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
GPU_link(mat, "lamp_visibility_spot_square",
GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
}
else {
mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
GPU_link(mat, "lamp_visibility_spot_circle",
GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
}
GPU_link(mat, "lamp_visibility_spot",
GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob),
GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob),
inpr, visifac, &visifac);
}
GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac);
return visifac;
}
}
#if 0
static void area_lamp_vectors(LampRen *lar)
{
float xsize = 0.5f * lar->area_size, ysize = 0.5f * lar->area_sizey;
/* make it smaller, so area light can be multisampled */
float multifac = 1.0f / sqrtf((float)lar->ray_totsamp);
xsize *= multifac;
ysize *= multifac;
/* corner vectors */
lar->area[0][0] = lar->co[0] - xsize * lar->mat[0][0] - ysize * lar->mat[1][0];
lar->area[0][1] = lar->co[1] - xsize * lar->mat[0][1] - ysize * lar->mat[1][1];
lar->area[0][2] = lar->co[2] - xsize * lar->mat[0][2] - ysize * lar->mat[1][2];
/* corner vectors */
lar->area[1][0] = lar->co[0] - xsize * lar->mat[0][0] + ysize * lar->mat[1][0];
lar->area[1][1] = lar->co[1] - xsize * lar->mat[0][1] + ysize * lar->mat[1][1];
lar->area[1][2] = lar->co[2] - xsize * lar->mat[0][2] + ysize * lar->mat[1][2];
/* corner vectors */
lar->area[2][0] = lar->co[0] + xsize * lar->mat[0][0] + ysize * lar->mat[1][0];
lar->area[2][1] = lar->co[1] + xsize * lar->mat[0][1] + ysize * lar->mat[1][1];
lar->area[2][2] = lar->co[2] + xsize * lar->mat[0][2] + ysize * lar->mat[1][2];
/* corner vectors */
lar->area[3][0] = lar->co[0] + xsize * lar->mat[0][0] - ysize * lar->mat[1][0];
lar->area[3][1] = lar->co[1] + xsize * lar->mat[0][1] - ysize * lar->mat[1][1];
lar->area[3][2] = lar->co[2] + xsize * lar->mat[0][2] - ysize * lar->mat[1][2];
/* only for correction button size, matrix size works on energy */
lar->areasize = lar->dist * lar->dist / (4.0f * xsize * ysize);
}
#endif
static void ramp_blend(
GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type,
GPUNodeLink **r_col)
{
static const char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub",
"mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
"mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
"mix_val", "mix_color", "mix_soft", "mix_linear"};
GPU_link(mat, names[type], fac, col1, col2, r_col);
}
static void do_colorband_blend(
GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type,
GPUNodeLink *incol, GPUNodeLink **r_col)
{
GPUNodeLink *tmp, *alpha, *col;
float *array;
int size;
/* do colorband */
colorband_table_RGBA(coba, &array, &size);
GPU_link(mat, "valtorgb", fac, GPU_texture(size, array), &col, &tmp);
/* use alpha in fac */
GPU_link(mat, "mtex_alpha_from_col", col, &alpha);
GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac);
/* blending method */
ramp_blend(mat, fac, incol, col, type, r_col);
}
static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
{
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) {
if (ma->ramp_col) {
if (ma->rampin_col == MA_RAMP_IN_RESULT) {
GPUNodeLink *fac;
GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
/* colorband + blend */
do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, *diff, diff);
}
}
}
}
static void add_to_diffuse(
GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb,
GPUNodeLink **r_diff)
{
GPUNodeLink *fac, *tmp, *addcol;
if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
ma->ramp_col && (ma->mode & MA_RAMP_COL))
{
/* MA_RAMP_IN_RESULT is exceptional */
if (ma->rampin_col == MA_RAMP_IN_RESULT) {
addcol = shi->rgb;
}
else {
/* input */
switch (ma->rampin_col) {
case MA_RAMP_IN_ENERGY:
GPU_link(mat, "ramp_rgbtobw", rgb, &fac);
break;
case MA_RAMP_IN_SHADER:
fac = is;
break;
case MA_RAMP_IN_NOR:
GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
break;
default:
GPU_link(mat, "set_value_zero", &fac);
break;
}
/* colorband + blend */
do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, shi->rgb, &addcol);
}
}
else
addcol = shi->rgb;
/* output to */
GPU_link(mat, "shade_madd", *r_diff, rgb, addcol, r_diff);
}
static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
{
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
ma->ramp_spec && ma->rampin_spec == MA_RAMP_IN_RESULT)
{
GPUNodeLink *fac;
GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
/* colorband + blend */
do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
}
}
static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t, GPUNodeLink **spec)
{
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
GPUNodeLink *fac, *tmp;
*spec = shi->specrgb;
/* MA_RAMP_IN_RESULT is exception */
if (ma->ramp_spec && (ma->rampin_spec != MA_RAMP_IN_RESULT)) {
/* input */
switch (ma->rampin_spec) {
case MA_RAMP_IN_ENERGY:
fac = t;
break;
case MA_RAMP_IN_SHADER:
fac = is;
break;
case MA_RAMP_IN_NOR:
GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
break;
default:
GPU_link(mat, "set_value_zero", &fac);
break;
}
/* colorband + blend */
do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
}
}
static void add_user_list(ListBase *list, void *data)
{
LinkData *link = MEM_callocN(sizeof(LinkData), "GPULinkData");
link->data = data;
BLI_addtail(list, link);
}
static void shade_light_textures(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **rgb)
{
for (int i = 0; i < MAX_MTEX; ++i) {
MTex *mtex = lamp->la->mtex[i];
if (mtex && mtex->tex->type & TEX_IMAGE && mtex->tex->ima) {
mat->dynproperty |= DYN_LAMP_PERSMAT;
float one = 1.0f;
GPUNodeLink *tex_rgb;
GPU_link(mat, "shade_light_texture",
GPU_builtin(GPU_VIEW_POSITION),
GPU_image(mtex->tex->ima, &mtex->tex->iuser, false),
GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
&tex_rgb);
texture_rgb_blend(mat, tex_rgb, *rgb, GPU_uniform(&one), GPU_uniform(&mtex->colfac), mtex->blendtype, rgb);
}
}
}
static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp)
{
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
GPUNodeLink *lv, *dist, *is, *inp, *i;
GPUNodeLink *outcol, *specfac, *t, *shadfac = NULL, *lcol;
float one = 1.0f;
if ((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW))
return;
GPUNodeLink *vn = shi->vn;
GPUNodeLink *view = shi->view;
GPUNodeLink *visifac = lamp_get_visibility(mat, lamp, &lv, &dist);
#if 0
if (ma->mode & MA_TANGENT_V)
GPU_link(mat, "shade_tangent_v", lv, GPU_attribute(CD_TANGENT, ""), &vn);
#endif
GPU_link(mat, "shade_inp", vn, lv, &inp);
if (lamp->mode & LA_NO_DIFF) {
GPU_link(mat, "shade_is_no_diffuse", &is);
}
else if (lamp->type == LA_HEMI) {
GPU_link(mat, "shade_is_hemi", inp, &is);
}
else {
if (lamp->type == LA_AREA) {
float area[4][4] = {{0.0f}}, areasize = 0.0f;
mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_CO;
GPU_link(mat, "shade_inp_area",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob),
GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), vn,
GPU_uniform((float *)area),
GPU_uniform(&areasize),
GPU_uniform(&lamp->k), &inp);
}
is = inp; /* Lambert */
if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) {
if (ma->diff_shader == MA_DIFF_ORENNAYAR)
GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view,
