2011-02-23 10:52:22 +00:00
|
|
|
/*
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
* 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
|
2018-06-01 18:19:39 +02:00
|
|
|
* of the License, or (at your option) any later version.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
*
|
|
|
|
* 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,
|
2010-02-12 13:34:04 +00:00
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
*
|
|
|
|
* The Original Code is Copyright (C) 2006 Blender Foundation.
|
|
|
|
* All rights reserved.
|
|
|
|
*/
|
|
|
|
|
2019-02-18 08:08:12 +11:00
|
|
|
/** \file
|
|
|
|
* \ingroup gpu
|
2014-01-19 23:14:24 +11:00
|
|
|
*
|
|
|
|
* Manages materials, lights and textures.
|
2011-02-27 20:25:53 +00:00
|
|
|
*/
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include <math.h>
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
#include "DNA_material_types.h"
|
|
|
|
#include "DNA_scene_types.h"
|
|
|
|
#include "DNA_world_types.h"
|
|
|
|
|
2020-03-19 09:33:03 +01:00
|
|
|
#include "BLI_ghash.h"
|
2018-07-20 20:06:39 +02:00
|
|
|
#include "BLI_listbase.h"
|
2020-03-19 09:33:03 +01:00
|
|
|
#include "BLI_math.h"
|
2018-08-02 18:31:38 +02:00
|
|
|
#include "BLI_string.h"
|
2019-05-16 16:43:41 +02:00
|
|
|
#include "BLI_string_utils.h"
|
2020-03-19 09:33:03 +01:00
|
|
|
#include "BLI_utildefines.h"
|
2011-01-07 18:36:47 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "BKE_main.h"
|
2020-02-06 13:05:45 +01:00
|
|
|
#include "BKE_material.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "BKE_node.h"
|
|
|
|
#include "BKE_scene.h"
|
2011-01-07 19:18:31 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "GPU_material.h"
|
2015-12-06 21:20:19 +01:00
|
|
|
#include "GPU_shader.h"
|
|
|
|
#include "GPU_texture.h"
|
2017-07-14 17:40:54 +02:00
|
|
|
#include "GPU_uniformbuffer.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2018-03-05 00:54:31 +01:00
|
|
|
#include "DRW_engine.h"
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "gpu_codegen.h"
|
2020-02-12 12:48:44 +01:00
|
|
|
#include "gpu_node_graph.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
/* Structs */
|
2018-08-10 15:13:39 +02:00
|
|
|
#define MAX_COLOR_BAND 128
|
|
|
|
|
|
|
|
typedef struct GPUColorBandBuilder {
|
2019-04-17 06:17:24 +02:00
|
|
|
float pixels[MAX_COLOR_BAND][CM_TABLE + 1][4];
|
|
|
|
int current_layer;
|
2018-08-10 15:13:39 +02:00
|
|
|
} GPUColorBandBuilder;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
struct GPUMaterial {
|
2019-04-17 06:17:24 +02:00
|
|
|
Scene *scene; /* DEPRECATED was only useful for lights. */
|
|
|
|
Material *ma;
|
|
|
|
|
|
|
|
eGPUMaterialStatus status;
|
|
|
|
|
|
|
|
const void *engine_type; /* attached engine type */
|
|
|
|
int options; /* to identify shader variations (shadow, probe, world background...) */
|
2020-03-11 14:58:19 +01:00
|
|
|
bool is_volume_shader; /* is volumetric shader */
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2020-02-12 12:48:44 +01:00
|
|
|
/* Nodes */
|
|
|
|
GPUNodeGraph graph;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* for binding the material */
|
|
|
|
GPUPass *pass;
|
|
|
|
|
|
|
|
/* XXX: Should be in Material. But it depends on the output node
|
2019-05-30 14:36:43 +02:00
|
|
|
* used and since the output selection is different for GPUMaterial...
