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blender-archive/source/blender/gpu/GPU_material.h

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/*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#ifndef __GPU_MATERIAL_H__
#define __GPU_MATERIAL_H__
#include "DNA_customdata_types.h" /* for CustomDataType */
#include "DNA_listBase.h"
#include "BLI_sys_types.h" /* for bool */
#ifdef __cplusplus
extern "C" {
#endif
struct GPUMaterial;
struct GPUNode;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUTexture;
struct GPUUniformBuffer;
struct GPUVertAttrLayers;
struct Image;
struct ImageUser;
struct ListBase;
struct Main;
struct Material;
struct Object;
struct PreviewImage;
struct Scene;
struct World;
struct bNode;
struct bNodeTree;
typedef struct GPUMaterial GPUMaterial;
typedef struct GPUNode GPUNode;
typedef struct GPUNodeLink GPUNodeLink;
typedef struct GPUParticleInfo GPUParticleInfo;
/* Functions to create GPU Materials nodes */
typedef enum eGPUType {
/* Keep in sync with GPU_DATATYPE_STR */
/* The value indicates the number of elements in each type */
GPU_NONE = 0,
GPU_FLOAT = 1,
GPU_VEC2 = 2,
GPU_VEC3 = 3,
GPU_VEC4 = 4,
GPU_MAT3 = 9,
GPU_MAT4 = 16,
/* Values not in GPU_DATATYPE_STR */
GPU_TEX1D_ARRAY = 1001,
GPU_TEX2D = 1002,
GPU_TEX3D = 1003,
GPU_SHADOW2D = 1004,
GPU_TEXCUBE = 1005,
/* GLSL Struct types */
GPU_CLOSURE = 1006,
/* Opengl Attributes */
GPU_ATTR = 3001,
} eGPUType;
typedef enum eGPUBuiltin {
GPU_VIEW_MATRIX = (1 << 0),
GPU_OBJECT_MATRIX = (1 << 1),
GPU_INVERSE_VIEW_MATRIX = (1 << 2),
GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
GPU_VIEW_POSITION = (1 << 4),
GPU_VIEW_NORMAL = (1 << 5),
GPU_OBCOLOR = (1 << 6),
GPU_AUTO_BUMPSCALE = (1 << 7),
GPU_CAMERA_TEXCO_FACTORS = (1 << 8),
GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
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GPU_PARTICLE_LOCATION = (1 << 10),
GPU_PARTICLE_VELOCITY = (1 << 11),
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
GPU_OBJECT_INFO = (1 << 15),
GPU_VOLUME_DENSITY = (1 << 16),
GPU_VOLUME_FLAME = (1 << 17),
GPU_VOLUME_TEMPERATURE = (1 << 18),
GPU_BARYCENTRIC_TEXCO = (1 << 19),
GPU_BARYCENTRIC_DIST = (1 << 20),
GPU_INVERSE_NORMAL_MATRIX = (1 << 21),
} eGPUBuiltin;
typedef enum eGPUMatFlag {
GPU_MATFLAG_DIFFUSE = (1 << 0),
GPU_MATFLAG_GLOSSY = (1 << 1),
GPU_MATFLAG_REFRACT = (1 << 2),
GPU_MATFLAG_SSS = (1 << 3),
} eGPUMatFlag;
typedef enum eGPUBlendMode {
GPU_BLEND_SOLID = 0,
GPU_BLEND_ADD = 1,
GPU_BLEND_ALPHA = 2,
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
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GPU_BLEND_CLIP = 4,
GPU_BLEND_ALPHA_SORT = 8,
GPU_BLEND_ALPHA_TO_COVERAGE = 16,
} eGPUBlendMode;
typedef struct GPUNodeStack {
eGPUType type;
float vec[4];
struct GPUNodeLink *link;
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bool hasinput;
bool hasoutput;
short sockettype;
bool end;
} GPUNodeStack;
typedef enum eGPUMaterialStatus {
GPU_MAT_FAILED = 0,
GPU_MAT_QUEUED,
GPU_MAT_SUCCESS,
} eGPUMaterialStatus;
GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
GPUNodeLink *GPU_constant(float *num);
GPUNodeLink *GPU_uniform(float *num);
GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *layer);
GPUNodeLink *GPU_builtin(eGPUBuiltin builtin);
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bool GPU_link(GPUMaterial *mat, const char *name, ...);
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
GPUNodeLink *GPU_uniformbuffer_link_out(
struct GPUMaterial *mat, struct bNode *node,
struct GPUNodeStack *stack, const int index);
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
eGPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], short *falloff_type, float *sharpness);
Eevee : SSS : Add Translucency support. This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances. To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options). Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion. Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution. Technical notes: This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that. We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture. This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness. We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account. The light is considered constant. If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference. Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects. Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium. Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter. Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
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struct GPUUniformBuffer *GPU_material_sss_profile_get(
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GPUMaterial *material, int sample_len, struct GPUTexture **tex_profile);
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_from_nodetree_find(
struct ListBase *gpumaterials, const void *engine_type, int options);
GPUMaterial *GPU_material_from_nodetree(
struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name);
void GPU_material_compile(GPUMaterial *mat);
void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(struct Main *bmain);
struct Scene *GPU_material_scene(GPUMaterial *material);
struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
struct ListBase *GPU_material_get_inputs(GPUMaterial *material);
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material);
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void);
void GPU_material_vertex_attrs(
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GPUMaterial *material,
struct GPUVertAttrLayers *attrs);
bool GPU_material_do_color_management(GPUMaterial *mat);
bool GPU_material_use_domain_surface(GPUMaterial *mat);
bool GPU_material_use_domain_volume(GPUMaterial *mat);
void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag);
bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag);
void GPU_pass_cache_init(void);
void GPU_pass_cache_garbage_collect(void);
void GPU_pass_cache_free(void);
#ifdef __cplusplus
}
#endif
#endif /*__GPU_MATERIAL_H__*/