GPU_uniform(&ma->roughness), &is);
else if (ma->diff_shader == MA_DIFF_TOON)
GPU_link(mat, "shade_diffuse_toon", vn, lv, view,
GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
else if (ma->diff_shader == MA_DIFF_MINNAERT)
GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view,
GPU_uniform(&ma->darkness), &is);
else if (ma->diff_shader == MA_DIFF_FRESNEL)
GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view,
GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
}
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS))
if (ma->shade_flag & MA_CUBIC)
GPU_link(mat, "shade_cubic", is, &is);
i = is;
GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i);
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &lcol);
shade_light_textures(mat, lamp, &lcol);
GPU_link(mat, "shade_mul_value_v3",
GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), lcol, &lcol);
#if 0
if (ma->mode & MA_TANGENT_VN)
GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn);
#endif
/* this replaces if (i > 0.0) conditional until that is supported */
/* done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); */
if ((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) {
if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) {
mat->dynproperty |= DYN_LAMP_PERSMAT;
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_link(mat, "test_shadowbuf_vsm",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), inp, &shadfac);
}
else {
GPU_link(mat, "test_shadowbuf",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
GPU_uniform(&lamp->bias), inp, &shadfac);
}
if (lamp->mode & LA_ONLYSHADOW) {
GPUNodeLink *shadrgb;
GPU_link(mat, "shade_only_shadow", i, shadfac,
GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob),
GPU_uniform(lamp->shadow_color), &shadrgb);
if (!(lamp->mode & LA_NO_DIFF)) {
GPU_link(mat, "shade_only_shadow_diffuse", shadrgb, shi->rgb,
shr->diff, &shr->diff);
}
if (!(lamp->mode & LA_NO_SPEC)) {
GPU_link(mat, "shade_only_shadow_specular", shadrgb, shi->specrgb,
shr->spec, &shr->spec);
}
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, shi->gpumat->ma);
return;
}
}
}
else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, shi->gpumat->ma);
return;
}
else
GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac);
if (GPU_link_changed(shi->refl) || ma->ref != 0.0f) {
if (!(lamp->mode & LA_NO_DIFF)) {
GPUNodeLink *rgb;
GPU_link(mat, "shade_mul_value", i, lcol, &rgb);
GPU_link(mat, "mtex_value_invert", shadfac, &shadfac);
GPU_link(mat, "mix_mult", shadfac, rgb, GPU_uniform(lamp->shadow_color), &rgb);
GPU_link(mat, "mtex_value_invert", shadfac, &shadfac);
add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff);
}
}
if (mat->scene->gm.flag & GAME_GLSL_NO_SHADERS) {
/* pass */
}
else if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
(GPU_link_changed(shi->spec) || ma->spec != 0.0f))
{
if (lamp->type == LA_HEMI) {
GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t);
GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
if (ma->spec_shader == MA_SPEC_PHONG) {
GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac);
}
else if (ma->spec_shader == MA_SPEC_COOKTORR) {
GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac);
}
else if (ma->spec_shader == MA_SPEC_BLINN) {
GPU_link(mat, "shade_blinn_spec", vn, lv, view,
GPU_uniform(&ma->refrac), shi->har, &specfac);
}
else if (ma->spec_shader == MA_SPEC_WARDISO) {
GPU_link(mat, "shade_wardiso_spec", vn, lv, view,
GPU_uniform(&ma->rms), &specfac);
}
else {
GPU_link(mat, "shade_toon_spec", vn, lv, view,
GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac);
}
if (lamp->type == LA_AREA)
GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac);
GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t);
if (ma->mode & MA_RAMP_SPEC) {
GPUNodeLink *spec;
do_specular_ramp(shi, specfac, t, &spec);
GPU_link(mat, "shade_add_spec", t, lcol, spec, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
}
}
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, shi->gpumat->ma);
}
static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
{
Base *base;
Scene *sce_iter;
for (SETLOOPER(shi->gpumat->scene, sce_iter, base)) {
Object *ob = base->object;
if (ob->type == OB_LAMP) {
GPULamp *lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL);
if (lamp)
shade_one_light(shi, shr, lamp);
}
if (ob->transflag & OB_DUPLI) {
ListBase *lb = object_duplilist(G.main->eval_ctx, shi->gpumat->scene, ob);
for (DupliObject *dob = lb->first; dob; dob = dob->next) {
Object *ob_iter = dob->ob;
if (ob_iter->type == OB_LAMP) {
float omat[4][4];
copy_m4_m4(omat, ob_iter->obmat);
copy_m4_m4(ob_iter->obmat, dob->mat);
GPULamp *lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob);
if (lamp)
shade_one_light(shi, shr, lamp);
copy_m4_m4(ob_iter->obmat, omat);
}
}
free_object_duplilist(lb);
}
}
/* prevent only shadow lamps from producing negative colors.*/
GPU_link(shi->gpumat, "shade_clamp_positive", shr->spec, &shr->spec);
GPU_link(shi->gpumat, "shade_clamp_positive", shr->diff, &shr->diff);
}
static void texture_rgb_blend(
GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
int blendtype, GPUNodeLink **in)
{
switch (blendtype) {
case MTEX_BLEND:
GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in);
break;
case MTEX_MUL:
GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in);
break;
case MTEX_SCREEN:
GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in);
break;
case MTEX_OVERLAY:
GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in);
break;
case MTEX_SUB:
GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in);
break;
case MTEX_ADD:
GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in);
break;
case MTEX_DIV:
GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in);
break;
case MTEX_DIFF:
GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in);
break;
case MTEX_DARK:
GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in);
break;
case MTEX_LIGHT:
GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in);
break;
case MTEX_BLEND_HUE:
GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in);
break;
case MTEX_BLEND_SAT:
GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in);
break;
case MTEX_BLEND_VAL:
GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in);
break;
case MTEX_BLEND_COLOR:
GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in);
break;
case MTEX_SOFT_LIGHT:
GPU_link(mat, "mtex_rgb_soft", out, tex, fact, facg, in);
break;
case MTEX_LIN_LIGHT:
GPU_link(mat, "mtex_rgb_linear", out, tex, fact, facg, in);
break;
default:
GPU_link(mat, "set_rgb_zero", &in);
break;
}
}
static void texture_value_blend(
GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
int blendtype, GPUNodeLink **in)
{
switch (blendtype) {
case MTEX_BLEND:
GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in);
break;
case MTEX_MUL:
GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, in);
break;
case MTEX_SCREEN:
GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, in);
break;
case MTEX_SUB:
GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, in);
break;
case MTEX_ADD:
GPU_link(mat, "mtex_value_add", out, tex, fact, facg, in);
break;
case MTEX_DIV:
GPU_link(mat, "mtex_value_div", out, tex, fact, facg, in);
break;
case MTEX_DIFF:
GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, in);
break;
case MTEX_DARK:
GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, in);
break;
case MTEX_LIGHT:
GPU_link(mat, "mtex_value_light", out, tex, fact, facg, in);
break;
default:
GPU_link(mat, "set_value_zero", &in);
break;
}
}
static void do_material_tex(GPUShadeInput *shi)
{
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
MTex *mtex;
Tex *tex;
GPUNodeLink *texco, *tin, *trgb, *tnor, *tcol, *stencil, *tnorfac;
GPUNodeLink *texco_norm, *texco_orco, *texco_object;
GPUNodeLink *texco_global, *texco_uv = NULL;
GPUNodeLink *newnor, *orn;
float one = 1.0f;
int rgbnor, talpha;
bool init_done = false;
int iBumpSpacePrev = 0; /* Not necessary, quieting gcc warning. */
GPUNodeLink *vNorg, *vNacc, *fPrevMagnitude;
int iFirstTimeNMap = 1;
bool found_deriv_map = false;
GPU_link(mat, "set_value", GPU_uniform(&one), &stencil);
GPU_link(mat, "texco_norm", GPU_builtin(GPU_VIEW_NORMAL), &texco_norm);
GPU_link(mat, "texco_orco", GPU_attribute(CD_ORCO, ""), &texco_orco);
GPU_link(mat, "texco_object", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_POSITION), &texco_object);
#if 0
GPU_link(mat, "texco_tangent", GPU_attribute(CD_TANGENT, ""), &texco_tangent);
#endif
GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
GPU_builtin(GPU_VIEW_POSITION), &texco_global);
orn = texco_norm;
/* go over texture slots */
for (int tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) {
/* separate tex switching */
if (ma->septex & (1 << tex_nr)) continue;
if (ma->mtex[tex_nr]) {
mtex = ma->mtex[tex_nr];
tex = mtex->tex;
if (tex == NULL) continue;
/* which coords */
if (mtex->texco == TEXCO_ORCO)
texco = texco_orco;
else if (mtex->texco == TEXCO_OBJECT)
texco = texco_object;
else if (mtex->texco == TEXCO_NORM)
texco = orn;
else if (mtex->texco == TEXCO_TANGENT)
texco = texco_object;
else if (mtex->texco == TEXCO_GLOB)
texco = texco_global;
else if (mtex->texco == TEXCO_REFL) {
GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
texco = shi->ref;
}
else if (mtex->texco == TEXCO_UV) {
if (1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) {
GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv);
/*lastuvname = mtex->uvname;*/ /*UNUSED*/
}
texco = texco_uv;
}
else
continue;
/* in case of uv, this would just undo a multiplication in texco_uv */
if (mtex->texco != TEXCO_UV)
GPU_link(mat, "mtex_2d_mapping", texco, &texco);
if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f)
GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco);
float ofs[3] = {
mtex->ofs[0] + 0.5f - 0.5f * mtex->size[0],
mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1],
0.0f
};
if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
talpha = 0;
if (tex && tex->ima &&
((tex->type == TEX_IMAGE) ||
((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL))))
{
if (tex->type == TEX_IMAGE) {
GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb);
}
else {
GPU_link(mat, "mtex_cube_map_refl",
GPU_cube_map(tex->ima, &tex->iuser, false), shi->view, shi->vn,
GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX), &tin, &trgb);
}
rgbnor = TEX_RGB;
talpha = ((tex->imaflag & TEX_USEALPHA) && tex->ima && (tex->ima->flag & IMA_IGNORE_ALPHA) == 0);
}
else {
continue;
}
/* texture output */
if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
rgbnor -= TEX_RGB;
}
if (mtex->texflag & MTEX_NEGATIVE) {
if (rgbnor & TEX_RGB)
GPU_link(mat, "mtex_rgb_invert", trgb, &trgb);
else
GPU_link(mat, "mtex_value_invert", tin, &tin);
}
if (mtex->texflag & MTEX_STENCIL) {
if (rgbnor & TEX_RGB)
GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb);
else
GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin);
}
/* mapping */
if (mtex->mapto & (MAP_COL + MAP_COLSPEC)) {
/* stencil maps on the texture control slider, not texture intensity value */
if ((rgbnor & TEX_RGB) == 0) {
GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol);
}
else {
GPU_link(mat, "set_rgba", trgb, &tcol);
if (mtex->mapto & MAP_ALPHA)
GPU_link(mat, "set_value", stencil, &tin);
else if (talpha)
GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
else
GPU_link(mat, "set_value_one", &tin);
}
if ((tex->type == TEX_IMAGE) ||
((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL)))
{
if (GPU_material_do_color_management(mat)) {
GPU_link(mat, "srgb_to_linearrgb", tcol, &tcol);
}
}
if (mtex->mapto & MAP_COL) {
GPUNodeLink *colfac;
if (mtex->colfac == 1.0f) colfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac);
texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) {
GPUNodeLink *colspecfac;
if (mtex->colspecfac == 1.0f) colspecfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colspecfac), stencil, &colspecfac);
texture_rgb_blend(mat, tcol, shi->specrgb, tin, colspecfac, mtex->blendtype, &shi->specrgb);
}
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
if (tex->type == TEX_IMAGE) {
found_deriv_map = tex->imaflag & TEX_DERIVATIVEMAP;
if (tex->imaflag & TEX_NORMALMAP) {
/* normalmap image */
GPU_link(mat, "mtex_normal", texco, GPU_image(tex->ima, &tex->iuser, true), &tnor);
if (mtex->norfac < 0.0f)
GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor);
if (mtex->normapspace == MTEX_NSPACE_TANGENT) {
if (iFirstTimeNMap != 0) {
// use unnormalized normal (this is how we bake it - closer to gamedev)
GPUNodeLink *vNegNorm;
GPU_link(mat, "vec_math_negate",
GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm);
GPU_link(mat, "mtex_nspace_tangent",
GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor);
iFirstTimeNMap = 0;
}
else { /* otherwise use accumulated perturbations */
GPU_link(mat, "mtex_nspace_tangent",
GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
}
}
else if (mtex->normapspace == MTEX_NSPACE_OBJECT) {
/* transform normal by object then view matrix */
GPU_link(mat, "mtex_nspace_object", tnor, &newnor);
}
else if (mtex->normapspace == MTEX_NSPACE_WORLD) {
/* transform normal by view matrix */
GPU_link(mat, "mtex_nspace_world", GPU_builtin(GPU_VIEW_MATRIX), tnor, &newnor);
}
else {
/* no transform, normal in camera space */
newnor = tnor;
}
float norfac = min_ff(fabsf(mtex->norfac), 1.0f);
if (norfac == 1.0f && !GPU_link_changed(stencil)) {
shi->vn = newnor;
}
else {
tnorfac = GPU_uniform(&norfac);
if (GPU_link_changed(stencil))
GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn);
}
}
else if (found_deriv_map ||
(mtex->texflag & (MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP)))
{
/* ntap bumpmap image */
int iBumpSpace;
float ima_x, ima_y;
float imag_tspace_dimension_x = 1024.0f; /* only used for texture space variant */
float aspect = 1.0f;
GPUNodeLink *vR1, *vR2;
GPUNodeLink *dBs, *dBt, *fDet;
float hScale = 0.1f; /* compatibility adjustment factor for all bumpspace types */
if (mtex->texflag & MTEX_BUMP_TEXTURESPACE)
hScale = 13.0f; /* factor for scaling texspace bumps */
else if (found_deriv_map)
hScale = 1.0f;
/* resolve texture resolution */
if ((mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map) {
ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
ima_x = 512.0f; ima_y = 512.0f; /* prevent calling textureSize, glsl 1.3 only */