|
2019-04-17 06:17:24 +02:00
|
|
|
*/
|
2020-03-11 14:58:19 +01:00
|
|
|
bool has_volume_output;
|
|
|
|
bool has_surface_output;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* Only used by Eevee to know which bsdf are used. */
|
|
|
|
int flag;
|
|
|
|
|
|
|
|
/* Used by 2.8 pipeline */
|
|
|
|
GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
|
|
|
|
|
|
|
|
/* Eevee SSS */
|
|
|
|
GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */
|
|
|
|
GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */
|
|
|
|
float sss_enabled;
|
|
|
|
float sss_radii[3];
|
|
|
|
int sss_samples;
|
|
|
|
short int sss_falloff;
|
|
|
|
float sss_sharpness;
|
|
|
|
bool sss_dirty;
|
|
|
|
|
|
|
|
GPUTexture *coba_tex; /* 1D Texture array containing all color bands. */
|
|
|
|
GPUColorBandBuilder *coba_builder;
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-08-23 14:36:22 +02:00
|
|
|
GSet *used_libraries;
|
|
|
|
|
2018-08-02 18:31:38 +02:00
|
|
|
#ifndef NDEBUG
|
2019-04-17 06:17:24 +02:00
|
|
|
char name[64];
|
2018-08-02 18:31:38 +02:00
|
|
|
#endif
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
};
|
|
|
|
|
2017-10-27 16:07:44 +02:00
|
|
|
enum {
|
2020-03-11 14:58:19 +01:00
|
|
|
GPU_USE_SURFACE_OUTPUT = (1 << 0),
|
|
|
|
GPU_USE_VOLUME_OUTPUT = (1 << 1),
|
2017-10-27 16:07:44 +02:00
|
|
|
};
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Functions */
|
|
|
|
|
2018-09-24 18:46:51 +02:00
|
|
|
/* Returns the address of the future pointer to coba_tex */
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
|
|
|
|
int size,
|
|
|
|
float *pixels,
|
|
|
|
float *row)
|
2018-08-10 15:13:39 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
/* In order to put all the colorbands into one 1D array texture,
|
|
|
|
* we need them to be the same size. */
|
|
|
|
BLI_assert(size == CM_TABLE + 1);
|
|
|
|
UNUSED_VARS_NDEBUG(size);
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (mat->coba_builder == NULL) {
|
|
|
|
mat->coba_builder = MEM_mallocN(sizeof(GPUColorBandBuilder), "GPUColorBandBuilder");
|
|
|
|
mat->coba_builder->current_layer = 0;
|
|
|
|
}
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
int layer = mat->coba_builder->current_layer;
|
|
|
|
*row = (float)layer;
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (*row == MAX_COLOR_BAND) {
|
|
|
|
printf("Too many color band in shader! Remove some Curve, Black Body or Color Ramp Node.\n");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
float *dst = (float *)mat->coba_builder->pixels[layer];
|
|
|
|
memcpy(dst, pixels, sizeof(float) * (CM_TABLE + 1) * 4);
|
|
|
|
mat->coba_builder->current_layer += 1;
|
|
|
|
}
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return &mat->coba_tex;
|
2018-08-10 15:13:39 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_material_ramp_texture_build(GPUMaterial *mat)
|
|
|
|
{
|
2019-04-22 09:32:37 +10:00
|
|
|
if (mat->coba_builder == NULL) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUColorBandBuilder *builder = mat->coba_builder;
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
mat->coba_tex = GPU_texture_create_1d_array(
|
|
|
|
CM_TABLE + 1, builder->current_layer, GPU_RGBA16F, (float *)builder->pixels, NULL);
|
2018-08-10 15:13:39 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
MEM_freeN(builder);
|
|
|
|
mat->coba_builder = NULL;
|
2018-08-10 15:13:39 +02:00
|
|
|
}
|
|
|
|
|
2018-06-08 16:11:34 +02:00
|
|
|
static void gpu_material_free_single(GPUMaterial *material)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Cancel / wait any pending lazy compilation. */
|
|
|
|
DRW_deferred_shader_remove(material);
|
|
|
|
|
2020-02-12 12:48:44 +01:00
|
|
|
gpu_node_graph_free(&material->graph);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
if (material->pass != NULL) {
|
|
|
|
GPU_pass_release(material->pass);
|
|
|
|
}
|
|
|
|
if (material->ubo != NULL) {
|
|
|
|
GPU_uniformbuffer_free(material->ubo);
|
|
|
|
}
|
|
|
|
if (material->sss_tex_profile != NULL) {
|
|
|
|
GPU_texture_free(material->sss_tex_profile);
|
|
|
|
}
|
|
|
|
if (material->sss_profile != NULL) {
|
|
|
|
GPU_uniformbuffer_free(material->sss_profile);
|
|
|
|
}
|
|
|
|
if (material->coba_tex != NULL) {
|
|
|
|
GPU_texture_free(material->coba_tex);
|
|
|
|
}
|
2019-08-23 14:36:22 +02:00
|
|
|
|
|
|
|
BLI_gset_free(material->used_libraries, NULL);
|
2018-06-08 16:11:34 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_free(ListBase *gpumaterial)
|
|
|
|
{
|
2020-04-03 19:15:01 +02:00
|
|
|
LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUMaterial *material = link->data;
|
|
|
|
gpu_material_free_single(material);
|
|
|
|
MEM_freeN(material);
|
|
|
|
}
|
|
|
|
BLI_freelistN(gpumaterial);
|
2018-06-08 16:11:34 +02:00
|
|
|
}
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2013-11-25 20:58:23 +09:00
|
|
|
Scene *GPU_material_scene(GPUMaterial *material)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return material->scene;
|
2013-11-25 20:58:23 +09:00
|
|
|
}
|
|
|
|
|
2017-04-27 22:27:09 +02:00
|
|
|
GPUPass *GPU_material_get_pass(GPUMaterial *material)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return material->pass;
|
2017-04-27 22:27:09 +02:00
|
|
|
}
|
2014-11-24 17:18:56 +01:00
|
|
|
|
2020-06-02 16:58:07 +02:00
|
|
|
GPUShader *GPU_material_get_shader(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
return material->pass ? GPU_pass_shader_get(material->pass) : NULL;
|
|
|
|
}
|
|
|
|
|
2019-05-11 14:37:27 +02:00
|
|
|
/* Return can be NULL if it's a world material. */
|
|
|
|
Material *GPU_material_get_material(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
return material->ma;
|
|
|
|
}
|
|
|
|
|
2018-06-08 15:54:11 +02:00
|
|
|
GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material)
|
2017-07-14 17:40:54 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return material->ubo;
|
2017-07-14 17:40:54 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create dynamic UBO from parameters
|
2018-12-12 12:17:42 +11:00
|
|
|
*
|
|
|
|
* \param inputs: Items are #LinkData, data is #GPUInput (`BLI_genericNodeN(GPUInput)`).