if (ibuf) {
ima_x = ibuf->x;
ima_y = ibuf->y;
aspect = (float)ima_y / ima_x;
}
BKE_image_release_ibuf(tex->ima, ibuf, NULL);
}
/* The negate on norfac is done because the
* normal in the renderer points inward which corresponds
* to inverting the bump map. Should this ever change
* this negate must be removed. */
float norfac = -hScale * mtex->norfac;
if (found_deriv_map) {
float fVirtDim = sqrtf(fabsf(ima_x * mtex->size[0] * ima_y * mtex->size[1]));
norfac /= MAX2(fVirtDim, FLT_EPSILON);
}
tnorfac = GPU_uniform(&norfac);
if (found_deriv_map)
GPU_link(mat, "math_multiply", tnorfac, GPU_builtin(GPU_AUTO_BUMPSCALE), &tnorfac);
if (GPU_link_changed(stencil))
GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
if (!init_done) {
/* copy shi->vn to vNorg and vNacc, set magnitude to 1 */
GPU_link(mat, "mtex_bump_normals_init", shi->vn, &vNorg, &vNacc, &fPrevMagnitude);
iBumpSpacePrev = 0;
init_done = true;
}
// find current bump space
if (mtex->texflag & MTEX_BUMP_OBJECTSPACE)
iBumpSpace = 1;
else if (mtex->texflag & MTEX_BUMP_TEXTURESPACE)
iBumpSpace = 2;
else
iBumpSpace = 4; /* ViewSpace */
/* re-initialize if bump space changed */
if (iBumpSpacePrev != iBumpSpace) {
GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION);
if (mtex->texflag & MTEX_BUMP_OBJECTSPACE)
GPU_link(mat, "mtex_bump_init_objspace",
surf_pos, vNorg,
GPU_builtin(GPU_VIEW_MATRIX),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
fPrevMagnitude, vNacc,
&fPrevMagnitude, &vNacc,
&vR1, &vR2, &fDet);
else if (mtex->texflag & MTEX_BUMP_TEXTURESPACE)
GPU_link(mat, "mtex_bump_init_texturespace",
surf_pos, vNorg,
fPrevMagnitude, vNacc,
&fPrevMagnitude, &vNacc,
&vR1, &vR2, &fDet);
else
GPU_link(mat, "mtex_bump_init_viewspace",
surf_pos, vNorg,
fPrevMagnitude, vNacc,
&fPrevMagnitude, &vNacc,
&vR1, &vR2, &fDet);
iBumpSpacePrev = iBumpSpace;
}
if (found_deriv_map) {
GPU_link(mat, "mtex_bump_deriv",
texco, GPU_image(tex->ima, &tex->iuser, true),
GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac,
&dBs, &dBt);
}
else if (mtex->texflag & MTEX_3TAP_BUMP)
GPU_link(mat, "mtex_bump_tap3",
texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
&dBs, &dBt);
else if (mtex->texflag & MTEX_5TAP_BUMP)
GPU_link(mat, "mtex_bump_tap5",
texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
&dBs, &dBt);
else if (mtex->texflag & MTEX_BICUBIC_BUMP) {
if (GPU_bicubic_bump_support()) {
GPU_link(mat, "mtex_bump_bicubic",
texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
&dBs, &dBt);
}
else {
GPU_link(mat, "mtex_bump_tap5",
texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
&dBs, &dBt);
}
}
if (mtex->texflag & MTEX_BUMP_TEXTURESPACE) {
float imag_tspace_dimension_y = aspect * imag_tspace_dimension_x;
GPU_link(mat, "mtex_bump_apply_texspace",
fDet, dBs, dBt, vR1, vR2,
GPU_image(tex->ima, &tex->iuser, true), texco,
GPU_uniform(&imag_tspace_dimension_x),
GPU_uniform(&imag_tspace_dimension_y), vNacc,
&vNacc, &shi->vn);
}
else
GPU_link(mat, "mtex_bump_apply",
fDet, dBs, dBt, vR1, vR2, vNacc,
&vNacc, &shi->vn);
}
}
GPU_link(mat, "vec_math_negate", shi->vn, &orn);
}
if ((mtex->mapto & MAP_VARS)) {
if (rgbnor & TEX_RGB) {
if (talpha)
GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
else
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
GPUNodeLink *difffac;
if (mtex->difffac == 1.0f) difffac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->difffac), stencil, &difffac);
texture_value_blend(
mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac,
mtex->blendtype, &shi->refl);
GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
GPUNodeLink *specfac;
if (mtex->specfac == 1.0f) specfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->specfac), stencil, &specfac);
texture_value_blend(
mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac,
mtex->blendtype, &shi->spec);
GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
GPUNodeLink *emitfac;
if (mtex->emitfac == 1.0f) emitfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->emitfac), stencil, &emitfac);
texture_value_blend(
mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac,
mtex->blendtype, &shi->emit);
GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
GPUNodeLink *hardfac;
if (mtex->hardfac == 1.0f) hardfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->hardfac), stencil, &hardfac);
GPU_link(mat, "mtex_har_divide", shi->har, &shi->har);
texture_value_blend(
mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac,
mtex->blendtype, &shi->har);
GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har);
}
if (mtex->mapto & MAP_ALPHA) {
GPUNodeLink *alphafac;
if (mtex->alphafac == 1.0f) alphafac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->alphafac), stencil, &alphafac);
texture_value_blend(
mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac,
mtex->blendtype, &shi->alpha);
GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
GPUNodeLink *ambfac;
if (mtex->ambfac == 1.0f) ambfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->ambfac), stencil, &ambfac);
texture_value_blend(
mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac,
mtex->blendtype, &shi->amb);
GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb);
}
}
}
}
}
void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
{
float one = 1.0f;
memset(shi, 0, sizeof(*shi));
shi->gpumat = mat;
shi->mat = ma;
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, NULL), &shi->rgb);
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, NULL), &shi->specrgb);
GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
if (mat->alpha)
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, NULL), &shi->alpha);
else
GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, NULL), &shi->refl);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, NULL), &shi->spec);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, NULL), &shi->emit);
GPU_link(mat, "set_value", GPU_dynamic_uniform((float *)&ma->har, GPU_DYNAMIC_MAT_HARD, NULL), &shi->har);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, NULL), &shi->amb);
GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra);
GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol);
if (GPU_material_do_color_management(mat))
GPU_link(mat, "srgb_to_linearrgb", shi->vcol, &shi->vcol);
GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
}
void GPU_mist_update_enable(short enable)
{
GPUWorld.mistenabled = (float)enable;
}
void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3])
{
GPUWorld.mistype = (float)type;
GPUWorld.miststart = start;
GPUWorld.mistdistance = dist;
GPUWorld.mistintensity = inten;
copy_v3_v3(GPUWorld.mistcol, color);
GPUWorld.mistcol[3] = 1.0f;
}
void GPU_horizon_update_color(float color[3])
{
copy_v3_v3(GPUWorld.horicol, color);
}
void GPU_ambient_update_color(float color[3])
{
copy_v3_v3(GPUWorld.ambcol, color);
GPUWorld.ambcol[3] = 1.0f;
}
void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
{
GPUMaterial *mat = shi->gpumat;
GPUNodeLink *emit, *ulinfac, *ulogfac, *mistfac;
Material *ma = shi->mat;
World *world = mat->scene->world;
float linfac, logfac;
memset(shr, 0, sizeof(*shr));
if (ma->mode & MA_VERTEXCOLP)
shi->rgb = shi->vcol;
do_material_tex(shi);
if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
GPU_link(mat, "set_rgb_zero", &shr->spec);
GPU_link(mat, "set_value", shi->alpha, &shr->alpha);
shr->combined = shr->diff;
}
else {
if (GPU_link_changed(shi->emit) || ma->emit != 0.0f) {
if ((ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == MA_VERTEXCOL) {
GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit);
GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff);
}
else
GPU_link(mat, "shade_mul_value", shi->emit, shi->rgb, &shr->diff);
}
else
GPU_link(mat, "set_rgb_zero", &shr->diff);
GPU_link(mat, "set_rgb_zero", &shr->spec);
material_lights(shi, shr);
shr->combined = shr->diff;
GPU_link(mat, "set_value", shi->alpha, &shr->alpha);
if (world) {
/* exposure correction */
if (world->exp != 0.0f || world->range != 1.0f) {
linfac = 1.0f + powf((2.0f * world->exp + 0.5f), -10);
logfac = logf((linfac - 1.0f) / linfac) / world->range;
GPU_link(mat, "set_value", GPU_uniform(&linfac), &ulinfac);
GPU_link(mat, "set_value", GPU_uniform(&logfac), &ulogfac);
GPU_link(mat, "shade_exposure_correct", shr->combined,
ulinfac, ulogfac, &shr->combined);
GPU_link(mat, "shade_exposure_correct", shr->spec,
ulinfac, ulogfac, &shr->spec);
}
/* ambient color */
if (GPU_link_changed(shi->amb) || ma->amb != 0.0f) {
GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb),
GPU_dynamic_uniform(GPUWorld.ambcol, GPU_DYNAMIC_AMBIENT_COLOR, NULL),
&shr->combined);
}
}
if (ma->mode & MA_TRANSP && (ma->mode & (MA_ZTRANSP | MA_RAYTRANSP))) {
if (GPU_link_changed(shi->spectra) || ma->spectra != 0.0f) {
GPU_link(mat, "alpha_spec_correction", shr->spec, shi->spectra,
shi->alpha, &shr->alpha);
}
}
if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined);
if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec);
if (GPU_link_changed(shi->spec) || ma->spec != 0.0f)
GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined);
}
GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined);
if (ma->shade_flag & MA_OBCOLOR)
GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
if (!(ma->mode & MA_NOMIST)) {
GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_uniform(&GPUWorld.mistenabled, GPU_DYNAMIC_MIST_ENABLE, NULL),
GPU_dynamic_uniform(&GPUWorld.miststart, GPU_DYNAMIC_MIST_START, NULL),
GPU_dynamic_uniform(&GPUWorld.mistdistance, GPU_DYNAMIC_MIST_DISTANCE, NULL),
GPU_dynamic_uniform(&GPUWorld.mistype, GPU_DYNAMIC_MIST_TYPE, NULL),
GPU_dynamic_uniform(&GPUWorld.mistintensity, GPU_DYNAMIC_MIST_INTENSITY, NULL), &mistfac);
GPU_link(mat, "mix_blend", mistfac, shr->combined,
GPU_dynamic_uniform(GPUWorld.mistcol, GPU_DYNAMIC_MIST_COLOR, NULL), &shr->combined);
}
if (!mat->alpha) {
if (world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
GPU_link(mat, "shade_world_mix", GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL),
shr->combined, &shr->combined);
GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined);
}
if (ma->shade_flag & MA_OBCOLOR) {
mat->obcolalpha = 1;
GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
}
}
static GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma)
{
GPUShadeInput shi;
GPUShadeResult shr;
GPU_shadeinput_set(mat, ma, &shi);
GPU_shaderesult_set(&shi, &shr);
return shr.combined;
}
static GPUNodeLink *gpu_material_diffuse_bsdf(GPUMaterial *mat, Material *ma)
{
static float roughness = 0.0f;
GPUNodeLink *outlink;
GPU_link(mat, "node_bsdf_diffuse",
GPU_uniform(&ma->r), GPU_uniform(&roughness), GPU_builtin(GPU_VIEW_NORMAL), &outlink);
return outlink;
}
static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma)
{
GPUNodeLink *outlink;
/* some explanations here:
* matcap normal holds the normal remapped to the 0.0 - 1.0 range. To take advantage of flat shading, we abuse
* the built in secondary color of opengl. Color is just the regular color, which should include mask value too.
* This also needs flat shading so we use the primary opengl color built-in */
GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview),
GPU_opengl_builtin(GPU_MATCAP_NORMAL), GPU_opengl_builtin(GPU_COLOR), &outlink);
return outlink;
}
/* new solid draw mode with glsl matcaps */
GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv)
{
GPUMaterial *mat;
GPUNodeLink *outlink;
LinkData *link;
for (link = ma->gpumaterial.first; link; link = link->next) {
GPUMaterial *current_material = (GPUMaterial *)link->data;
if (current_material->scene == scene &&
current_material->is_opensubdiv == use_opensubdiv)
{
return current_material;
}
}
/* allocate material */
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
mat->type = GPU_MATERIAL_TYPE_MESH;
mat->is_opensubdiv = use_opensubdiv;
if (ma->preview && ma->preview->rect[0]) {
outlink = gpu_material_preview_matcap(mat, ma);
}
else {
outlink = gpu_material_diffuse_bsdf(mat, ma);
}
GPU_material_output_link(mat, outlink);
GPU_material_construct_end(mat, "matcap_pass");
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
* the actual shader on drawing */
link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
link->data = mat;
BLI_addtail(&ma->gpumaterial, link);
return mat;
}
static void do_world_tex(GPUShadeInput *shi, struct World *wo, GPUNodeLink **hor, GPUNodeLink **zen, GPUNodeLink **blend)
{
GPUMaterial *mat = shi->gpumat;
GPUNodeLink *texco, *tin, *trgb, *stencil, *tcol, *zenfac;
MTex *mtex;
Tex *tex;
float ofs[3], zero = 0.0f;
int tex_nr, rgbnor;
GPU_link(mat, "set_value_one", &stencil);
/* go over texture slots */
for (tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) {
if (wo->mtex[tex_nr]) {
mtex = wo->mtex[tex_nr];
tex = mtex->tex;
if (tex == NULL || !tex->ima || (tex->type != TEX_IMAGE && tex->type != TEX_ENVMAP))
continue;
/* which coords */
if (mtex->texco == TEXCO_VIEW || mtex->texco == TEXCO_GLOB) {
if (tex->type == TEX_IMAGE)
texco = GPU_builtin(GPU_VIEW_POSITION);
else if (tex->type == TEX_ENVMAP)
GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &texco);
}
else if (mtex->texco == TEXCO_EQUIRECTMAP || mtex->texco == TEXCO_ANGMAP) {
if ((tex->type == TEX_IMAGE && wo->skytype & WO_SKYREAL) || tex->type == TEX_ENVMAP)
GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &texco);
else
texco = GPU_builtin(GPU_VIEW_POSITION);
}
else
continue;
GPU_link(mat, "texco_norm", texco, &texco);
if (tex->type == TEX_IMAGE && !(wo->skytype & WO_SKYREAL)) {
GPU_link(mat, "mtex_2d_mapping", texco, &texco);
}
if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) {
float size[3] = { mtex->size[0], mtex->size[1], mtex->size[2] };
if (tex->type == TEX_ENVMAP) {
size[1] = mtex->size[2];
size[2] = mtex->size[1];
}
GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(size), &texco);
}
ofs[0] = mtex->ofs[0] + 0.5f - 0.5f * mtex->size[0];
if (tex->type == TEX_ENVMAP) {
ofs[1] = -mtex->ofs[2] + 0.5f - 0.5f * mtex->size[2];
ofs[2] = mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1];
}
else {
ofs[1] = mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1];
ofs[2] = 0.0;
}
if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
if (mtex->texco == TEXCO_EQUIRECTMAP) {
GPU_link(mat, "node_tex_environment_equirectangular", texco, GPU_image(tex->ima, &tex->iuser, false), &trgb);
}
else if (mtex->texco == TEXCO_ANGMAP) {