|
2017-07-14 17:40:54 +02:00
|
|
|
*/
|
2018-06-07 19:40:47 +02:00
|
|
|
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
|
2017-07-14 17:40:54 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL);
|
2017-07-14 17:40:54 +02:00
|
|
|
}
|
|
|
|
|
2017-11-14 00:49:54 +01:00
|
|
|
/* Eevee Subsurface scattering. */
|
|
|
|
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
|
|
|
|
|
2017-11-14 02:17:34 +01:00
|
|
|
#define SSS_SAMPLES 65
|
2017-11-14 00:49:54 +01:00
|
|
|
#define SSS_EXPONENT 2.0f /* Importance sampling exponent */
|
|
|
|
|
|
|
|
typedef struct GPUSssKernelData {
|
2019-04-17 06:17:24 +02:00
|
|
|
float kernel[SSS_SAMPLES][4];
|
|
|
|
float param[3], max_radius;
|
|
|
|
int samples;
|
2019-05-29 16:57:09 +02:00
|
|
|
int pad[3];
|
2017-11-14 00:49:54 +01:00
|
|
|
} GPUSssKernelData;
|
|
|
|
|
2019-05-29 16:57:09 +02:00
|
|
|
BLI_STATIC_ASSERT_ALIGN(GPUSssKernelData, 16)
|
|
|
|
|
2017-11-22 04:51:21 +01:00
|
|
|
static void sss_calculate_offsets(GPUSssKernelData *kd, int count, float exponent)
|
2017-11-14 00:49:54 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float step = 2.0f / (float)(count - 1);
|
|
|
|
for (int i = 0; i < count; i++) {
|
|
|
|
float o = ((float)i) * step - 1.0f;
|
|
|
|
float sign = (o < 0.0f) ? -1.0f : 1.0f;
|
|
|
|
float ofs = sign * fabsf(powf(o, exponent));
|
|
|
|
kd->kernel[i][3] = ofs;
|
|
|
|
}
|
2017-11-14 00:49:54 +01:00
|
|
|
}
|
|
|
|
|
2017-11-22 04:51:21 +01:00
|
|
|
#define GAUSS_TRUNCATE 12.46f
|
|
|
|
static float gaussian_profile(float r, float radius)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
const float v = radius * radius * (0.25f * 0.25f);
|
|
|
|
const float Rm = sqrtf(v * GAUSS_TRUNCATE);
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (r >= Rm) {
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
return expf(-r * r / (2.0f * v)) / (2.0f * M_PI * v);
|
2017-11-14 00:49:54 +01:00
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
#define BURLEY_TRUNCATE 16.0f
|
|
|
|
#define BURLEY_TRUNCATE_CDF 0.9963790093708328f // cdf(BURLEY_TRUNCATE)
|
2017-11-16 21:28:40 +01:00
|
|
|
static float burley_profile(float r, float d)
|
2017-11-14 00:49:54 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float exp_r_3_d = expf(-r / (3.0f * d));
|
|
|
|
float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
|
|
|
|
return (exp_r_d + exp_r_3_d) / (4.0f * d);
|
2017-11-16 21:28:40 +01:00
|
|
|
}
|
|
|
|
|
2017-11-17 02:00:48 +01:00
|
|
|
static float cubic_profile(float r, float radius, float sharpness)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float Rm = radius * (1.0f + sharpness);
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (r >= Rm) {
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
/* custom variation with extra sharpness, to match the previous code */
|
|
|
|
const float y = 1.0f / (1.0f + sharpness);
|
|
|
|
float Rmy, ry, ryinv;
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
Rmy = powf(Rm, y);
|
|
|
|
ry = powf(r, y);
|
|
|
|
ryinv = (r > 0.0f) ? powf(r, y - 1.0f) : 0.0f;
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
const float Rmy5 = (Rmy * Rmy) * (Rmy * Rmy) * Rmy;
|
|
|
|
const float f = Rmy - ry;
|
|
|
|
const float num = f * (f * f) * (y * ryinv);
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return (10.0f * num) / (Rmy5 * M_PI);
|
2017-11-17 02:00:48 +01:00
|
|
|
}
|
|
|
|
|
2017-11-22 04:51:21 +01:00
|
|
|
static float eval_profile(float r, short falloff_type, float sharpness, float param)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
r = fabsf(r);
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (falloff_type == SHD_SUBSURFACE_BURLEY || falloff_type == SHD_SUBSURFACE_RANDOM_WALK) {
|
|
|
|
return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
|
|
|
|
}
|
|
|
|
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
|
|
|
|
return cubic_profile(r, param, sharpness);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return gaussian_profile(r, param);
|
|
|
|
}
|
2017-11-22 04:51:21 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Resolution for each sample of the precomputed kernel profile */
|
|
|
|
#define INTEGRAL_RESOLUTION 32
|
|
|
|
static float eval_integral(float x0, float x1, short falloff_type, float sharpness, float param)
|
2017-11-17 02:00:48 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
const float range = x1 - x0;
|
|
|
|
const float step = range / INTEGRAL_RESOLUTION;
|
|
|
|
float integral = 0.0f;
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-09-08 00:12:26 +10:00
|
|
|
for (int i = 0; i < INTEGRAL_RESOLUTION; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
|
|
|
|
float y = eval_profile(x, falloff_type, sharpness, param);
|
|
|
|
integral += y * step;
|
|
|
|
}
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return integral;
|
2017-11-17 02:00:48 +01:00
|
|
|
}
|
2017-11-22 04:51:21 +01:00
|
|
|
#undef INTEGRAL_RESOLUTION
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2017-11-22 04:51:21 +01:00
|
|
|
static void compute_sss_kernel(
|
2019-09-14 08:10:50 +10:00
|
|
|
GPUSssKernelData *kd, const float radii[3], int sample_len, int falloff_type, float sharpness)
|
2019-04-17 06:17:24 +02:00
|
|
|
{
|
|
|
|
float rad[3];
|
|
|
|
/* Minimum radius */
|
|
|
|
rad[0] = MAX2(radii[0], 1e-15f);
|
|
|
|
rad[1] = MAX2(radii[1], 1e-15f);
|
|
|
|
rad[2] = MAX2(radii[2], 1e-15f);
|
|
|
|
|
|
|
|
/* Christensen-Burley fitting */
|
|
|
|
float l[3], d[3];
|
|
|
|
|
|
|
|
if (falloff_type == SHD_SUBSURFACE_BURLEY || falloff_type == SHD_SUBSURFACE_RANDOM_WALK) {
|
|
|
|
mul_v3_v3fl(l, rad, 0.25f * M_1_PI);
|
|
|
|
const float A = 1.0f;
|
|
|
|
const float s = 1.9f - A + 3.5f * (A - 0.8f) * (A - 0.8f);
|
|
|
|
/* XXX 0.6f Out of nowhere to match cycles! Empirical! Can be tweak better. */
|
|
|
|
mul_v3_v3fl(d, l, 0.6f / s);
|
|
|
|
mul_v3_v3fl(rad, d, BURLEY_TRUNCATE);
|
|
|
|
kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
|
|
|
|
|
|
|
|
copy_v3_v3(kd->param, d);
|
|
|
|
}
|
|
|
|
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
|
|
|
|
copy_v3_v3(kd->param, rad);
|
|
|
|
mul_v3_fl(rad, 1.0f + sharpness);
|
|
|
|
kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
|
|
|
|
|
|
|
|
copy_v3_v3(kd->param, rad);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Compute samples locations on the 1d kernel [-1..1] */
|
|
|
|
sss_calculate_offsets(kd, sample_len, SSS_EXPONENT);
|
|
|
|
|
|
|
|
/* Weights sum for normalization */
|
|
|
|
float sum[3] = {0.0f, 0.0f, 0.0f};
|
|
|
|
|
|
|
|
/* Compute integral of each sample footprint */
|
|
|
|
for (int i = 0; i < sample_len; i++) {
|
|
|
|
float x0, x1;
|
|
|
|
|
|
|
|
if (i == 0) {
|
|
|
|
x0 = kd->kernel[0][3] - fabsf(kd->kernel[0][3] - kd->kernel[1][3]) / 2.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
x0 = (kd->kernel[i - 1][3] + kd->kernel[i][3]) / 2.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (i == sample_len - 1) {
|
|
|
|
x1 = kd->kernel[sample_len - 1][3] +
|
|
|
|
fabsf(kd->kernel[sample_len - 2][3] - kd->kernel[sample_len - 1][3]) / 2.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
x1 = (kd->kernel[i][3] + kd->kernel[i + 1][3]) / 2.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
x0 *= kd->max_radius;
|
|
|
|
x1 *= kd->max_radius;
|
|
|
|
|
|
|
|
kd->kernel[i][0] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[0]);
|
|
|
|
kd->kernel[i][1] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[1]);
|
|
|
|
kd->kernel[i][2] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[2]);
|
|
|
|
|
|
|
|
sum[0] += kd->kernel[i][0];
|
|
|
|
sum[1] += kd->kernel[i][1];
|
|
|
|
sum[2] += kd->kernel[i][2];
|
|
|
|
}
|
|
|
|
|
2019-09-08 00:12:26 +10:00
|
|
|
for (int i = 0; i < 3; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
if (sum[i] > 0.0f) {
|
|
|
|
/* Normalize */
|
|
|
|
for (int j = 0; j < sample_len; j++) {
|
|
|
|
kd->kernel[j][i] /= sum[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Avoid 0 kernel sum. */
|
|
|
|
kd->kernel[sample_len / 2][i] = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Put center sample at the start of the array (to sample first) */
|
|
|
|
float tmpv[4];
|
|
|
|
copy_v4_v4(tmpv, kd->kernel[sample_len / 2]);
|
|
|
|
for (int i = sample_len / 2; i > 0; i--) {
|
|
|
|
copy_v4_v4(kd->kernel[i], kd->kernel[i - 1]);
|
|
|
|
}
|
|
|
|
copy_v4_v4(kd->kernel[0], tmpv);
|
|
|
|
|
|
|
|
kd->samples = sample_len;
|
2017-11-22 04:51:21 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
#define INTEGRAL_RESOLUTION 512
|
2019-04-17 06:17:24 +02:00
|
|
|
static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
|
|
|
|
int resolution,
|
|
|
|
short falloff_type,
|
|
|
|
float sharpness,
|
|
|
|
float **output)
|
|
|
|
{
|
|
|
|
float(*texels)[4];
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|
|
|
texels = MEM_callocN(sizeof(float) * 4 * resolution, "compute_sss_translucence_kernel");
|
|
|
|
*output = (float *)texels;
|
|
|
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|
|
|
|
/* Last texel should be black, hence the - 1. */
|
2019-09-08 00:12:26 +10:00
|
|
|