GPU_link(mat, "node_tex_environment_mirror_ball", texco, GPU_image(tex->ima, &tex->iuser, false), &trgb);
}
else {
if (tex->type == TEX_ENVMAP)
GPU_link(mat, "mtex_cube_map", texco, GPU_cube_map(tex->ima, &tex->iuser, false), &tin, &trgb);
else if (tex->type == TEX_IMAGE)
GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb);
}
rgbnor = TEX_RGB;
if (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)
if (GPU_material_do_color_management(mat))
GPU_link(mat, "srgb_to_linearrgb", trgb, &trgb);
/* texture output */
if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
rgbnor -= TEX_RGB;
}
if (mtex->texflag & MTEX_NEGATIVE) {
if (rgbnor & TEX_RGB)
GPU_link(mat, "mtex_rgb_invert", trgb, &trgb);
else
GPU_link(mat, "mtex_value_invert", tin, &tin);
}
if (mtex->texflag & MTEX_STENCIL) {
if (rgbnor & TEX_RGB)
GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb);
else
GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin);
}
else {
if (rgbnor & TEX_RGB)
GPU_link(mat, "mtex_alpha_multiply_value", trgb, stencil, &trgb);
else
GPU_link(mat, "math_multiply", stencil, tin, &tin);
}
/* color mapping */
if (mtex->mapto & (WOMAP_HORIZ + WOMAP_ZENUP + WOMAP_ZENDOWN)) {
if ((rgbnor & TEX_RGB) == 0)
GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &trgb);
else
GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
GPU_link(mat, "set_rgb", trgb, &tcol);
if (mtex->mapto & WOMAP_HORIZ) {
texture_rgb_blend(mat, tcol, *hor, tin, GPU_uniform(&mtex->colfac), mtex->blendtype, hor);
}
if (mtex->mapto & (WOMAP_ZENUP + WOMAP_ZENDOWN)) {
GPU_link(mat, "set_value_zero", &zenfac);
if (wo->skytype & WO_SKYREAL) {
if (mtex->mapto & WOMAP_ZENUP) {
if (mtex->mapto & WOMAP_ZENDOWN) {
GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&mtex->zenupfac),
GPU_uniform(&mtex->zendownfac), &zenfac);
}
else {
GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&mtex->zenupfac),
GPU_uniform(&zero), &zenfac);
}
}
else if (mtex->mapto & WOMAP_ZENDOWN) {
GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&zero),
GPU_uniform(&mtex->zendownfac), &zenfac);
}
}
else {
if (mtex->mapto & WOMAP_ZENUP)
GPU_link(mat, "set_value", GPU_uniform(&mtex->zenupfac), &zenfac);
else if (mtex->mapto & WOMAP_ZENDOWN)
GPU_link(mat, "set_value", GPU_uniform(&mtex->zendownfac), &zenfac);
}
texture_rgb_blend(mat, tcol, *zen, tin, zenfac, mtex->blendtype, zen);
}
}
if (mtex->mapto & WOMAP_BLEND && wo->skytype & WO_SKYBLEND) {
if (rgbnor & TEX_RGB)
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
texture_value_blend(mat, GPU_uniform(&mtex->def_var), *blend, tin, GPU_uniform(&mtex->blendfac), mtex->blendtype, blend);
}
}
}
}
static void GPU_material_old_world(struct GPUMaterial *mat, struct World *wo)
{
GPUShadeInput shi;
GPUShadeResult shr;
GPUNodeLink *hor, *zen, *ray, *blend;
shi.gpumat = mat;
for (int i = 0; i < MAX_MTEX; i++) {
if (wo->mtex[i] && wo->mtex[i]->tex) {
wo->skytype |= WO_SKYTEX;
break;
}
}
if ((wo->skytype & (WO_SKYBLEND + WO_SKYTEX)) == 0) {
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->horr, GPU_DYNAMIC_HORIZON_COLOR, NULL), &shr.combined);
}
else {
GPU_link(mat, "set_rgb_zero", &shi.rgb);
GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &ray);
if (wo->skytype & WO_SKYPAPER)
GPU_link(mat, "world_paper_view", GPU_builtin(GPU_VIEW_POSITION), &shi.view);
else
GPU_link(mat, "shade_view", ray, &shi.view);
if (wo->skytype & WO_SKYBLEND) {
if (wo->skytype & WO_SKYPAPER) {
if (wo->skytype & WO_SKYREAL)
GPU_link(mat, "world_blend_paper_real", GPU_builtin(GPU_VIEW_POSITION), &blend);
else
GPU_link(mat, "world_blend_paper", GPU_builtin(GPU_VIEW_POSITION), &blend);
}
else {
if (wo->skytype & WO_SKYREAL)
GPU_link(mat, "world_blend_real", ray, &blend);
else
GPU_link(mat, "world_blend", ray, &blend);
}
}
else {
GPU_link(mat, "set_value_zero", &blend);
}
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->horr, GPU_DYNAMIC_HORIZON_COLOR, NULL), &hor);
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->zenr, GPU_DYNAMIC_ZENITH_COLOR, NULL), &zen);
do_world_tex(&shi, wo, &hor, &zen, &blend);
if (wo->skytype & WO_SKYBLEND)
GPU_link(mat, "node_mix_shader", blend, hor, zen, &shi.rgb);
else
GPU_link(mat, "set_rgb", hor, &shi.rgb);
GPU_link(mat, "set_rgb", shi.rgb, &shr.combined);
}
GPU_material_output_link(mat, shr.combined);
}
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
{
LinkData *link;
GPUMaterial *mat;
for (link = wo->gpumaterial.first; link; link = link->next)
if (((GPUMaterial *)link->data)->scene == scene)
return link->data;
/* allocate material */
mat = GPU_material_construct_begin(NULL);
mat->scene = scene;
mat->type = GPU_MATERIAL_TYPE_WORLD;
/* create nodes */
if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes)
ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING);
else {
GPU_material_old_world(mat, wo);
}
if (GPU_material_do_color_management(mat))
if (mat->outlink)
GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
GPU_material_construct_end(mat, wo->id.name);
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
* the actual shader on drawing */
link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
link->data = mat;
BLI_addtail(&wo->gpumaterial, link);
return mat;
}
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv)
{
GPUMaterial *mat;
GPUNodeLink *outlink;
LinkData *link;
for (link = ma->gpumaterial.first; link; link = link->next) {
GPUMaterial *current_material = (GPUMaterial *)link->data;
if (current_material->scene == scene &&
current_material->is_opensubdiv == use_opensubdiv)
{
return current_material;
}
}
/* allocate material */
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
mat->type = GPU_MATERIAL_TYPE_MESH;
mat->is_opensubdiv = use_opensubdiv;
/* render pipeline option */
bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
if (!new_shading_nodes && (ma->mode & MA_TRANSP))
GPU_material_enable_alpha(mat);
else if (new_shading_nodes && ma->alpha < 1.0f)
GPU_material_enable_alpha(mat);
if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
/* create nodes */
if (new_shading_nodes)
ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_NEW_SHADING);
else
ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_OLD_SHADING);
}
else {
if (new_shading_nodes) {
/* create simple diffuse material instead of nodes */
outlink = gpu_material_diffuse_bsdf(mat, ma);
}
else {
/* create blender material */
outlink = GPU_blender_material(mat, ma);
}
GPU_material_output_link(mat, outlink);
}
if (GPU_material_do_color_management(mat))
if (mat->outlink)
GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
GPU_material_construct_end(mat, ma->id.name);
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
* the actual shader on drawing */
link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
link->data = mat;
BLI_addtail(&ma->gpumaterial, link);
return mat;
}
void GPU_materials_free(void)
{
Object *ob;
Material *ma;
World *wo;
extern Material defmaterial;
for (ma = G.main->mat.first; ma; ma = ma->id.next)
GPU_material_free(&ma->gpumaterial);
for (wo = G.main->world.first; wo; wo = wo->id.next)
GPU_material_free(&wo->gpumaterial);
GPU_material_free(&defmaterial.gpumaterial);
for (ob = G.main->object.first; ob; ob = ob->id.next)