for (int i = 0; i < resolution - 1; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Distance from surface. */
|
|
|
|
float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);
|
|
|
|
|
|
|
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/* For each distance d we compute the radiance incoming from an hypothetic parallel plane. */
|
|
|
|
/* Compute radius of the footprint on the hypothetic plane */
|
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float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d);
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|
|
|
float r_step = r_fp / INTEGRAL_RESOLUTION;
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|
|
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float area_accum = 0.0f;
|
|
|
|
for (float r = 0.0f; r < r_fp; r += r_step) {
|
|
|
|
/* Compute distance to the "shading" point through the medium. */
|
|
|
|
/* r_step * 0.5f to put sample between the area borders */
|
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|
|
float dist = hypotf(r + r_step * 0.5f, d);
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|
|
|
|
|
|
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float profile[3];
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|
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profile[0] = eval_profile(dist, falloff_type, sharpness, kd->param[0]);
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|
|
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profile[1] = eval_profile(dist, falloff_type, sharpness, kd->param[1]);
|
|
|
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profile[2] = eval_profile(dist, falloff_type, sharpness, kd->param[2]);
|
|
|
|
|
|
|
|
/* Since the profile and configuration are radially symmetrical we
|
|
|
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* can just evaluate it once and weight it accordingly */
|
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|
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float r_next = r + r_step;
|
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float disk_area = (M_PI * r_next * r_next) - (M_PI * r * r);
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|
|
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mul_v3_fl(profile, disk_area);
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add_v3_v3(texels[i], profile);
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|
|
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area_accum += disk_area;
|
|
|
|
}
|
|
|
|
/* Normalize over the disk. */
|
|
|
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mul_v3_fl(texels[i], 1.0f / (area_accum));
|
|
|
|
}
|
|
|
|
|
|
|
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/* Normalize */
|
|
|
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for (int j = resolution - 2; j > 0; j--) {
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texels[j][0] /= (texels[0][0] > 0.0f) ? texels[0][0] : 1.0f;
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texels[j][1] /= (texels[0][1] > 0.0f) ? texels[0][1] : 1.0f;
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texels[j][2] /= (texels[0][2] > 0.0f) ? texels[0][2] : 1.0f;
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|
|
|
}
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|
|
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|
|
|
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/* First texel should be white */
|
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texels[0][0] = (texels[0][0] > 0.0f) ? 1.0f : 0.0f;
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texels[0][1] = (texels[0][1] > 0.0f) ? 1.0f : 0.0f;
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texels[0][2] = (texels[0][2] > 0.0f) ? 1.0f : 0.0f;
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|
|
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/* dim the last few texels for smoother transition */
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mul_v3_fl(texels[resolution - 2], 0.25f);
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mul_v3_fl(texels[resolution - 3], 0.5f);
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mul_v3_fl(texels[resolution - 4], 0.75f);
|
2017-11-14 00:49:54 +01:00
|
|
|
}
|
2017-11-22 04:51:21 +01:00
|
|
|
#undef INTEGRAL_RESOLUTION
|
2017-11-14 00:49:54 +01:00
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|
2019-04-17 06:17:24 +02:00
|
|
|
void GPU_material_sss_profile_create(GPUMaterial *material,
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|
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float radii[3],
|
2020-07-13 11:27:09 +02:00
|
|
|
const short *falloff_type,
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|
|
|
const float *sharpness)
|
2017-11-14 00:49:54 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
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copy_v3_v3(material->sss_radii, radii);
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|
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material->sss_falloff = (falloff_type) ? *falloff_type : 0.0;
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material->sss_sharpness = (sharpness) ? *sharpness : 0.0;
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material->sss_dirty = true;
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material->sss_enabled = true;
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Update / Create UBO */
|
|
|
|
if (material->sss_profile == NULL) {
|
|
|
|
material->sss_profile = GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL);
|
|
|
|
}
|
2017-11-14 00:49:54 +01:00
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material,
|
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|
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int sample_len,
|
|
|
|
GPUTexture **tex_profile)
|
2017-11-14 00:49:54 +01:00
|
|
|
{
|
2019-04-22 09:32:37 +10:00
|
|
|
if (!material->sss_enabled) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return NULL;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (material->sss_dirty || (material->sss_samples != sample_len)) {
|
|
|
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GPUSssKernelData kd;
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
float sharpness = material->sss_sharpness;
|
2017-11-17 02:00:48 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */
|
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|
sharpness *= 0.5f;
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
compute_sss_kernel(&kd, material->sss_radii, sample_len, material->sss_falloff, sharpness);
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Update / Create UBO */
|
|
|
|
GPU_uniformbuffer_update(material->sss_profile, &kd);
|
2017-11-14 00:49:54 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Update / Create Tex */
|
|
|
|
float *translucence_profile;
|
|
|
|
compute_sss_translucence_kernel(
|
|
|
|
&kd, 64, material->sss_falloff, sharpness, &translucence_profile);
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (material->sss_tex_profile != NULL) {
|
|
|
|
GPU_texture_free(material->sss_tex_profile);
|
|
|
|
}
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
material->sss_tex_profile = GPU_texture_create_1d(64, GPU_RGBA16F, translucence_profile, NULL);
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
MEM_freeN(translucence_profile);
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
material->sss_samples = sample_len;
|
|
|
|
material->sss_dirty = false;
|
|
|
|
}
|
2017-11-22 04:51:21 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (tex_profile != NULL) {
|
|
|
|
*tex_profile = material->sss_tex_profile;
|
|
|
|
}
|
|
|
|
return material->sss_profile;
|
2017-07-14 17:40:54 +02:00
|
|
|
}
|
|
|
|
|
2018-11-05 20:09:04 +01:00
|
|
|
struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL);
|
2018-11-05 20:09:04 +01:00
|
|
|
}
|
|
|
|
|
2017-11-22 04:51:21 +01:00
|
|
|
#undef SSS_EXPONENT
|
|
|
|
#undef SSS_SAMPLES
|
|
|
|
|
2020-02-14 10:47:20 +01:00
|
|
|
ListBase GPU_material_attributes(GPUMaterial *material)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2020-02-14 10:47:20 +01:00
|
|
|
return material->graph.attributes;
|
|
|
|
}
|
|
|
|
|
|
|
|
ListBase GPU_material_textures(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
return material->graph.textures;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2020-03-11 14:58:19 +01:00
|
|
|
ListBase GPU_material_volume_grids(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
return material->graph.volume_grids;
|
|
|
|
}
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
|
|
|
|
{
|
2020-02-12 12:48:44 +01:00
|
|
|
if (!material->graph.outlink) {
|
|
|
|
material->graph.outlink = link;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2020-02-27 13:55:29 +01:00
|
|
|
GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2020-02-27 13:55:29 +01:00
|
|
|
return &material->graph;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2019-08-23 14:36:22 +02:00
|
|
|
GSet *gpu_material_used_libraries(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