GPU_lamp_free(ob);
}
/* Lamps and shadow buffers */
static void gpu_lamp_calc_winmat(GPULamp *lamp)
{
float temp, angle, pixsize, wsize;
if (lamp->type == LA_SUN) {
wsize = lamp->la->shadow_frustum_size;
orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
else {
angle = saacos(lamp->spotsi);
temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
pixsize = lamp->d / temp;
wsize = pixsize * 0.5f * lamp->size;
if (lamp->type & LA_SPOT) {
/* compute shadows according to X and Y scaling factors */
perspective_m4(
lamp->winmat,
-wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
-wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
lamp->d, lamp->clipend);
}
else {
perspective_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
}
}
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
{
float mat[4][4];
float obmat_scale[3];
lamp->lay = lay;
lamp->hide = hide;
normalize_m4_m4_ex(mat, obmat, obmat_scale);
copy_v3_v3(lamp->vec, mat[2]);
copy_v3_v3(lamp->co, mat[3]);
copy_m4_m4(lamp->obmat, mat);
invert_m4_m4(lamp->imat, mat);
/* update spotlamp scale on X and Y axis */
lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
/* makeshadowbuf */
gpu_lamp_calc_winmat(lamp);
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
{
lamp->energy = energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = r;
lamp->col[1] = g;
lamp->col[2] = b;
}
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2)
{
lamp->dist = distance;
lamp->att1 = att1;
lamp->att2 = att2;
}
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
{
lamp->spotsi = cosf(spotsize * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
}
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
{
lamp->scene = scene;
lamp->ob = ob;
lamp->par = par;
lamp->la = la;
/* add_render_lamp */
lamp->mode = la->mode;
lamp->type = la->type;
lamp->energy = la->energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = la->r;
lamp->col[1] = la->g;
lamp->col[2] = la->b;
GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
lamp->spotsi = la->spotsize;
if (lamp->mode & LA_HALO)
if (lamp->spotsi > DEG2RADF(170.0f))
lamp->spotsi = DEG2RADF(170.0f);
lamp->spotsi = cosf(lamp->spotsi * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
lamp->k = la->k;
lamp->dist = la->dist;
lamp->falloff_type = la->falloff_type;
lamp->att1 = la->att1;
lamp->att2 = la->att2;
lamp->curfalloff = la->curfalloff;
/* initshadowbuf */
lamp->bias = 0.02f * la->bias;
lamp->size = la->bufsize;
lamp->d = la->clipsta;
lamp->clipend = la->clipend;
/* arbitrary correction for the fact we do no soft transition */
lamp->bias *= 0.25f;
}
static void gpu_lamp_shadow_free(GPULamp *lamp)
{
if (lamp->tex) {
GPU_texture_free(lamp->tex);
lamp->tex = NULL;
}
if (lamp->depthtex) {
GPU_texture_free(lamp->depthtex);
lamp->depthtex = NULL;
}
if (lamp->fb) {
GPU_framebuffer_free(lamp->fb);
lamp->fb = NULL;
}
if (lamp->blurtex) {
GPU_texture_free(lamp->blurtex);
lamp->blurtex = NULL;
}
if (lamp->blurfb) {
GPU_framebuffer_free(lamp->blurfb);
lamp->blurfb = NULL;
}
}
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
{
Lamp *la;
GPULamp *lamp;
LinkData *link;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = (GPULamp *)link->data;
if (lamp->par == par && lamp->scene == scene)
return link->data;
}
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
link = MEM_callocN(sizeof(LinkData), "GPULampLink");
link->data = lamp;
BLI_addtail(&ob->gpulamp, link);
la = ob->data;
gpu_lamp_from_blender(scene, ob, par, la, lamp);
if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
(la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
{
/* opengl */
lamp->fb = GPU_framebuffer_create();
if (!lamp->fb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
/* Shadow depth map */
lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->depthtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* Shadow color map */
lamp->tex = GPU_texture_create_vsm_shadow_map(lamp->size, NULL);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* FBO and texture for blurring */
lamp->blurfb = GPU_framebuffer_create();
if (!lamp->blurfb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
lamp->blurtex = GPU_texture_create_vsm_shadow_map(lamp->size * 0.5, NULL);
if (!lamp->blurtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* we need to properly bind to test for completeness */
GPU_texture_bind_as_framebuffer(lamp->blurtex);
if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
}
else {
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
}
GPU_framebuffer_restore();
lamp->shadow_color[0] = la->shdwr;
lamp->shadow_color[1] = la->shdwg;
lamp->shadow_color[2] = la->shdwb;
}
else {
lamp->shadow_color[0] = 1.0;
lamp->shadow_color[1] = 1.0;
lamp->shadow_color[2] = 1.0;
}
return lamp;
}
void GPU_lamp_free(Object *ob)
{
GPULamp *lamp;
LinkData *link;
LinkData *nlink;
Material *ma;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = link->data;
while (lamp->materials.first) {
nlink = lamp->materials.first;
ma = nlink->data;
BLI_freelinkN(&lamp->materials, nlink);
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
}
gpu_lamp_shadow_free(lamp);
MEM_freeN(lamp);
}
BLI_freelistN(&ob->gpulamp);
}
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
{
return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
!(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
lamp->tex && lamp->fb);
}
void GPU_lamp_update_buffer_mats(GPULamp *lamp)
{
float rangemat[4][4], persmat[4][4];
/* initshadowbuf */
invert_m4_m4(lamp->viewmat, lamp->obmat);
normalize_v3(lamp->viewmat[0]);
normalize_v3(lamp->viewmat[1]);
normalize_v3(lamp->viewmat[2]);
/* makeshadowbuf */
mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
/* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
unit_m4(rangemat);
rangemat[0][0] = 0.5f;
rangemat[1][1] = 0.5f;
rangemat[2][2] = 0.5f;
rangemat[3][0] = 0.5f;
rangemat[3][1] = 0.5f;
rangemat[3][2] = 0.5f;
mul_m4_m4m4(lamp->persmat, rangemat, persmat);
}
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
{
GPU_lamp_update_buffer_mats(lamp);
/* opengl */
glDisable(GL_SCISSOR_TEST);
GPU_texture_bind_as_framebuffer(lamp->tex);
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
/* set matrices */
copy_m4_m4(viewmat, lamp->viewmat);
copy_m4_m4(winmat, lamp->winmat);
*winsize = lamp->size;
}
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_shader_unbind();
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}
GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
{
return lamp->la->shadowmap_type;
}
int GPU_lamp_shadow_bind_code(GPULamp *lamp)
{
return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
}
float *GPU_lamp_dynpersmat(GPULamp *lamp)
{
return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL;
}
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
return lamp->lay;
else
return -1;
}
GPUNodeLink *GPU_lamp_get_data(
GPUMaterial *mat, GPULamp *lamp,
GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy)
{
GPUNodeLink *visifac;
*r_col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
*r_energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob);
visifac = lamp_get_visibility(mat, lamp, r_lv, r_dist);
shade_light_textures(mat, lamp, r_col);