return material->used_libraries;
|
|
|
|
}
|
|
|
|
|
2018-03-05 00:54:31 +01:00
|
|
|
/* Return true if the material compilation has not yet begin or begin. */
|
2019-01-23 14:15:43 +11:00
|
|
|
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
|
2018-03-05 00:54:31 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return mat->status;
|
2018-03-05 00:54:31 +01:00
|
|
|
}
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Code generation */
|
|
|
|
|
2020-03-11 14:58:19 +01:00
|
|
|
bool GPU_material_has_surface_output(GPUMaterial *mat)
|
|
|
|
{
|
|
|
|
return mat->has_surface_output;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool GPU_material_has_volume_output(GPUMaterial *mat)
|
2017-10-27 16:07:44 +02:00
|
|
|
{
|
2020-03-11 14:58:19 +01:00
|
|
|
return mat->has_volume_output;
|
2017-10-27 16:07:44 +02:00
|
|
|
}
|
|
|
|
|
2020-03-11 14:58:19 +01:00
|
|
|
bool GPU_material_is_volume_shader(GPUMaterial *mat)
|
2017-10-27 16:07:44 +02:00
|
|
|
{
|
2020-03-11 14:58:19 +01:00
|
|
|
return mat->is_volume_shader;
|
2017-10-27 16:07:44 +02:00
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag)
|
2018-08-03 18:53:36 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
mat->flag |= flag;
|
2018-08-03 18:53:36 +02:00
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag)
|
2018-08-03 18:53:36 +02:00
|
|
|
{
|
2019-05-23 15:30:38 +02:00
|
|
|
return (mat->flag & flag) != 0;
|
2018-08-03 18:53:36 +02:00
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUMaterial *GPU_material_from_nodetree_find(ListBase *gpumaterials,
|
|
|
|
const void *engine_type,
|
|
|
|
int options)
|
2017-04-27 22:27:09 +02:00
|
|
|
{
|
2020-04-03 19:15:01 +02:00
|
|
|
LISTBASE_FOREACH (LinkData *, link, gpumaterials) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUMaterial *current_material = (GPUMaterial *)link->data;
|
|
|
|
if (current_material->engine_type == engine_type && current_material->options == options) {
|
|
|
|
return current_material;
|
|
|
|
}
|
|
|
|
}
|
2017-04-27 22:27:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return NULL;
|
2017-06-28 10:50:33 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials,
|
|
|
|
* This is enforced since constructing other arguments to this function may be expensive
|
|
|
|
* so only do this when they are needed.
|
|
|
|
*/
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUMaterial *GPU_material_from_nodetree(Scene *scene,
|
2019-05-11 14:37:27 +02:00
|
|
|
struct Material *ma,
|
2019-04-17 06:17:24 +02:00
|
|
|
struct bNodeTree *ntree,
|
|
|
|
ListBase *gpumaterials,
|
|
|
|
const void *engine_type,
|
2020-03-11 14:58:19 +01:00
|
|
|
const int options,
|
|
|
|
const bool is_volume_shader,
|
2019-04-17 06:17:24 +02:00
|
|
|
const char *vert_code,
|
|
|
|
const char *geom_code,
|
|
|
|
const char *frag_lib,
|
|
|
|
const char *defines,
|
|
|
|
const char *name)
|
|
|
|
{
|
|
|
|
LinkData *link;
|
|
|
|
bool has_volume_output, has_surface_output;
|
|
|
|
|
|
|
|
/* Caller must re-use materials. */
|
|
|
|
BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
|
|
|
|
|
2020-06-02 16:58:07 +02:00
|
|
|
/* HACK: Eevee assume this to create Ghash keys. */
|
|
|
|
BLI_assert(sizeof(GPUPass) > 16);
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* allocate material */
|
|
|
|
GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
|
2019-05-11 14:37:27 +02:00
|
|
|
mat->ma = ma;
|
2019-04-17 06:17:24 +02:00
|
|
|
mat->scene = scene;
|
|
|
|
mat->engine_type = engine_type;
|
|
|
|
mat->options = options;
|
2020-03-11 14:58:19 +01:00
|
|
|
mat->is_volume_shader = is_volume_shader;
|
2018-08-02 18:31:38 +02:00
|
|
|
#ifndef NDEBUG
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
|
2018-08-02 18:31:38 +02:00
|
|
|
#else
|
2019-04-17 06:17:24 +02:00
|
|
|
UNUSED_VARS(name);
|
2018-08-02 18:31:38 +02:00
|
|
|
#endif
|
2017-04-27 22:27:09 +02:00
|
|
|
|
2019-08-23 14:36:22 +02:00
|
|
|
mat->used_libraries = BLI_gset_new(
|
|
|
|
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUMaterial.used_libraries");
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* localize tree to create links for reroute and mute */
|
|
|
|
bNodeTree *localtree = ntreeLocalize(ntree);
|
|
|
|
ntreeGPUMaterialNodes(localtree, mat, &has_surface_output, &has_volume_output);
|
|
|
|
|
|
|
|
gpu_material_ramp_texture_build(mat);
|
|
|
|
|
2020-03-11 14:58:19 +01:00
|
|
|
mat->has_surface_output = has_surface_output;
|
|
|
|
mat->has_volume_output = has_volume_output;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2020-02-12 12:48:44 +01:00
|
|
|
if (mat->graph.outlink) {
|
2019-05-16 16:43:41 +02:00
|
|
|
/* HACK: this is only for eevee. We add the define here after the nodetree evaluation. */
|
|
|
|
if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
|
2019-05-23 15:30:38 +02:00
|
|
|
defines = BLI_string_joinN(defines,
|
|
|
|
"#ifndef USE_ALPHA_BLEND\n"
|
|
|
|
"# define USE_SSS\n"
|
|
|
|
"#endif\n");
|
2019-05-16 16:43:41 +02:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Create source code and search pass cache for an already compiled version. */
|
2020-02-12 12:48:44 +01:00
|
|
|
mat->pass = GPU_generate_pass(mat, &mat->graph, vert_code, geom_code, frag_lib, defines);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2019-05-16 16:43:41 +02:00
|
|
|
if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
|
|
|
|
MEM_freeN((char *)defines);
|
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (mat->pass == NULL) {
|
|
|
|
/* We had a cache hit and the shader has already failed to compile. */
|
|
|
|
mat->status = GPU_MAT_FAILED;
|
2020-02-14 10:47:20 +01:00
|
|
|
gpu_node_graph_free(&mat->graph);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
GPUShader *sh = GPU_pass_shader_get(mat->pass);
|
|
|
|
if (sh != NULL) {
|
|
|
|
/* We had a cache hit and the shader is already compiled. */
|
|
|
|
mat->status = GPU_MAT_SUCCESS;
|
2020-02-14 10:47:20 +01:00
|
|
|
gpu_node_graph_free_nodes(&mat->graph);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat->status = GPU_MAT_QUEUED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat->status = GPU_MAT_FAILED;
|
2020-02-14 10:47:20 +01:00
|
|
|
gpu_node_graph_free(&mat->graph);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Only free after GPU_pass_shader_get where GPUUniformBuffer
|
|
|
|
* read data from the local tree. */
|
|
|
|
ntreeFreeLocalTree(localtree);
|
|
|
|
MEM_freeN(localtree);
|
|
|
|
|
|
|
|
/* note that even if building the shader fails in some way, we still keep
|
|
|
|
* it to avoid trying to compile again and again, and simply do not use
|
|
|
|
* the actual shader on drawing */
|
|
|
|
|
|
|
|
link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
|
|
|
|
link->data = mat;
|
|
|
|
BLI_addtail(gpumaterials, link);
|
|
|
|
|
|
|
|
return mat;
|
2017-04-27 22:27:09 +02:00
|
|
|
}
|
2014-11-24 17:18:56 +01:00
|
|
|
|
2018-06-07 11:58:15 +02:00
|
|
|
void GPU_material_compile(GPUMaterial *mat)
|
2018-03-05 00:54:31 +01:00
|
|
|
{
|
2019-08-01 17:32:42 +10:00
|
|
|
bool success;
|
2019-06-05 13:06:11 -03:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_assert(mat->status == GPU_MAT_QUEUED);
|
|
|
|
BLI_assert(mat->pass);
|
2018-06-07 11:58:15 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* NOTE: The shader may have already been compiled here since we are
|
|
|
|
* sharing GPUShader across GPUMaterials. In this case it's a no-op. */
|
2018-08-02 18:31:38 +02:00
|
|
|
#ifndef NDEBUG
|
2019-08-01 17:32:42 +10:00
|
|
|
success = GPU_pass_compile(mat->pass, mat->name);
|
2018-08-02 18:31:38 +02:00
|
|
|
#else
|
2019-08-01 17:32:42 +10:00
|
|
|
success = GPU_pass_compile(mat->pass, __func__);
|
2018-08-02 18:31:38 +02:00
|
|
|
#endif
|
|
|
|
|
2019-08-01 17:32:42 +10:00
|
|
|
if (success) {
|
2019-06-05 13:06:11 -03:00
|
|
|
GPUShader *sh = GPU_pass_shader_get(mat->pass);
|
|
|
|
if (sh != NULL) {
|
|
|
|
mat->status = GPU_MAT_SUCCESS;
|
2020-02-14 10:47:20 +01:00
|
|
|
gpu_node_graph_free_nodes(&mat->graph);
|
2019-06-05 13:06:11 -03:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat->status = GPU_MAT_FAILED;
|
|
|
|
GPU_pass_release(mat->pass);
|
|
|
|
mat->pass = NULL;
|
2020-02-14 10:47:20 +01:00
|
|
|
gpu_node_graph_free(&mat->graph);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2018-03-05 00:54:31 +01:00
|
|
|
}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_materials_free(Main *bmain)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
Material *ma;
|
|
|
|
World *wo;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
for (ma = bmain->materials.first; ma; ma = ma->id.next) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_material_free(&ma->gpumaterial);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
for (wo = bmain->worlds.first; wo; wo = wo->id.next) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_material_free(&wo->gpumaterial);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-06-04 09:09:12 +02:00
|
|
|
|
2020-02-06 13:05:45 +01:00
|
|
|
BKE_material_defaults_free_gpu();
|
2011-09-09 11:55:38 +00:00
|
|
|
}
|