if (GPU_lamp_has_shadow_buffer(lamp)) {
GPUNodeLink *vn, *inp;
GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &vn);
GPU_link(mat, "shade_inp", vn, *r_lv, &inp);
mat->dynproperty |= DYN_LAMP_PERSMAT;
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_link(mat, "shadows_only_vsm",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias),
GPU_uniform(lamp->shadow_color), inp, r_shadow);
}
else {
GPU_link(mat, "shadows_only",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, r_shadow);
}
}
else {
GPU_link(mat, "set_rgb_one", r_shadow);
}
/* ensure shadow buffer and lamp textures will be updated */
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, mat->ma);
return visifac;
}
/* export the GLSL shader */
GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
{
static struct {
GPUBuiltin gputype;
GPUDynamicType dynamictype;
GPUDataType datatype;
} builtins[] = {
{ GPU_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWMAT, GPU_DATA_16F },
{ GPU_INVERSE_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DATA_16F },
{ GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F },
{ GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F },
{ GPU_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT, GPU_DATA_16F },
{ GPU_INVERSE_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT, GPU_DATA_16F },
{ GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F },
{ GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F },
{ 0 }
};
GPUShaderExport *shader = NULL;
GPUInput *input;
int liblen, fraglen;
/* TODO(sergey): How to determine whether we need OSD or not here? */
GPUMaterial *mat = GPU_material_from_blender(scene, ma, false);
GPUPass *pass = (mat) ? mat->pass : NULL;
if (pass && pass->fragmentcode && pass->vertexcode) {
shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport");
for (input = pass->inputs.first; input; input = input->next) {
GPUInputUniform *uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform");
if (input->ima) {
/* image sampler uniform */
uniform->type = GPU_DYNAMIC_SAMPLER_2DIMAGE;
uniform->datatype = GPU_DATA_1I;
uniform->image = input->ima;
uniform->texnumber = input->texid;
BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
}
else if (input->tex) {
/* generated buffer */
uniform->texnumber = input->texid;
uniform->datatype = GPU_DATA_1I;
BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
switch (input->textype) {
case GPU_SHADOW2D:
uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW;
uniform->lamp = input->dynamicdata;
break;
case GPU_TEX2D:
if (GPU_texture_opengl_bindcode(input->tex)) {
uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER;
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
uniform->texsize = GPU_texture_width(input->tex) * GPU_texture_height(input->tex);
uniform->texpixels = MEM_mallocN(uniform->texsize * 4, "RGBApixels");
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels);
glBindTexture(GL_TEXTURE_2D, 0);
}
break;
case GPU_NONE:
case GPU_TEXCUBE:
case GPU_FLOAT:
case GPU_VEC2:
case GPU_VEC3:
case GPU_VEC4:
case GPU_MAT3:
case GPU_MAT4:
case GPU_ATTRIB:
break;
}
}
else {
uniform->type = input->dynamictype;
BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
switch (input->type) {
case GPU_FLOAT:
uniform->datatype = GPU_DATA_1F;
break;
case GPU_VEC2:
uniform->datatype = GPU_DATA_2F;
break;
case GPU_VEC3:
uniform->datatype = GPU_DATA_3F;
break;
case GPU_VEC4:
uniform->datatype = GPU_DATA_4F;
break;
case GPU_MAT3:
uniform->datatype = GPU_DATA_9F;
break;
case GPU_MAT4:
uniform->datatype = GPU_DATA_16F;
break;
case GPU_NONE:
case GPU_TEX2D:
case GPU_TEXCUBE:
case GPU_SHADOW2D:
case GPU_ATTRIB:
break;
}
if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_LAMP)
uniform->lamp = input->dynamicdata;
}
if (uniform->type != GPU_DYNAMIC_NONE)
BLI_addtail(&shader->uniforms, uniform);
else
MEM_freeN(uniform);
}
/* process builtin uniform */
for (int i = 0; builtins[i].gputype; i++) {
if (mat->builtins & builtins[i].gputype) {
GPUInputUniform *uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform");
uniform->type = builtins[i].dynamictype;
uniform->datatype = builtins[i].datatype;
BLI_strncpy(uniform->varname, GPU_builtin_name(builtins[i].gputype), sizeof(uniform->varname));
BLI_addtail(&shader->uniforms, uniform);
}
}
/* now link fragment shader with library shader */
/* TBD: remove the function that are not used in the main function */
liblen = (pass->libcode) ? strlen(pass->libcode) : 0;
fraglen = strlen(pass->fragmentcode);
shader->fragment = (char *)MEM_mallocN(liblen + fraglen + 1, "GPUFragShader");
if (pass->libcode)
memcpy(shader->fragment, pass->libcode, liblen);
memcpy(&shader->fragment[liblen], pass->fragmentcode, fraglen);
shader->fragment[liblen + fraglen] = 0;
// export the attribute
for (int i = 0; i < mat->attribs.totlayer; i++) {
GPUInputAttribute *attribute = MEM_callocN(sizeof(GPUInputAttribute), "GPUInputAttribute");
attribute->type = mat->attribs.layer[i].type;
attribute->number = mat->attribs.layer[i].glindex;
BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid);
switch (attribute->type) {
case CD_TANGENT:
attribute->datatype = GPU_DATA_4F;
break;
case CD_MTFACE:
attribute->datatype = GPU_DATA_2F;
attribute->name = mat->attribs.layer[i].name;
break;
case CD_MCOL:
attribute->datatype = GPU_DATA_4UB;
attribute->name = mat->attribs.layer[i].name;
break;
case CD_ORCO:
attribute->datatype = GPU_DATA_3F;
break;
}
if (attribute->datatype != GPU_DATA_NONE)
BLI_addtail(&shader->attributes, attribute);
else
MEM_freeN(attribute);
}
/* export the vertex shader */
shader->vertex = BLI_strdup(pass->vertexcode);
}
return shader;
}
void GPU_free_shader_export(GPUShaderExport *shader)
{
if (shader == NULL)
return;
for (GPUInputUniform *uniform = shader->uniforms.first; uniform; uniform = uniform->next)
if (uniform->texpixels)
MEM_freeN(uniform->texpixels);
BLI_freelistN(&shader->uniforms);
BLI_freelistN(&shader->attributes);
if (shader->vertex)
MEM_freeN(shader->vertex);
if (shader->fragment)
MEM_freeN(shader->fragment);
MEM_freeN(shader);
}
#ifdef WITH_OPENSUBDIV
void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
DerivedMesh *dm)
{
GPUPass *pass = gpu_material->pass;
GPUShader *shader = (pass != NULL ? pass->shader : NULL);
ListBase *inputs = (pass != NULL ? &pass->inputs : NULL);
GPUInput *input;
if (shader == NULL) {
return;
}
GPU_shader_bind(shader);
for (input = inputs->first;
input != NULL;
input = input->next)
{
if (input->source == GPU_SOURCE_ATTRIB &&
input->attribtype == CD_MTFACE)
{
char name[64];
/* TODO(sergey): This will work for until names are
* consistent, we'll need to solve this somehow in the future.
*/
int layer_index;
int location;
if (input->attribname[0] != '\0') {
layer_index = CustomData_get_named_layer(&dm->loopData,
CD_MLOOPUV,
input->attribname);
}
else {
layer_index = CustomData_get_active_layer(&dm->loopData,
CD_MLOOPUV);
}
BLI_snprintf(name, sizeof(name),
"fvar%d_offset",
input->attribid);
location = GPU_shader_get_uniform(shader, name);
/* Multiply by 2 because we're offseting U and V variables. */
GPU_shader_uniform_int(shader, location, layer_index * 2);
}
}
GPU_shader_unbind();
}
#endif